DAZ Studio to Blender 2.8 is a somewhat interesting possibility, re: getting “free real-time rendering” of a static scene in open source software. Without the $1,000 cost of an RTX graphics card + new PSU for real-time ray-tracing (now supported in the latest DAZ Studio). Or the faffing around and cost of converting figures for real-time in iClone.
Another reason you might want to do this it to get the real-time NPR comics-making possibilities of Blender’s Eevee. Although Eevee-with-toon-shaders is still very much a work-in-progress, and seems likely to remain so for a few years yet. I suspect that “really real-time” options like U-Render may yet overtake Eevee, using OpenGL real-time rendering that’s i) not shackled to a game-engine; and ii) is graphics-card agnostic. While advanced OpenGL may never give iRay-quality results on DAZ characters, even with a good texture conversion-script, one imagines that the NPR tooning capabilities should be comparable to those of a mature Eevee.
DAZ to Blender:
Anyway, the best three DAZ to Blender bridge options I can find at the end of 2019 appear to be:
* The Japanese DAZtoBlender8 is $15 on GumRoad and also on Booth priced in Japanese Yen. Dated August 2019. Is specifically designed to take Genesis 8 figures into Blender 2.8 and higher. Seems to be made by a very dedicated Japanese guy, looks like it works well, and can handle animations and geografts. Has some basic English translation on the videos and there’s a PDF manual in English with screenshots.
* The free Diffeomorphic: Daz Importer version 1.4. Import static .DUF scene/character files into Blender, though some texture tweaking is to be expected after import. The 1.4 version is dated August 2019, and is said to work with Blender 2.8.
* The free mcjTeleBlenderFBX, dated 6th October 2019. But it’s not ideal. Note that the maker admits that… “By default the FBX import/export process messes the animation and the materials are poor”.
One could also do a simple OBJ export of a posed character. Then spend lots of time wrangling materials in Blender.