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Stable Diffusion in Blender Daz 3D Forums > 3rd Party Software > Blender Discussion>Stable Diffusion in Blender

Stable Diffusion in Blender

TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,076
September 2022 in Blender Discussion

Stable Diffusion in  Blender

Comments

  • lilweeplilweep Posts: 2,594
    September 2022

    damn, getting good at 3D is going to be rendered obsolete soon.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,076
    September 2022

    lilweep said:

    damn, getting good at 3D is going to be rendered obsolete soon.

    And that is a very, very good thing, isn't it?

  • PadonePadone Posts: 3,873
    September 2022

    It would be cool to have a "stable 3diffusion" to generate 3d models instead of images.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,076
    September 2022

    Padone said:

    It would be cool to have a "stable 3diffusion" to generate 3d models instead of images.

    I am sure that that's just a matter of time.

  • catmastercatmaster Posts: 226
    September 2022 edited September 2022

    That "stable 3diffusion" needs at least few decades to be practical, currently the 3d photogrammetry techniques are not even able to generate working materials from real images with correct UV. The 3D models in the market are still using faked textures.

    Edit: It's the free 3d photogrammetry software I've tried that can't generate correct materials and UV. The Megascans and some 3D body scan software like MetaHuman are exceptional, their techniques are kept secret, users can only download the scanned assets but not the software used for photogrammetry.

    Post edited by catmaster on September 2022
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,949
    September 2022 edited September 2022

    depth maps and parallax can be pretty convincing though 

    not Blender but doable in Blender

    (DAZ studio iray renders of Stonemason's Streets of Steampunk inbetween)

    used https://convert.leiapix.com/#/local/1 on the Midjourney and Stable Diffusion images

    it also outputs depth maps you can use to create mesh in Blender

     

    2022-9-6-22-42-0-2-steampunk_bathroom-827443394-scale8.00-k_euler_a.png
    640 x 640 - 725K
    2022-9-6-22-42-0-2-steampunk_bathroom-827443394-scale8.00-k_euler_a_depthMap.jpg
    640 x 640 - 65K
    Post edited by WendyLuvsCatz on September 2022
  • wolf359wolf359 Posts: 3,873
    September 2022 edited September 2022

    TheMysteryIsThePoint said:

    wolf359 said:

    edited

    Is there one we should stay away from, Wolf?

     


    @TheMysteryIsThePoint

    Hi Donald ,

    I have found a few online services that Might be viable at least for “virtual hosts” narrations for My video tutorials.

    https://voicemaker.in/

    I get it… companies have to make money.

    But if they are going to offer a “free tier”
    ,with major limitations, then they should be more clear about (previously unmentioned) limitations to the “free tier” after certain amount of generated voice tracks.

    Here is a real world example that happened two thirds into my generating voice tracks for my recent Blender tutorial.

    I opted for the free tier which limits me to 250 characters per generated track and two voices( male or female) of any national dialect, using their 
    “Neural” voice engine

     It may be subtle to some people

    But at At 6 min 42 sec seconds ,of my tutorial  video, notice how his voice suddenly becomes more “robotic”.

    This is because ,even in the free tier, you apparently only have a limited number of tracks before a popup informs me I am being kicked down from the high quality Neural engine to the standard voice engine..unless I start paying.

    I know beggars can not be choosers ,but it would be nice to know ALL of the true limitations of the “Free” version before committing to a project using it. 

    Post edited by wolf359 on September 2022
  • juvesatrianijuvesatriani Posts: 561
    September 2022 edited September 2022

    Great info and new . Something I like from AI is IMG2IMG feature . It possible to generate variation from your render scene into multiple iterarions idea with same kind of style . yeah it still hit and miss but after generating hundreds of images from that features , you will get decent collection of coherent images before rebuild those scenes in Blender

    There is also tool to train AI to recognize your own style if you concern about ethic stuff . you can get info in this video

    Here my  IMg2IMG quick study ( correction in Photoshop to make more coherent) 

    IMG2IMG quick Study

    img2img Study.jpg
    1056 x 1024 - 786K
    Post edited by juvesatriani on September 2022
  • catmastercatmaster Posts: 226
    September 2022 edited September 2022
    wolf359 said:
     ...it would be nice to know ALL of the true limitations of the “Free” version before committing to a project using it.

    Watched the Youtube videos about AccuRig and it's not actually free, it needs to be used with expensive Reallusion software for custom motion data, otherwise it's another custom rig without animation support. Also it needs additional addon in their paid software to generate the face rig. That's big money pit behind the freebie lure.

    The Quick Rig extension for the Blender Auto-Rig Pro has all the features of AccuRig, plus supporting face rigs and mapping presets including DAZ, Mixamo, Unreal Mannequin.

    Post edited by catmaster on September 2022
  • wolf359wolf359 Posts: 3,873
    September 2022 edited September 2022

    I love animating ARP rigs in Blender.

