DazToHue

23 ratings


See the release 1.3.2 change log at the bottom of this page.

DazToHou is primarily a collection of Daz Studio presets, Houdini Digital Assets and Unreal Engine content aimed and making it easier to get realistic Daz Studio characters into game engines such as Unreal Engine 5, via Houdini.

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.
  • 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.
  • 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. 
  • 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.
  • 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.
  • An example skin material.
  • Animation data modifier to convert metahuman facial animations onto G9 figures.
  • And more.

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.

Requirements:

Tutorials

https://www.youtube.com/watch?v=u1vdLjkGvHc&list=PLb6AoO0reW09tQMC_RzTez0PJQtQrYg1f

More tutorials as well as written documentation coming soon.

Support

Discord:  https://discord.gg/R5CEFAjZVN


Changes in release 1.3.2

Houdini Content:

  • Updates physics pose driver code generation to work with genesis 9 figures.

Changes in release 1.3.1

Houdini Content:

  • Fixed a bug whereby, when targeting the UE5 Mannequin skeleton, the character's arms would look stiff/wrong.
  • Managed to squeeze a small amount of additional memory optimisations during the export process.

Changes in release 1.3

Daz Content:

  • Fixed a bug in the G9 Example ROM With Face Board where the left eye was drifting out of position towards the start of the ROM. G9 characters will need to be reprocessed to take advantage of this fix.

Houdini Content:

  • Improvements to the Cloth node, which now supports multiple cloth operations.
  • Significant performance and memory optimisations across the entire workflow. My own testing has shown a 63.2% reduction in memory usage and a 44.8% reduction in processing time. However, there are many factors which can influence both memory usage and processing time such as the total point count of the character, number of ROM frames (morphs being generated) and other workflow operations such as mesh changes and occlusion culling. Your milage may vary.
  • Various other minor bug fixes.
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DazToHue

23 ratings
I want this!