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fried

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Very nice. I have been messing with Blender a bit lately as well, though I have not even considered trying people yet. It was pretty imposing at first, but the new 2.8 version has made it a lot easier to work with, and I am finding it rather enjoyable.
If interested, you can use this free add-on script for Blender to import Daz characters/figures:

 

RomanHume

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For a free offering, Daz' Iray is excellent and the version embedded with 4.12 beta is going to be optimized for use with RTX cards for even more stellar performance (especially real-time):



Iray relies upon MDL materials (i.e., derived by NVidia for their own products) so other renderers typically need some form of mapping to at least give you an approximate start on setting up equivalent shaders (using a different specification or shader) in their systems. The nice thing about Daz' Iray is that comes for free. For me, their material node system can be less flexible or at least accessible in daily use and is somewhat clunky (totally subjective opinion here - coming from a person who has worked with node systems for Poser, Blender and Autodesk-shipped renderers, plus V-Ray.) In the end, you can still get render layers (using a different NVidia convention, but same concept) and other needs from Iray in Daz, which is pretty cool.

Octane is probably the next closest render integration solution for Daz (and Poser) scenes, at least from the perspective of launching from within the UI, having its own pane in Daz and even its material+rendering details saved as part of your .duf file (i.e., OTOY extends the standard .duf format with additional data). It also does standard approximations of 3DL and Iray-oriented Daz shaders to Octane materials on-the-fly and on-demand, at the Daz "surface" level. It usually gets you about 40-75% of the way there after the first pass, in my experience.

So, you need to tweak for optimal Octane material and lighting use in most cases but much of that is sped up by relying on a combination of Octane's user-submitted material library, your own material library or those you can purchase. After that, it's a simple matter of drag and drop onto a surface to get that leather couch look you previously liked for a different model, then easily go in and change the color, specular settings, etc. to make it a new variation on the theme (then maybe save that to your personal material library, too.) Its node system becomes second nature after trying it for only a little bit and experimentation yields real-time results so there's no waiting to try out all sorts of ideas on-the-fly.

If you wanted to try Arnold, Redshift or other renderers, their integration would be in the form of exporting your objects or scenes from Daz in FBX, OBJ or similar format and then re-mapping in the app supporting those renderers and then working on them uniquely outside of Daz at that point. I don't think any of them handle Iray's MDL shaders natively, unfortunately. The export process is generally easy, but the Daz to Maya product makes it a couple of clicks and makes the choices easier: . That said, the entire reason I went for Octane was to find an integrated, real-time PBR approach which worked for Poser and later for Daz, actually.

Honestly, if you were going to try the export and eventually render route, you might also consider Blender because Cycles is pretty decent and its nodes are super-flexible, IMHO. Plus, it can add hair, physics, etc. that the big Autodesk and Maxon products offer in a free, pretty capable all-in-one package. It has the ability to import morphs and bones from Daz with an add-on (to an extent) as well, so you can even pose after importing an exported Daz scene. I've also used a Maya-to-Blender transformation utility and that worked great, too - Blender is just fun as a barrel of monkeys, IMHO. I realize you've been looking into Maya and it does beat out most packages in the animation department, corporate workflow areas, etc. (which is possibly where the Arnold influence came to you, I am guessing).

I still use Iray! It's very good at simply using things out of the box, though it still needs at least some tweaking in the shaders and render settings to get what I need. If that takes too long for a quickie scene that I thought would be best with Iray's qualities, then I will go to Octane because I can tweak there so much faster.

Here's an example where the scene was comprised of objects with materials for Iray, 3DL and Poser Firefly renderers but didn't work well for all of them, so I went to Octane as the common ground and got most of what I needed after about 10-15 minutes of tweaking (and longer for fine-tuning, primarily trying for early morning lighting in a weird space):

https://f95zone.to/threads/the-visit-v0-10-fix2-stiglet.10361/page-163#post-2103541

I could have done the same thing with Iray shaders, btw - at least for my style, it would have taken me longer. But, perhaps for you that would be a much shorter period of time to get the setup you needed.

As mentioned, it's possible Daz 4.12 with RTX cards will further enable Iray for real-time draft performance when that's delivered.
Well, that post seems kind of interesting, considering my post earlier today about your technical options and learning ... looks nice!
If interested, you can use this free add-on script for Blender to import Daz characters/figures:

Man, I feel like a shit now. :sneaky: I saw your post on my cell and flagged it so I could come back and read it later and then failed to do so. But now I can say, you're right on!

I had been waiting for some test renders to kick out on Friday and I stumbled across this thread blender-vs-daz3d-whats-best-for-you (which I actually stumbled on after Saki_Sliz had commented in a thread I started regarding Daz/ZBrush integration). So my forays into Blender happened very fast in a 52 hour period. Lol.