     

     

     

     

     

    Watched the Youtube videos about AccuRig and it's not actually free, it needs to be used with expensive Reallusion software for custom motion data, otherwise it's another custom rig without animation support. Also it needs additional addon in their paid software to generate the face rig. That's big money pit behind the freebie lure.

     

     

    @acatmaster

    Not entirely true.

    Now yes ..The FBX files that Accurig exports  to Blender are rigged with the Actorcore/ CC4 skeleten.

    However you are NOT restricted to using actor core motions once in Blender

    If you use the FREE Blender pipeline tool from RL to convert the Accurig to Blender figify (One mouse click)

    you can use the FREE Expt Kit addo that can retarget nearly any mocap to a rigify control rig.

    Here is poser 11 “Lafemme” rigged with Accurig imported & converted to rigify

    Her control rig now being driven by a random mocap from Mixamo.

    Of course she has no face rig and her joints look horrible!! but frankly so does the Iclone figures in blender(with face rigs intact though) ,

    This is why I switched back to Diffeo/G8 for Character work in blender

     

     

    LEFEMME INACCURIG.PNG
    1920 x 1080 - 470K
    LEFEMME ACTOR COREDREDO .png
    1396 x 930 - 588K
    Post edited by wolf359 on September 2022
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,076
    September 2022

    acatmaster said:

    wolf359 said:
     ...it would be nice to know ALL of the true limitations of the “Free” version before committing to a project using it.

    Watched the Youtube videos about AccuRig and it's not actually free, it needs to be used with expensive Reallusion software for custom motion data, otherwise it's another custom rig without animation support. Also it needs additional addon in their paid software to generate the face rig. That's big money pit behind the freebie lure.

    The Quick Rig extension for the Blender Auto-Rig Pro has all the features of AccuRig, plus supporting face rigs and mapping presets including DAZ, Mixamo, Unreal Mannequin.

    Chiming in to +1 the mention of Quick Rig. Between that, ARP, Onion Skin Tools, and Animation Layers, that's eveything one needs.

  • RL_MediaRL_Media Posts: 339
    September 2022 edited September 2022

    plugin creator got a new teaser on his youboob channel, 2d to 3d mesh O.O

     

    Post edited by RL_Media on September 2022
  • marblemarble Posts: 7,500
    September 2022

    RL_Media said:

    plugin creator got a new teaser on his youboob channel, 2d to 3d mesh O.O

     

     

    Well that's not very impressive to me. Reminds me of biscuit tin lids when I was a child which were pressed sheet metal to make the image stand out a little. I would not describe this process as creating a 3D object from a 2D image. I guess you need photogrammetry for that.

  • RL_MediaRL_Media Posts: 339
    September 2022

    yeah true but that's just the start I think. Unless he can't figure out how to improve it any.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,076
    September 2022

    Seamless Textures

    It's beginning.

  • kenmokenmo Posts: 933
    November 2022

    @acatmaster

    If you use the FREE Blender pipeline tool from RL to convert the Accurig to Blender figify (One mouse click)

    you can use the FREE Expt Kit addo that can retarget nearly any mocap to a rigify control rig.

    Can I ask what is the name of this free pipeline tool from RL? And what is this FREE Exp kit addo?

     

  • catmastercatmaster Posts: 226
    November 2022 edited November 2022

    kenmo said:

    If you use the FREE Blender pipeline tool from RL to convert the Accurig to Blender figify (One mouse click)

    you can use the FREE Expt Kit addo that can retarget nearly any mocap to a rigify control rig.

    Can I ask what is the name of this free pipeline tool from RL? And what is this FREE Exp kit addo?

    Accurig or Rigify can be used to rig characters. Autorig Pro can rig, skin bind and retarget animations to any custom rigged character. 

    ---------------------------------------------------------------------------------------

    Expy Kit: Character Conversion for mixamo, rigify, unreal
    https://github.com/pKrime/Expy-Kit

    ---------------------------------------------------------------------------------------

    Autorig Pro does not retarget root motions, the root motion tracks need to be copied to root bones manually. Also UE5 retargeter does not retarget root motions, have to make the retarget animations outside of UE5 using either UE4 or Blender.

    Both Maximo and Daz rigs lack the root bone for extracting root motions in UE5.

    There is a Blender plugin Mixamo Converter that adds a root bone in the skeleton, and converts Mixamo animations to be root motion compatible (remove the armature translation track of hip bone in the armature, and copy it into the root bone track)

    ----------------------------------------------------------------------------------------

    UE5 retargeter actually can retarget root motions, needs to create retarget chain for the root bones of both skeletons with translation mode set to global scaled.
    I'd still prefer retargeting in blender and export new animations into UE5, because of the ability to modify source animations and clean up the mocap results.

    Post edited by catmaster on November 2022
  • wolf359wolf359 Posts: 3,873
    November 2022

    Autorig Pro does not retarget root motions, the root motion tracks need to be copied to root bones manually.

