Sorry but I see Zero advantage of paying $35 for 3 gigabyte of this bloatware as opposed to using the Free Diffeomorphic Addon ,by Thomas Larson, which supports genesis 2,3,8,9 as well as Daz Props & sets.
You can also try the Daz to Blender bridge, it's a similar approach to get all properties from the Iray skin shaders over to Blender. www.daz3d.com/daz-to-blender-bridge
I purchased it a couple of weeks ago, skin looks more like clay than anything else, or if you get it to look normal after tweaking you can tell its the same skin being applied from one character to the next if you select the same base, being there are only 2 or 3 women you can choose its super limiting
Tried it and could not get it to work. Contacted the company twice and never heard back. A lot of companies these days relying on people like yourself to teach and problem solve. Thanks for your work and the sharing of it.
Was really interested when this came out, would love to have the photorealism that daz has with the freedom of creating in Blender. I hope they keep developing it and hopefully add support for genesis 8.
Hi Jay, many thanks for this video! I was also interested in this plugin, but what I see now is, that it‘s far away from a one click solution, and the result isn‘t even looking good🙁 I have not enough blender know how to do it on my own, but I wonder, why there‘s no good iray shader equivalent for blender, which can use the excellent G9 materials from DAZ and produce the same good results as rendered in DAZ with iray. I can‘t believe that there‘s a technical limitation - maybe that‘s an idea for a new video? 😉
Just use diffeomorphic addon, when you import a character it gives you a shader tree that mimics iray on cycles, but on the other side you can't really compare iray with eevee, ray/pathtracing is much more realistic than rasterization in any way you put it.
@@polpop4509Well, iray is a ray/pathtracer and with diffeomorphic you get a blender shader which results in a cycles render similar to what Jay shows in the beginning with the blender bridge. The G9 materials in DAZ use normal and bump maps, SSS, translucency etc. and I wonder why it seems to be so hard to create out of that a good looking blender skin shader.
Ye gods........ My brain hurts, Jay! LOL.. Incredible how this 3D stuff just keeps getting more and more realistic. I do eventually want to get into Blender, and get DAZ up and running again. Right now I have way too many irons in too small a fire! Happy Memorial Day to you and Julia!!
Remove it 😄 It's really fiddly to fix. You can try to smooth out the eyes in Wrap with the Sculpt Node, but even then there's likely some corrections necessary. Technically the tear duct (like the eye lashes, eyes and mouth) are follower geometry, so you can adjust it to fit, then import it as a morph with the same name as your character before transfer, but the time this takes may greatly outweigh the benefits it brings.
That’s right, it’s essentially a texture and shader set made from scratch so that it looks good in Blender. It uses the G9 geometry, but none of the Daz textures or shaders that come with the figure itself. Note that the author has just released a new product that makes Humanify obsolete, called Global Skin. It’s basically the same with improvements, support for other UV sets like G8 and CC, and it addresses the troublesome skin seams that apparently won’t be fixed in Humanify. As a result many original buyers feel a tad ripped off, so be aware of that if you’re in the market for this plugin.
@@WPguru Thank you. I was wondering if I should use global skin or just make a skin with substance painer from scratch, which would be more efficient. Thank you. I was wondering if I should use global skin or just make a skin with substance painer from scratch, which would be more efficient.
Materials? No. You can save out the textures and import those into Daz Studio, but the shaders themselves are not compatible and working like this would defeat the purpose of this product.
Hello Jay, as usual quite detailed video. I was looking for something like this. I have one question. Can we transfer these shaders back to Daz Studio and use them for renders. if possible may I request you for a demo video.
Sadly not. While it is possible to take the textures from Humanify and use them on a character in Daz Studio, it would defeat the purpose of this product. Shaders are not compatible between render engines, and we already have thousands of skin shaders for Iray.
when this came out i was intruged. but after playing with it. its so limited in its usage. firstly its only on g9 UVs secondly its bloated so u cant really do much with it except for close up facial still renders.
Thanks for you video. I tried this addon and i am very disappointed. The presets are nice but their textures are poor quality. There are visible seams on the uv borders. Someone mentioned it in the blender market ratings. The answer was that there are seams because their are using compressed textures which is straight a lie. The textures a just poorly made. I fixed the textures in Substance Painter easily so there a no seams. But the creators would rather lie than fix the textures. Hope they will fix it with an update but until then don't buy it.
thank you for this comment! - I'm not exactyl an expert when it comes to (micro) normals so I was hoping Humanify would help me out with that one. - *Especially* when it comes to the seams (that neck-to-back-seam with the different resolutions even the DAZ models have is one of my all-time peeves) ... but I guess I'll dig into it and make the micro normals myself afterall.
Sorry but I see Zero advantage of paying $35 for 3 gigabyte of this bloatware as opposed to using the Free Diffeomorphic Addon ,by Thomas Larson, which supports genesis 2,3,8,9 as well as Daz Props & sets.