I still want to eventually upgrade to Maya, but I figure it'll be another two or three years (assuming I continue to grow and the project is successful) before I can honestly considering the financial burden of Maya. In the meantime, I am fully convinced Blender is a great stepping stone to polish my skill and achieve the creative freedom I'm looking for. It's really just up to me to put in the time and energy to learn the software inside and out.

And who knows. A lot can happen in a few years. Render engines change and software gets updated for better and sometimes worse. Maybe Blender becomes the long term solution.

Any implementation though is still six months to a year away for me. (I only have the weekends I can really dedicate to learning since the rest of the week is filled with the real job and making the game.)
 

fried

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Man, I feel like a shit now. :sneaky: I saw your post on my cell and flagged it so I could come back and read it later and then failed to do so. But now I can say, you're right on!

I had been waiting for some test renders to kick out on Friday and I stumbled across this thread blender-vs-daz3d-whats-best-for-you (which I actually stumbled on after Saki_Sliz had commented in a thread I started regarding Daz/ZBrush integration). So my forays into Blender happened very fast in a 52 hour period. Lol.

I still want to eventually upgrade to Maya, but I figure it'll be another two or three years (assuming I continue to grow and the project is successful) before I can honestly considering the financial burden of Maya. In the meantime, I am fully convinced Blender is a great stepping stone to polish my skill and achieve the creative freedom I'm looking for. It's really just up to me to put in the time and energy to learn the software inside and out.

And who knows. A lot can happen in a few years. Render engines change and software gets updated for better and sometimes worse. Maybe Blender becomes the long term solution.

Any implementation though is still six months to a year away for me. (I only have the weekends I can really dedicate to learning since the rest of the week is filled with the real job and making the game.)
Sounds cool! Among other things, if you haven't had the chance yet, consider ... the donut. It's the classic Blender starter scene, IMHO:



Blender Guru recently posted in the /blender subReddit for ideas on updating his original donut tutorial for v2.8 and there were some good ideas offered that he seemed to use.
 

RomanHume

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Sounds cool! Among other things, if you haven't had the chance yet, consider ... the donut. It's the classic Blender starter scene, IMHO:



Blender Guru recently posted in the /blender subReddit for ideas on updating his original donut tutorial for v2.8 and there were some good ideas offered that he seemed to use.
I've been reading a lot of Blender Guru articles recently. His encyclopedia of shaders is an amazing resource!

I just wish his articles and tutorials were tagged or indexed. Going back through everything he's posted chronologically is kind of a bitch because I don't care about all the Top 10 Artworks articles. But sometimes I stumble across something good like compositing that I wouldn't think to search for.

Great stuff, poorly organized. Won't deter me though.*

*I'm just belly-aching. I do like the quality of the information.
 
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fried

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I've been reading a lot of Blender Guru articles recently. His encyclopedia of shaders is an amazing resource!

I just wish his articles and tutorials were tagged or indexed. Going back through everything he's posted chronologically is kind of a bitch because I don't care about all the Top 10 Artworks articles. But sometimes I stumble across something good like compositing that I wouldn't think to search for.

Great stuff, poorly organized. Won't deter me though.*

*I'm just belly-aching. I do like the quality of the information.
This is all true (the good and not-so-organized) because I think he just puts things out based on latest thoughts of what to show/try.

Others of mention to consider:

(general)​
(complex scenes and in-depth techniques)​
(human sculpting with Zbrush and Blender)​
(good for specific projects)​
("lazy" tutorials)​
(good for effects)​
 
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RomanHume

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Well, I'm sold on Blender. I had about two hours to kill while waiting for the machine to render out the next sequence of images for Nanami. So I started playing with Blender some more.

My first and only goal has been to get the skin right. If I can't make the model look better, then that would mitigate the rest of the advantages. Getting a decent skin down has been my principle aim. I've started from scratch three times playing around with different nodes and configurations. And I have to say, being able to play with them in Real time (unlike in Daz), I was able to quickly zero in on what I think is a very passable configuration.

In time, I'll learn to do hair and apply details such as pores and fine hairs on the body. But for now, I'm very happy with this simple skin that uses only the texture and bump maps that came with the original Daz model.

It's very possible that a year from now, we'll have one of the best looking games on the market. But I want to reiterate, in the meantime, work will continue on the game in it's current state. So do not fear! These amazing advancements are not going to cause any delays in current productivity (and since I"m now the only one working on the game I can actually promise that). It's just something exciting to look forward to.

As I eke in an hour here and there to experiment, I'll gladly share the fruits of that exploration.

You don't have permission to view the spoiler content. Log in or register now.
 

