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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 569,
Visits: 9.0K
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The add-on is meant to used as a sort of staging area for working on characters, so you would keep each character in it's own blend file and then in a larger project link or append the characters from their respective blend files. As such it does take some liberties with the camera and lighting, but... you can turn that off in the preferences with the "auto lighting" check box. With the auto lighting disabled it won't change your camera or lighting setup. One question I have been wondering about is: should the auto lighting be disabled by default as it can be confusing, as you've just experienced? - The first imports the character with the best quality materials, for rendering and such.
- The second (and third import buttons) imports the character with more basic materials which don't have micro normals or subsurface etc.. This is because these two buttons are for creating morph sliders and accessories from the characters, and since this will involve sculpting and mesh editing and painting etc. the basic materials have a better viewport performance, but they don't quite look as good.
Unless you're making morphs or accessories: always use the first import button.
There are tool tips on the buttons that explain what each one does and what it's for. It's also explained the instruction readme: usage section and pipeline panel. Figuring out how people use the add-on and how best to present it's functions is all part of the process, so this kind of feedback is really useful.
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Pollux
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Pollux
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 838,
Visits: 1.8K
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This is GREAT, can't wait to try it. Thanks so much.:)
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oonabe
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oonabe
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 79,
Visits: 1.4K
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This is really nice, I missed that setting with the automatic lighting, so I'd say for me it would be better to have it disabled by default or also have it in a very visible way in the add-on window. Ive been doing some tests I want to share just to show how my renders look like with the add-on, this tool is really great time saver, I can't thank you enough for it :) I like these two renders because you can see the micronormals in the skin to give it that realistic texture...   Here is a general view and another skin texture with interior lighting using HDRi's  And here is one with a little bit of subsurface scattering on the ears for back lighting  Again, thanks for the tool and the lots of help your giving us in this forum :)
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AutoDidact
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AutoDidact
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 2.1K,
Visits: 13.6K
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@Victor, thanks for the tip on disabling auto lighting as I always use my own lighting setup in my Blender invironments
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AutoDidact
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AutoDidact
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 2.1K,
Visits: 13.6K
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Hi Just a quick update to correct my hasty assertion that there was "problem" with Daz converted skin maps. Not true!!😲 You just need to make sure you have converted them to PBR in CC3 before Export and the parameters ,in the blender addon panel, work just fine @Victor... THANK you again for this addon!!! 👍
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snatolukas32
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snatolukas32
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 85,
Visits: 1.3K
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Just want to say "WOW" !!! damn this is rly good.
I spend few last days with DazToBlender and i have great results with char- Visuals but this can be rly stunned with beauty of CC3 chars. Damn its 1:20 g2g to sleep im tired. I see guys have rly nice results. Why i finding such a excited things before sleep this not fair. Hope this working with Blender 2.91? and how much for that plugin?
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AutoDidact
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AutoDidact
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 2.1K,
Visits: 13.6K
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rosuckmedia
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rosuckmedia
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.2K,
Visits: 4.8K
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I only have basic knowledge of Blender. It's fun to test with this addon.:):) I also did another test I rendered with Cyle though. Greetings rosuckmedia 
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snatolukas32
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snatolukas32
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 85,
Visits: 1.3K
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 569,
Visits: 9.0K
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Maybe, when it's more stable and more finished, I might put it on Blender Market if anyone really wants to throw some money at it, but it will always be free from the Github repository for anyone who wants it.
But there's more to do first. I'm currently working on using the PhysX weight maps to automatically set-up some cloth physics, pin vertex weights and collision physics. That's nearly done and it works quite well for most things.
After that I'm going to try and get the add-on to set-up FK/IK rigging on the character. I've no idea how to do that, so it may take some time.
So there is still much to do.
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