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I did look for YouTube videos on Multires and I keep finding indications that it is broken in 2.83 but will be working in 2.90 which is only a couple of weeks away. Is the 2.83 version working enough for the procedures described in the las few posts?
It works but honestly I'm thinking there are other things you could probably focus on first. Multires and displacement maps should come after learning how to import your character, set up basic material nodes, basic mesh manipulation, etc. I bought a tutorial on Blender basics when I first started and it helped. Many others have done the free donut tutorial and things like it. BlenderGuru has some decent ones. Just my opinion though.
To answer your question, I have used multieres succesfully and made displacement maps using it. That doesn't mean it's not broken, just that it did what I needed it to do.
Another useful resorce is blenders manual, Its not necessarily going to teach you how to do stuf but it can give you a description of absolutely everything. At some point early in my blender learning, for instance, I read through the descripion of every modifier in the manual, and in addition to a basic rundown it gave me a good idea of what I needed to do more research on.
If your using shrinkwrap you're going to want to mask out the mouth teeth and eyes with vertex groups - fingernails can also cause issues
The main brokenness is a bug that relates to sculpting whilst going up and down the subdivision levels: ocassionally giant spikes will pop up that cannot be fixed by undoing - a bad bug for sure, but not one that effects just sub-ding for shringwraping
with that said you should still use 2.9 as the rebuild subdivisions tool is the best thing since sliced bread and will cut out a bunch od those steps
for baking just
speaking as someone who has used shrinkwrap a lot (among other things I've used it to improve shape conversions from the different generations or from entirely seperate figures I have an Antonia morph for G8) I try to avoid it wherever possible
You are quite right and I really am watching tutorials on the basics. For example, I still have trouble with the camera view and need to get a sense of how to view things in the Blender viewport like I do in the DAZ Studio viewport. I also, as you suggest, have a lot to learn about importing content into Blender, on how to manipulate that content (materials, armatures, etc.) and how to save the results, the textures and poses. So much to learn that it is daunting.
I do read Manual pages - I used to write manuals during my working life - but my attention span has really dropped off with age. I guess we all find things that we can't do as we used to but reading manuals is a stark example of my attention deficiency these days. I tend to fall asleep in minutes so I have to take small bites. In other areas, I've even started opting for audiobooks instead of print or Kindle.
Thanks a lot. Didn't know that and I love this information!
Have you considered using the Reshape option of the Multires modifier instead of shrinkwrapping? I think you may get better results, specially where the HD details take the higher res mesh beneath the lower res mesh. Reshape will copy the vertex coordinates from the high subd mesh to the multires level with the equivalent level of subdivision; shrinkwrap pulls the verts towards the other mesh, which I think will be less accurate.
@andya Unfortunately reshape alone doesn't work because the imported HD mesh from daz has a different vertex order than the mutires mesh. This is why we have to use shrinkwrap first. Or rebuild subdiv with 2.9.
Hmmm, maybe it's just my build, but after importing body morphs, pose loading from Daz files is not working anymore. All other stuff like import units, expression, jcms etc. does not seem to break pose import, but at least in my version importing body morphs breaks pose importing. I'm using Diffeomorphic 1.5.0 and Blender 2.9. Can anybody else confirm that?
EDIT: Also merge geografts seems to break import pose functionality, or maybe I'm just doing it wrong. Anybody has correct steps how to merge geografts and keep inport pose functionality? Nvm, I got it working. I had several rigs and merging geografts only made something go wrong, but after I merged everything, it seems to work now
This is actually the normal behaviour. Most morphs are implemented as bone drivers; when you move the slider the bones move. But once a bone is driven, it cannot be posed by hand, nor by loading a pose file. The same thing happens to the various face morphs, but since they only make the face bones unposable you probably did not notice. You can tell that a bone is driven if the transform channels turn purple. The bone also turns green in the viewport, indicating that it has a constraint, but that is actually harmless.
To fix this, go back to the Corrections section and press Make All Bones Posable. That tool adds an extra bone for each driven bone, which can then be posed.
Is anyone else suddenly having issues with importing sets with Diffeo in the lastest dev builds?
For instance, I tried loading this set: https://www.daz3d.com/subway-station via the latest dev build and got errors when previously, on the same build minutes earlier I imported it without issues. The only thing that changed between attempts was I unhid 2 of the wall instances.
Any input would be greatly appreciated.
The bug should be gone now.
Thank you for the awesome work you do on Diffeomorphic Thomas. I wish I would have started using it sooner instead of trying to pose in DAZ and then export to Blender. Building the character in DAZ and exporting in the A/T pose is a much better workflow.