     

     

    ???? Ummh..... yes it does.

    Animations Retargeted directly from Mixamo FBX files to free Character meshes from Sketchfab

     

     

     

     

  • catmastercatmaster Posts: 226
    November 2022 edited November 2022

    Autorig Pro does not retarget root motions, the root motion tracks need to be copied to root bones manually.

    I mean the plugin doesn't extract the armature transitions of the hip bone relative to the armature origin, and convert the transitions to the root bone. The root bone used in game engines isn't the hip bone used in Blender for armature movements.

    This is Unreal related problem, if animations are used in Blender, the ARP works well for the purpose, the retargeted armature indeed moves with the armature transitions.

    In Unreal there is a mechanism called root motion extraction https://docs.unrealengine.com/5.0/en-US/root-motion-in-unreal-engine/
    This mechanism basically extracts the armature root transitions, and apply them to the character capsule to move the character in the game world. The mechanism requires separate root bone and hip bone, root bone stores the armature movement relative to the FBX origin, and hip bone stores the hip motion relative to the root bone.

    Examples of the root motions in games are the dashing movements, side dodging movements, vertical climbing movements etc.

    ARP retargeting list doesn't include such root bone, and both G8 and Maximo skeleton don't have a seperate root bone, the hip bones store both the armature world space movement and the hip motions. The mixed motions of the hip bone needs to be seperated and assigned to the newly created root bone for extracting root motions for game engines.

    ---------------------------------------------------------------------------------------------------

    Animations used in games need to be applied with character blueprints which are placed in the game maps, so there are differences between the asset's local space and the game map's space, and the needs to extract root motions from the local space, to move the characters in the game maps in some cases, although the basic locomotions are not based on root motions but driven by character movement logics.

    Post edited by catmaster on November 2022
  • wolf359wolf359 Posts: 3,873
    November 2022

    This is Unreal related problem

    Understood,I Dont use game engines
    so I am not affected, but good to know, thanks 

  • kenmokenmo Posts: 933
    November 2022 edited November 2022

    catmaster said:

    kenmo said:

    If you use the FREE Blender pipeline tool from RL to convert the Accurig to Blender figify (One mouse click)

    you can use the FREE Expt Kit addo that can retarget nearly any mocap to a rigify control rig.

    Can I ask what is the name of this free pipeline tool from RL? And what is this FREE Exp kit addo?

    Accurig or Rigify can be used to rig characters. Autorig Pro can rig, skin bind and retarget animations to any custom rigged character. 

    ---------------------------------------------------------------------------------------

    Expy Kit: Character Conversion for mixamo, rigify, unreal
    https://github.com/pKrime/Expy-Kit

    ---------------------------------------------------------------------------------------

    Autorig Pro does not retarget root motions, the root motion tracks need to be copied to root bones manually. Also UE5 retargeter does not retarget root motions, have to make the retarget animations outside of UE5 using either UE4 or Blender.

    Both Maximo and Daz rigs lack the root bone for extracting root motions in UE5.

    There is a Blender plugin Mixamo Converter that adds a root bone in the skeleton, and converts Mixamo animations to be root motion compatible (remove the armature translation track of hip bone in the armature, and copy it into the root bone track)

     

    Thanks very much for the github link to this plugin. Really appreciate it. 

    Cheers

    Kenmo in Nova Scotia...

    Post edited by kenmo on November 2022
  • davidtriunedavidtriune Posts: 452
    November 2022

    if AI could do a face scan from videos like this seems to suggest, i'd be very happy

  • wolf359wolf359 Posts: 3,873
    November 2022

    Thanks very much for the github link to this plugin. Really appreciate it. Are there any documentation on it's usage?

    Cheers

    Kenmo in Nova Scotia...

     

    Here is a video on using EXPY kit with Diffeo imported G8 characters

     

     

     

     

    FYI :Mixmao  recently altered the default rotation of their FBX files and cocked up alot of peoples retargeting pipelines

    I suggest using the 2475  Mixamo FBX files from this archive instead

    https://drive.google.com/file/d/1G86S76VvvJMHTyAsQU8mzLt8QwtnH9st/view?usp=share_link

  • catmastercatmaster Posts: 226
    November 2022 edited November 2022

    UE5 retargeter actually can retarget root motions, needs to create retarget chain for the root bones of both skeletons with translation mode set to global scaled.

    Would prefer retargeting in blender and export new animations into UE5, because of the ability to modify source animations and clean up the mocap results.

    ------------------------------------------------------------------------------------------

    Here is a video on using EXPY kit with Diffeo imported G8 characters

    Very nice tutorial of how to use EXPY kit for retargeting.
    Auto Rig Pro: Retarget from source skeleton to target control rig
    EXPY kit: Bind target control rig to source skeleton -> bake keyframes to target control rig

    It's quite amazing how much the EXPY kit can do as it's for free.

    Post edited by catmaster on November 2022
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