$100+

DazToHue

28 ratings
I want this!

DazToHue

28 ratings


IMPORTANT: See the release 1.8.2 change log at the bottom of this page.

DazToHue is primarily a collection of Daz Studio presets, Houdini Digital Assets and Unreal Engine content aimed at getting realistic Daz Studio characters into game engines such as Unreal Engine 5, via Houdini.

Note:  DazToHue is not meant to be a one-click solution. It trades simplicity for complete flexibility in all aspects of how to want to set up your characters. Watch the tutorials for a better understanding of how it works.

IMPORTANT:  DazToHue requires Houdini Indie or higher to work. It will not work with the Houdini Apprentice edition.

The Houdini assets can currently:

  • Generate any number of morphs optimised for linear skinning including joint corrective morphs.
  • Correct the character's bone names and orientations to match those of Unreal Engine's default skeleton.
  • Add the missing IK bones for Unreal Engine 5.
  • Add "physics" bones which can be used to drive physics morphs in Unreal Engine.
  • Delete bones and move skin weights to the parent of the deleted bones.
  • Correct issues with geometry coming from Daz such as non-manifold geometry on clothing.
  • Correct the character's eyes and UV's to work with Unreal Engine's eye shader.
  • Generate eye occlusion geometry.
  • Add multiple uv channels to your character and manipulate uvs using various operations, per channel.
  • Optimise the character's materials to reduce the number of material slots generated when the character is imported into Unreal Engine.
  • Bake multiple textures into a single texture to further optimise your characters (experimental).
  • Optimise the character's polygon count by deleting parts of the character's body, for example you can delete polygons that are occluded by clothing which are occluded by clothing. Alternatively, you can choose to generate occlusion mask textures or bake occlusion masks to vertices.
  • Perform additional poly-reduction operations on either the entire character or selected parts of the character's geometry, with control over where to preserve details in the geometry.
  • Subdivide either the entire character or selected parts of the character's geometry.
  • Retarget any number of animations exported from DS, Rokoko and Mixamo onto the character's new skeleton, for importing into Unreal Engine.
  • Convert strand based hair into Unreal grooms.
  • Generate proxy geometry used for cloth simulations in Unreal Engine.
  • Support for the new Chaos Cloth Panel workflow in Unreal.
  • Convert any Daz figures, not just humanoids.
  • Export the files required to use Unreal Engine's ML Deformer tools.
  • Supports geoshells.
  • Supports rigid followers (experimental).
  • Supports skeleton morphs.
  • Multi-core exporting (experimental).
  • And more.

The Unreal Engine content includes:

  • Architype skeletons as well as animation blueprints with all joint corrective morphs and facial controls (for G9 and G8.1) already set up, to get your character up and running fast.
  • Full control rigs for G3 through to G9.
  • Facial controls for G9 and G8.1.
  • DK9 and GP9 controls.
  • Example skin, hair and cloth materials.
  • Animation data modifier to convert metahuman facial animations onto G9 figures.
  • And more.

Requirements:

Support

Discord:  https://discord.gg/R5CEFAjZVN


Changes in release 1.8.2

Remember to always run the Refresh Assets command from the toolbar in existing projects, after updating the Houdini assets.

Houdini

  • Fixed up node linking to account for all the new parameters and also added Unlink buttons to all multi-parm instances.

Material Node:

  • Fixed a bug when generating shaders for static mesh exporting.
  • Materials and uvs are now correctly copied from the Fbx to the Alembic data stream.

Mesh Node:

  • Fixed a bug which could cause point count mis-matches when performing some poly-reduction operations.

Pose Asset Node:

  • Fixed a bug which would trigger a Python error when targeting the DTH skeleton and using reference skeletons.
  • The Import poses from csv function can now be called externally via python.
$
I want this!
Version
1.7.4
Copy product URL

Ratings

5
(28 ratings)
5 stars
100%
4 stars
0%
3 stars
0%
2 stars
0%
1 star
0%