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I believe they tried, though I could be wrong.
Ok, looks like the HD version of objects aren't always importing into the proper places.
The base ones are in the right location.
I had a nice chat with some people from DAZ about half a year ago, but nothing came out of it. Perhaps I wasn't responsive enough, or perhaps DAZ's lawyers didn't like the license. My plugin is licensed under a FreeBSD license. It is not GPL so not viral, but it is open source, which means that neither DAZ nor myself can prevent anybody from making a new fork. Mitchy's plugin was sold on Gumroad so it probably had an unproblematic all-rights-reserved license which DAZ could buy.
@emoryahlberg As I understand it Thomas does some simplification of hierarchies for the dbz option. That's good for figures that are bounded by a skeleton, but may be not so good for scenes. Then you may try the unmorphed option that respects hierarchies better though it doesn't bake the shapes.
My advice is to use dbz for figures and unmorphed for scenes.
Thank you, Padone. I'll try that!
It is Friday again! Time to download the latest RC, install, and see if I have enough brain cells to import a G8 character into Blender, properly combine the bones, convert to Rigify, and pose. Odds are 15:2 that I cannot.
We believe in you!
THAT'S A BEAUTIFUL SKIN!
I don't pretend to know much about the subject [yet], and nothing specifically for Olympia 7, but DAZ store has lots of options - here are some shaders that might work e.g.:
SKIN SHADERS:
Skin Builder Pro for Genesis and Genesis 2 Female(s)
Recipe Loader for Skin Builder
Skin Builder 3 for Genesis 3 Female(s)
Skin Builder 8 for Genesis 8 Female(s)
Sobek's HD Alternate Skins
Carrara Skin Shaders For David 5
Victoria 4 Skin Maps (High Res)
V5 Elite Skin Texture Valerie
The FREAK 4 Skin Maps 02
The FREAK 4 Skin Maps 01
SF Beautiful Skin Iray Genesis 8 Male
SF Beautiful Skin Iray Genesis 8 Female
SHADERS FOR OTHER AREAS:
UHT Hair Shaders for Iray
DP - Carrara Shaders For Aiko 5
DP Mei Lin 6 Carrara Shaders
DP Gia 6 Carrara Shaders
DP The Girl 6 Carrara Shaders
DP Michael 6 Carrara Shaders
DP Olympia 6 Carrara Shaders
DP Stephanie 6 Carrara Shaders
Carrara Skin Shaders For David 5
DP Victoria 6 Carrara Shaders
DP Giselle 6 Carrara Shaders
Edwardian Inspired Floor Tile Shaders Vol 2
Shaders Revisited TartanHSS
Shaders Revisited - China Series 1(HSS)
Fairy Hair Shaders for DAZ Studio
Fairy Fabric shaders for DAZ Studio
Fairy Shader bundle
Fairy Hair Shaders 2 - Vertical for DAZ Studio
Subsurface Toon Shaders
Iray Super Shaders One And Done (Merchant Resource)
PTF Magic! Shaders and Wearables for Genesis 3 and 8
Shiny Fabric Iray Shaders
Leather and Fur Iray Shaders
Bone and Fantasy Scale Iray Shaders
Shimmer and Lace Iray Shaders
Imaginative Glass Iray Shaders
Simple Fabric Iray Shaders
Elegant Fabric Iray Shaders
Homestyle Iray Shaders
Homestyle 2 Iray Shaders
Everyday Fabric Shaders Iray
New Way to Shimmer Iray Shaders
Elite Human Surface Shader
UberHair Shader Upgrade for UberSurface
Advanced Shaders for EYEdeas 3
Subsurface Shader Base
THANK YOU!!!
Wow, that looks great - perhaps just a warm light or something to change the lighting.
:-)
Ok so im trying to set up the version thats linked at the top of the thread. I have it installed but when I try to import the settings file I do not get the Global Settings and under Settings there is no Load Root Paths option? (following the directions here)
@Daventaki It looks like you have an old version already installed.
Thank you, I prefer your plugin to the one daz uses. I'm just glad Daz saw the light and created a plugin for Blender! I prefer Open Source, to closed source. Thank you for your hard work.