Thank you! I'm going to try it out.😊
You can also try the Daz to Blender bridge, it's a similar approach to get all properties from the Iray skin shaders over to Blender. www.daz3d.com/daz-to-blender-bridge
I purchased it a couple of weeks ago, skin looks more like clay than anything else, or if you get it to look normal after tweaking you can tell its the same skin being applied from one character to the next if you select the same base, being there are only 2 or 3 women you can choose its super limiting
Tried it and could not get it to work. Contacted the company twice and never heard back. A lot of companies these days relying on people like yourself to teach and problem solve. Thanks for your work and the sharing of it.
I wish you had shown the renders is Cycles, because the EEVEE renders alone did not convinced me that this plugin is worth the price.
Was really interested when this came out, would love to have the photorealism that daz has with the freedom of creating in Blender. I hope they keep developing it and hopefully add support for genesis 8.
Hi Jay, many thanks for this video! I was also interested in this plugin, but what I see now is, that it‘s far away from a one click solution, and the result isn‘t even looking good🙁
I have not enough blender know how to do it on my own, but I wonder, why there‘s no good iray shader equivalent for blender, which can use the excellent G9 materials from DAZ and produce the same good results as rendered in DAZ with iray.
I can‘t believe that there‘s a technical limitation - maybe that‘s an idea for a new video? 😉
Just use diffeomorphic addon, when you import a character it gives you a shader tree that mimics iray on cycles, but on the other side you can't really compare iray with eevee, ray/pathtracing is much more realistic than rasterization in any way you put it.
@@polpop4509Well, iray is a ray/pathtracer and with diffeomorphic you get a blender shader which results in a cycles render similar to what Jay shows in the beginning with the blender bridge.
The G9 materials in DAZ use normal and bump maps, SSS, translucency etc. and I wonder why it seems to be so hard to create out of that a good looking blender skin shader.
Thanks, Jay. Not that compelling to me for my purposes, but fun to watch the Master at work!
😁
Ye gods........ My brain hurts, Jay! LOL.. Incredible how this 3D stuff just keeps getting more and more realistic. I do eventually want to get into Blender, and get DAZ up and running again. Right now I have way too many irons in too small a fire! Happy Memorial Day to you and Julia!!
I have a question regarding the wrapping of a genesis 9 with another model, when im done the eye water line is all messed up how do I fix it?
Remove it 😄
It's really fiddly to fix. You can try to smooth out the eyes in Wrap with the Sculpt Node, but even then there's likely some corrections necessary. Technically the tear duct (like the eye lashes, eyes and mouth) are follower geometry, so you can adjust it to fit, then import it as a morph with the same name as your character before transfer, but the time this takes may greatly outweigh the benefits it brings.
How does this work? Is it a feature that mixes textures built into this plugin with the existing DAZ G9? So that it looks more realistic?
That’s right, it’s essentially a texture and shader set made from scratch so that it looks good in Blender. It uses the G9 geometry, but none of the Daz textures or shaders that come with the figure itself. Note that the author has just released a new product that makes Humanify obsolete, called Global Skin. It’s basically the same with improvements, support for other UV sets like G8 and CC, and it addresses the troublesome skin seams that apparently won’t be fixed in Humanify. As a result many original buyers feel a tad ripped off, so be aware of that if you’re in the market for this plugin.
@@WPguru Thank you. I was wondering if I should use global skin or just make a skin with substance painer from scratch, which would be more efficient. Thank you. I was wondering if I should use global skin or just make a skin with substance painer from scratch, which would be more efficient.
YIKES
Thanks for sharing. I don't suppose these mats are then exportable back out into Daz?
Materials? No. You can save out the textures and import those into Daz Studio, but the shaders themselves are not compatible and working like this would defeat the purpose of this product.
so how about daz 3d and blender togther make it one studio
Hello Jay, as usual quite detailed video. I was looking for something like this. I have one question. Can we transfer these shaders back to Daz Studio and use them for renders. if possible may I request you for a demo video.
Sadly not. While it is possible to take the textures from Humanify and use them on a character in Daz Studio, it would defeat the purpose of this product. Shaders are not compatible between render engines, and we already have thousands of skin shaders for Iray.
when this came out i was intruged. but after playing with it. its so limited in its usage. firstly its only on g9 UVs secondly its bloated so u cant really do much with it except for close up facial still renders.
can you swap out the preset textures in the node group and use the textures of the daz39 model or are the uv different?
As long as they're textures for any of the Genesis 9 characters you can do that.
This only works with daz models, right?
Yes, specifically with the Genesis 9 figure. Other generations are not supported.
Thanks for you video.
I tried this addon and i am very disappointed. The presets are nice but their textures are poor quality. There are visible seams on the uv borders.
Someone mentioned it in the blender market ratings. The answer was that there are seams because their are using compressed textures which is straight a lie.
The textures a just poorly made. I fixed the textures in Substance Painter easily so there a no seams. But the creators would rather lie than fix the textures.
Hope they will fix it with an update but until then don't buy it.
thank you for this comment! - I'm not exactyl an expert when it comes to (micro) normals so I was hoping Humanify would help me out with that one. - *Especially* when it comes to the seams (that neck-to-back-seam with the different resolutions even the DAZ models have is one of my all-time peeves) ... but I guess I'll dig into it and make the micro normals myself afterall.