RomanHume

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I wanted to clock how long it took to bang out another character. In 35 minutes I had a Jane ready to go...all the while Daz is running in the background. Maybe tomorrow or the next day I'l have to work on Lupita or Monica and see what challenges a dark skinned character presents. In the meantime, enjoy some Jane. Cheers all.

jane_01.png jane_02.png jane_03.png jane_04.png
 

TheDevian

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If interested, you can use this free add-on script for Blender to import Daz characters/figures:

I knew it was possible, when I was first trying to figure out how to get my blender stuff to export correctly for Daz, all I could find were tutorials for the opposite, but I had not looked into it much yet... Have to give this a shot.
Sounds cool! Among other things, if you haven't had the chance yet, consider ... the donut. It's the classic Blender starter scene, IMHO:



Blender Guru recently posted in the /blender subReddit for ideas on updating his original donut tutorial for v2.8 and there were some good ideas offered that he seemed to use.
Is that the new version he is making? Between being 2.8, and knowing a lot more now, I am finding it easier to follow.

Blender Guru is great, and a lot of good surface textures can be gotten at that site of his (even for poor free users like me).

..Oh, forgot to mention, you can at least turn on transparent backgrounds in eevee (render context, film, transparent).
 
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fried

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Is that the new version he is making? Between being 2.8, and knowing a lot more now, I am finding it easier to follow.

Blender Guru is great, and a lot of good surface textures can be gotten at that site of his (even for poor free users like me).
Yes, he updated his original Beginner donut series to take advantage of v2.8 features and flow.
 

RomanHume

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is there a walkthrough for the game??
Officially there is no walk through for the game. However, if it helps, to experience all the content only requires two playthrough. One picking all the blue choices, the other picking all the red.

does anyone know a way to gaurentee pregnancy?
The pregnancy mechanic pivots on how many times you cum in a character. There is no way to guarantee it without using the console and manipulating the variables behind the scenes.

But in the next release of the game there is the option to turn on an indicator that lets you know when a character is pregnant. So when that comes out all you really have to do is keep blowing your load into a character until the indicator comes on.
 

RomanHume

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That knowledge could turn into side stories, short comics, standalone special renders and the next therapist for our gentleman!
I know the possibilities have me super excited!

Very nice. I have been messing with Blender a bit lately as well, though I have not even considered trying people yet. It was pretty imposing at first, but the new 2.8 version has made it a lot easier to work with, and I am finding it rather enjoyable. It's not only free, but it's almost on par with what they use at Pixar from what I have read.

It looks like you are already doing some amazing work, I can't wait to see how much better your project can get now. Best of luck!
I always find Udemy courses to be exceptionally helpful too. I picked up a 15 hour Blender course and burned through that over the weekend (I typically watch at 2x speed because the instructors talk soooo sloooooow.)

Even though the course I watched was for 2.7x, the information was still good and I only had to stop and occasionally research the new hotkey for something.

I think hair is going to be the next great challenge. I'm never happy with the lack of movement in Daz's hair assets. But I've been watching some videos on Blender's Hair particle system and comparing it to ZBrush's fibermesh, and either way, hair is a tricky monster.

But like all thing, time and practice.

This is all true (the good and not-so-organized) because I think he just puts things out based on latest thoughts of what to show/try.

Others of mention to consider:

(general)​
(complex scenes and in-depth techniques)​
(human sculpting with Zbrush and Blender)​
(good for specific projects)​
("lazy" tutorials)​
(good for effects)​
Some excellent resources! Thank you!

CGCookie I'm a fan of. His stuff on rigging is top notch and I've bookmarked many, many of his tutorials I want to check out when time permits.

Danny Mac is hit and miss. He has some great ideas for tutorials, and then fails to actually do the tutorial. He has one on controlling hair using curves. Sounds fucking awesome. But it's a two minute tutorial with a five minute run length, in which he spends three rambling and the other two showing that it can be done without really going into any specifics.

that is good work on jane there good work (y)
Thank you!

Porting from Daz to Blender would definitely set this game apart as a much more ambitious project. Can't wait to see whats to come.
No one has ever doubted my ambition. My sanity yes, but never my ambition. :p

And he went from a cake doughnut, to a yeast one! :LOL:
How can one possibly choose between the two?
 

fried

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Danny Mac is hit and miss. He has some great ideas for tutorials, and then fails to actually do the tutorial. He has one on controlling hair using curves. Sounds fucking awesome. But it's a two minute tutorial with a five minute run length, in which he spends three rambling and the other two showing that it can be done without really going into any specifics.
I agree, what I like from Danny Mac are his head sculpting demonstrations and end-to-end process workflows which include Blender (some are purchases from Gumroad):

  • 3D Character Workflow For Beginners Tutorial
  • Misty model timelapse
  • Sculpting The Head
 
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