I've got a character using Rigify without issues; did I see it said that one can't use imported poses?
Because... It is possible.
@nicstt There are recent fixes to rigify thanks to Engetudouiti at diffeo. But the main issues are there yet I just tested the latest commit. Specifically daz poses and animations don't work fine with rigify. To correctly import daz poses and animations you have to use mhx instead. Then with rigify you can get a close or exact pose depending on the pose, but it will not always work.
I find it annoying that this is not reported in the user docs.
https://bitbucket.org/Diffeomorphic/import_daz/issues/68/convert-pose-from-daz-to-mhx
https://bitbucket.org/Diffeomorphic/import_daz/issues/73/rigify-and-import-pose
I must have been lucky; I have noticed that trying to tweak the pose once imported can run into issues. Even merging the FK/IK can alter the pose, which shouldn't occur.
Oh, in case anyone else was oblivious to the change like I was until today, either the limit on runtimes/libraries was removed, or it was set higher than the number of ones I have installed. I have linked all my 22 libraries now, yay
That's good; some aren't essential, such as posing, unless of course there is something in there other than poses and that does happen
Is there a walkthrough for getting a rigged character with HD morphs using this plugin? I see scattered posts here and there, but nothing very step-by-step. I've tried following some posts with mixed results. I was hoping maybe I missed a post, or maybe someone made a YouTube video or something by now.
thanks.
Trying to import Stonemason's Urban Sprawl 2 gave me an error:
MISSING ASSETS:
... many others of a similar ilk, but these were the last 4.
/data/auto_adapted/u2seprops1_15321/geometry_cf909cfc_e781_ed41_e429_779e6d2159fe/geometry.dsf
/data/auto_adapted/u2sebuild12_16441/geometry_10e3d689_d82e_085c_a20c_32b3794355c7/geometry.dsf
/data/auto_adapted/u2ebuild4_7474/geometry_5e3a752c_ac82_1e24_c6fa_32a4cc608865/geometry.dsf
/data/auto_adapted/u2sebuild5_9775/geometry_f317c38a_118b_51c8_9d86_15705b69c723/geometry.dsf
Is it something I'm not doing or a bug?
I seem to recall a post relating to the fact that auto_adapted is no longer used by Studio. It certainly doesn't exist in any of my libraries, not just the one where the product is located.
I think that used to be made by DS back in the day when a user brought an item for poser, then saved it for DS.
Honestly I would recommend to import static things via OBJ and disect them. Gives a much better flexibility. At least this was my experience with Stonemason items in Cinema 4D and I assume that it will be easy with Blender as well.
Yeh, that one I'm going to have to.
Streets of Old London and Streets of Asia came across well though.
Does cycles have an equivilant to turning on spectral options?
By design, Cycles is not a spectral renderer unlike Iray which allows toggleable Spectral rendering (but Daz's Iray has bugs with Spectral I heard).
Any spectral effects such as caustics are best faked using custom shaders
To be fair, both reflective and refractive caustics are supported by cycles and they work quite fine.
Then for a spectral render engine caustics are just second nature and they are computed faster and converge better. But a spectral renderer has other issues. Namely the srgb colors, including textures, have to be converted to spectral and this conversion is not univocal. So intents are used and what we get is not a true spectral rendering anyway. The only way to get a true spectral rendering is to get spectral properties for the materials.
This basically means that spectral rendering, for its nature, can't work fine with standard srgb textures. That's probably why it's not supported and/or used extensively in CGI.
Not gonna pretend to even know what specral really is or does under the hood. I just know it seems to make skin look less like a plastic/rubber surface. It also does have issues like showing seems, and changing the colors, render times shoot way up.
Doesn't really matter, as long as the file and the saved scene are in the same place I think. I just been using my desktop for easy fiding to import.
I had an issue importing into Blender 2.9.
It wasn't the most recent release as I noticed an issue on the import, which I'll report when I have more info.
In a nutshell, the rig's bones were lower than they should be when comparing to previous versions.
Can definitely repeat it.
Blender 2.83.5
This character has a little Aiko 8 dialled in; works fine in an earlier version of 1.5.0; most recent download I get the rig mis-aligned. As though scaling is off?
Can anyone else reproduce with most recent version (I downloaded a few minutes before trying.)
It might be related to if the character's height is different from the default? I tried with Twillig, the scaling is still 100% in studio, but the character's height is slighly lower than normal, and the bones look to be slightly out
Edit:
The version I'm using that works, is from when we had to uncheck the Daz Bones as it was stated to be a work-in-progress; that checkbox is no longer available.