{"id":12261,"date":"2019-11-16T05:01:37","date_gmt":"2019-11-16T05:01:37","guid":{"rendered":"https:\/\/www.jurn.link\/dazposer\/?p=12261"},"modified":"2019-11-16T05:01:37","modified_gmt":"2019-11-16T05:01:37","slug":"daz-studio-to-blender-the-options","status":"publish","type":"post","link":"https:\/\/jurn.link\/dazposer\/index.php\/2019\/11\/16\/daz-studio-to-blender-the-options\/","title":{"rendered":"DAZ Studio to Blender: the options"},"content":{"rendered":"<p>DAZ Studio to Blender 2.8 is a somewhat interesting possibility, re: getting &#8220;free real-time rendering&#8221; 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.  <\/p>\n<p>Another reason you might want to do this it to get the real-time NPR comics-making possibilities of Blender&#8217;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 &#8220;really real-time&#8221; options like U-Render may yet overtake Eevee, using OpenGL real-time rendering that&#8217;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.<\/p>\n<hr>\n<p><strong>DAZ to Blender:<\/strong><\/p>\n<p>Anyway, the best three DAZ to Blender bridge options I can find at the end of 2019 appear to be:<\/p>\n<p>* The Japanese <a href=\"https:\/\/gumroad.com\/l\/CiEpM\">DAZtoBlender8<\/a> is $15 on GumRoad and also on <a href=\"https:\/\/daztoblender8.booth.pm\/\">Booth<\/a> 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 <em>very<\/em> dedicated Japanese guy, looks like it works well, and can handle animations and geografts.  Has some basic English translation on the videos and there&#8217;s a <a href=\"https:\/\/daztoblender8.booth.pm\/items\/1462703\">PDF manual<\/a> in English with screenshots. <\/p>\n<p>* The free <a href=\"https:\/\/diffeomorphic.blogspot.com\/p\/daz-importer-version-14.html\">Diffeomorphic: Daz Importer version 1.4<\/a>.  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.<\/p>\n<p>* The free <a href=\"https:\/\/sites.google.com\/site\/mcasualsdazscripts9\/mcjteleblenderfbx\">mcjTeleBlenderFBX<\/a>, dated 6th October 2019.  But it&#8217;s not ideal. Note that the maker admits that&#8230; &#8220;By default the FBX import\/export process messes the animation and the materials are poor&#8221;.<\/p>\n<p>One could also do a simple OBJ export of a posed character. Then spend lots of time wrangling materials in Blender.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>DAZ Studio to Blender 2.8 is a somewhat interesting possibility, re: getting &#8220;free real-time rendering&#8221; 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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13,5,9,8,4],"tags":[],"class_list":["post-12261","post","type-post","status-publish","format-standard","hentry","category-companion-software","category-daz-studio","category-freebies","category-real-time-animation","category-spotted-in-the-news"],"_links":{"self":[{"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/posts\/12261","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/comments?post=12261"}],"version-history":[{"count":0,"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/posts\/12261\/revisions"}],"wp:attachment":[{"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/media?parent=12261"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/categories?post=12261"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/jurn.link\/dazposer\/index.php\/wp-json\/wp\/v2\/tags?post=12261"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}