@SilverDolphin To be fair the daz bridge is open source as well. The main difference is that diffeo is general purpose while the daz bridge is designed to only export G3-G8 figures. Then diffeo exports better.
Better?
Daz's bridge doesn't seem to work correctly; the Blender files available are broken.
The two are on a completely different level; IMO one is fit for purpose, the other: not.
Yep - that's why I haven't bothered to download the official bridge. I do agree that it is good that DAZ opened up a little to offer bridging plugins but clearly not open enough to embrace the extent of Open Source that Thomas adheres to. I was put off the official version by reports that it doesn't work as well as Diffeomorphic, that it can only export G8/G3 (although I mainly use G8F and G3M, I would like the option to use something older) and that it does not support geografts. Again, looking at this sub-forum, most of the discussion has involved the Diffeo option and it is clear to me why.
Yep, I had unchecked it thinking that would take care of it so I removed all then reinstalled the latest and that fixed it. Thank you!
We must have gotten something lost in translation, I was very excited to work with you but I thought I wasn't able to convince you to come work with us. What a shame, you are obviously very skilled.
You did give us permission to take, modify and redistribute your plugin code, but forking your code just to rebrand it so it was named like the other plugins didn't seem very neighborly of us. As you can see, the plugin we did get to redistribute we fully open sourced so should you ever feel like taking some code or leaving some code, feel free. Additionally, the updates you have been putting out on your plugin have been very impressive so keep up the good work, I know a lot of artists here are very excited about what you have been creating.
Well this is very encouraging. I see no reason why the DAZ team couldn't provide some valuable input to help iron out any outstanding issues as these bridge plugins are all non-commercial (free). For the users to have more than one option is not a bad thing at all. Why stop there? Help/advice for the other ongoing community projects too, perhaps?
Indeed.
The difference, in a word, is Thomas. He's a fricking prodigy, he's inclusive, ever present, and encourages and makes good use of the passion of the capable people the aforementioned characteristics have attracted to his project. He understands Open Source.
One look at the DTB GitHub page will make it clear that Daz does not. I'm curious why they even bothered Open Sourcing it. I mean, not even Mitchy contributes... it's not a good harbinger when you can't even convince the founder to stick around.
I wish I was skilled in 3d programming, but even though I dabble in Blenders Python, the math just sometimes makes my head spin. It needs a certain amount of training and talent. All the more reason to the people who work on this, Daz, Thomas... hats off to you.
@marble That is actually the exact opposite of "encouraging".
The open source projects that become successful and repond to the needs of its user base are the ones that engage a community, getting all hands on deck to improve all aspects of the software, even non-technical aspects.
What we need from Daz is an unprecedented, for Daz at least, effort to document the code and a genuine effort at knowledge sharing so that more people who want to contribute can.
Making appeals to an individual who is already an expert is a failing strategy. It's the dozens of people who have the broad horizontal skills to contribute, but not the specific vertical skills necessary that should be targeted. So far, all the DTB commits beyond the initial upload have been made by one single user. How is that different from DTB being closed source?
Look a successful open source project, say, Ubuntu Linux. Beyond supporting the ready diffusion of technical knowledge, they engage everyone... you say you're an artist and not a coder? No problem! We could use some artwork on the frontpage. Some nice icons for the pushbuttons. We always need testers. They do everything to instill the sense of stewardship and responsibility.
Daz just uploaded 11,000 lines of code and called it a day, not terribly different from the way they released some C++ header files and thought they were done.
I often think of how awesome it would be if the bar to contribute to everyone's favorite 3D program was made lower.
Well said.
Ditto
Other people can contribute if they want to. That's the difference.
I haven't programmed in C++ in nearly 20 years. Guess it is time to learn the newer version and help contribute beyond "it's broken".
No disagreement from me. I was just imagining that DAZ could offer advice where needed rather than trying to close an open-source project or promote one plugin over another. I have not, do not and will never code anything so I trust the judgement of you guys who do.
You can, Padone, If you apply the multires modifier. And you can keep the LD and the HD geometry at the same time so you can pose with the LD geometry and render with the HD version. Also it's very possible that in the near future the multires modifier will support shape keys in different subdivision levels. This is something that can be done. It only needs some extra developement. Thanks for the info, Padone.