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davidtriune, wow, that's amazing. I'm going to bookmark that shader tree for later use. All my figures come out looking like ghosts or zombies for some reason.
Since I've no clue what to do once the figure is in Blender, I shall watch this thread with envious delight.
@brainmuffin There's awesome tutorials on youtube from Blender Guru, CG Cookie, Royal Skies LLC and Aria Faith Jones. I use those four channels the most, a wealth of information. Royal Skies is awesome cause his are all like 3 minutes or less. I learned how to rig an entire character in no time following his tutorials.
brainmuffin, if you want a basic intro to Blender, I'd recommend Blender Guru's donut tutorial on Youtube. He covers the basic controls and shortcuts, plus modeling, uv mapping, textures, basic shaders, and some animation. Just a side note, he does a lot of plugging for his website that sells 3d assets, but none of that is required for the tutorial.
no problem, just make sure when you import the character, export using 100% scale with DAZ studio metrics. If using Diffeomorphic, import with scale=1 in the plugin. The SSS is compatible with this size only, or it will probably end up looking like a ghost.
I decided to play around with the smoke sim and motion blur. Here's Floyd 8 and Old Chap reliving their glory days. I also used Garage Hideout and Urban Sprawl 2 and the '67 AM GT Sports Car.
I imported everything with diffeomorphic. Both figures ended up way too bright, so I ended up turning off subsurface shading. Other than that I used Blender's edit mode to smooth out the car's geometry a little.
@davidtriune Importing in cm is wrong because you will not have the right camera lens perspective, lights falloff, and physics simulation. So forget about it. As for your setup you may adjust the sss radius around (0.04, 0.002, 0.001) to fit a real size figure. As a little side note with subsurface 1 the base color is not used so you can just drop it. Then I do like your render a lot the skin looks very realistic especially the lips.
Also when fiddling with skin shaders I'd advice to always check how the skin reacts to strong backlights and dimmed environments. Just to be sure it works in any light condition.
@Kitsumo For a better skin with diffeo you can import with the volumetric skin in cycles. It mimics iray well enough. As for eevee and the sss skin option they can't match iray because of limitations so an approximation is used that may or may not work fine depending on the skin.
https://diffeomorphic.blogspot.com/p/import-into-blender-15.html
oops forgot to include the normal map in my render... good thing girls look good with less wrinkles lol
noted, thank you.
yea i hate it when that happens, looks good until you change the HDRI.
kayo's textures have some slight baked-in shadows that are apparent in other environments but otherwise she looks above average. Other characters need a lot more adjustments to the texture (gamma etc)
1 subsurface could cause issues, especially with backlight; tend to find .1 is enough
Definitely an amazing result.
@nicstt There's a common misconception about what subsurface in the principled shader does. Perhaps also because of the blender docs that may be not so clear. The main function of the subsurface parameter in the principled shader is to mix diffuse with subsurface, with subsurface = 1 you have no diffuse color. So it's not wrong to set subsurface = 0.9 or even 1. But you then have to set the radius accordingly, the default (1, 0.2, 0.1) is intended for low subsurface values.
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html
In diffeomorphic when converting skins from daz to blender the principled subsurface is equivalent to the iray translucency, the same as the mix for the bdsf subsurface. Then the radius is adjusted to fit the sss effect.
https://bitbucket.org/Diffeomorphic/import_daz/issues/17/sss-radius-default-setting
https://bitbucket.org/Diffeomorphic/import_daz/issues/129/better-sss-experimental
Excellent skin and character!
Yep, I started off with 0.5 on my own materials and am finding 0.1 is about right; often there is too much glow from lights when they're behind characters if i go closer to 1. I'm going to see what happens trying that node tree though - always fun to experiment.
Daz character and assets, rendered in Blender cycles. Particle hair on the chimp.
Oh ... that's his pinky! At first glance I thought it was something else
Impressive render though.
Thanks. I think there's another site for those 'pinky' renders...
@Padone, thanks for the suggestions.
I don't want to hijack this thread to discussing how to improve the results I get using a fresh download of Blender (2.83.3, portable zip) and leaving the settings as provided (N.B. 'full global illumination' is not selected). I am certain there are many ways to improve them, for both plugins, and enabling the full global illumination light path preset is very likely one such way). Instead, my intention was to share the results obtained in Blender with the bare minimum of user input. I think one advantage of Iray in Daz Studio is that you can often get a pretty good render with the standard settings. Now that Daz has released the 'official' Blender bridge, some people may think of trying Blender for the first time. As Blender newcomers, they may well not make any changes to the default settings initially, whereas you or I would. So I was interested to see what results they might get in that case.
If there are particular settings required to get the best results from either plugin, I believe they should be clearly documented as necessary, or enforced by the plugin itself. (The Daz Importer does not enforce the selection of full global illumination for me, and I don't see it mentioned in the docs but perhaps I missed it.)
To stay somewhat on topic, here is a Blender render - the result of 5 minutes updating the materials on Victoria 8 from the Daz Importer, face/lips/ears only (full global illumination not selected, rendered in 21 seconds to 100 samples).
I'm liking the renders, but I have to ask how. After import, I cannot add lights nor cameras. The one camera that is there is pointed at the ground between the feet of the character imported.
Shift A to add a camera.
make sure a camera is selected, then position the viewport how you want the camera view to be.
Ctrl Alt numpad 0 will set the view to the Camera selected
You may have to zoom out a little to get the correct view.
N to bring up the right hand side panel if it isn't showing; click the View Tab - it should be close to the Daz Tab you use.
There is a checkbox there that locks the Camera to you view area so it will change as you move.
"Add a camera" is grayed out.
Don't have a numpad.
I can zoom and title the main viewport, but no panning.
Add a lift is also grayed out.
Sorry I didn't make that clear in my previous post. These options are only grayed out after using the import.
You need to be in object mode, not in Pose mode. Then it should work.
@andya May be I was not clear enough. The issue you are having with the black skin seems limited to your own blender installation. The other people here that tried with the default settings had not any issue. Me included.
That's why I asked you to try with global illumination, normally it is not necessary for the plugin to work fine.
and if you have no numpad, using the menu.
Same menu bar: View > Align View to align the view to the Camera.
Just testing out Bambi (love the character but the name sucks), and the hair from the bundle; my first non-dforce hair for nearly a year; converts well.
My shader setup
I'm pretty happy with it now.
The third image shows what's in side one of the groups; as its shared between all materials (Face, Torso etc) I can adjust skin tone and the amoung of SSS details I add to the diffuse or addjustments to SSS to all zones at the same time.
The blush overlay can also be used for for adding tattoos or any other effects; adjustments there can be required though; still working on that.
I think it looks good in terms of texture and detailing, but she seem to glow... a lot :) Maybe turn down the depth of the SSS ?
It's very low, but strong backlight has that affect.
I've harved it, I'll post the difference in a minute; plus it has some composited effects. I'll show before and after.
Cycles at 256 samples with some light color grading in Light Room.
Nice render Bennie.
One on the left is without the glare in certain areas; not seeing much if any difference to the earlier one, although the SSS wasn't much different, even though I halved the amount.