I tested Victoria 8.1 with futalicious and headlights. I have to copy materials by hand in daz studio, from the body to the geografts, because I have the G8 version so the copy material script doesn't work for G8.1. That apart she works fine here. Then I can't post pictures because of the forum policy. As for custom textures, diffeo should work fine too.
Yeah, I can't post images of my work for the same reason, although the figure I'm using has Breastacular and Golden Palace. I did get the HD grafts to import properly, with the multires option, as I said above, but I first used the method outlined in Thomas's blog link, in my previous post (the reply to Singular3D). It's somewhat fiddly but it does work. Also you can actually get the materials to copy to G8.1F with the new materials copy script that Meipe released earlier this year. He mentioned it over on Renderotica.
hey i'm wondering if someone can help me. Everything works for me except the teeth seem to have massive gaps in them. In the blog it says this was addressed but even if I choose base resolution before export the teeth will still have large gaps in them because of sub division.
its 99% complete... I have a rigged character with all the morphs and 90% of the materials correct! the problem are the materials from the geocrafts (in the case the genitals), I always get the material UV connected to the torso and not the the actual maps of the Genitals (for example Golden Palace or even the official Daz genitalia). I've tried to move the UDIM to layers 2 like in the tutorials from Diffeo, and also the merge UV layers but nothing... I believe its sometrhing to due with the fact that the correct UVs of the genitals are in fact inside that have there one UVmaps but I cannot understand how to use them in unreal... was anyone able to do this?
Most geografts use shells to get their own uv map and mix the geograft material with the figure. DIffeo converts shells to material layers that are not supported by unreal. I know blender gets some baking features and you may try baking all the materials to a single layer, that's probably what unreal is expecting. But I don't know how good this will be, never did it myself.
As a side note, if you're looking for fast rendering you will get a much better material support with eevee. While if you're making a game pay attention to the daz eula because it requires a separate purchase of the interactive licenses, that's usually not viable as a cheap solution. Unless your game uses sprites instead of 3d but in this case I don't see what unreal is good for.
is it possible to specify which morphs (shape keys) should be loaded through csv file, similar to standard export from DAZ or DAZ-Blender Bridge? I have different lists of morphs I need on male or female figures, clothing, hair and it also differs based on character's importance in the game.
I am searching for some working solution. Manual Daz-Blender FBX export messes bone rotations and DAZ-Blender bridge somehow doesn't transfer most of the morphs to majority of meshes and support is non-existent. So, this addon could be my best shot.
I've already read this part of documentation but seemed to me unclear if I can just save mix of different types of morphs I need into some file and simply load it on another DAZ meshes. I guess I need to try and see.
@michalstangel The plugin doesn't import the genesis figure because blender doesn't support morphing armatures as genesis does. Also it would be the same nightmare with morphs as it is with daz studio and we don't want that in blender. So the intended workflow is to bake the actor morphs in the dbz export, then load only the jcm and pose morphs in blender.
I only use Blender as a tool to merge identical materials (by Python script) before loading FBX into Unity. So I just want to simply apply list of morphs/blendshapes I need for given figure/clothing/hair in Unity and make it as fast as possible, because I will process significant amout of assets this way.
It's a python script for blender so it works on mac too. Or any platform where blender is available. As a side note diffeomorphic 1.6 doesn't strictly need daz studio running since it can also read directly from the daz content folder. So it is theoretically possible to use diffeomorphic even in platforms where daz studio can't run.
Right, it's the DLL's in some of the related stuff that don't work on Mac and would need to be recompiled, at the very least. Oh well, I'll make do with the official bridge, it's enough for the couple of displacement maps I need to do.
The new Diffeomorphic version 1.6.2 still doesn't import custom geograft UVs (Those that use geoshells to get materials), however the official Victoria 8 genital map and its UV can be imported, for this reason I have to switch to Victoria 8 genital and create new genital maps for different characters.
The version 1.6.2 with Single Principled material import option, Diffeomorphic attaches the genital UV to the torso and does not import the geoshell material. Attached images below showing imported Golden Palace maps which are not usable, and the Victoria 8 maps which are correctly imported. (The bump maps were used instead of the skin textures for demonstrating purpose)
@acatmaster Yes "single principled" is intended to use a single principled node and doesn't support extra features. It is mainly intended to export to game engines. Multiple material layers with different uvs, as needed for shells, couldn'd be exported to fbx or unreal. You can use "extended principled" to get the extra features, so that the custom uvs for the geograft shell are imported and used correctly.
Tested Extended Principled option when importing, the geoshell materials were imported to the genital. The geoshell was also applied to the torso causing a minor problem but it's easy to fix that. Also tried the Blender texture baking to convert the geoshell materials and the result is like baked chicken in the oven, could have some use of that material though.
As for the shell applied to the torso, it's because in blender shells are per material. Thus blender ignores the face group visibility in the shell and only considers the surface visibility, so you may have to fix the shell visibility in daz studio in some cases.
edit: i realise everyone already knows generally in broad strokes what it does, but its my first time installing it finally, and i guess it would just be cool to know up front before going through whole process that it aligns with needs.
hmm i guess so. what youve created is the culmination of a lot of work and that is respected and appreciated. just was thinking the new user experience could be better sign-posted given that daz users such as myself are archetypally low information worm-brained people and need everything spelled out
Hi!
I use DAZ --> Unity via Blender (with blender diffeomorphic plugin).
When I load in unity the .fbx file missing the genital geometry shell.
How can I solve the genitalia geometry shell problem?