New in the 2024.2.31 release:
- Integration of latest Daz Bridge Library
- Unicode filepath support (Foreign language characters in User Documents and Folder Path)
- Export as .C4D project from Daz Studio via File -> Export -> "Cinema 4D"
- Full Scene / Environment Export
- Iray texture tiling support
- Emissive Textures support
- Rigid Follow Node baking
- Custom Pivot Point baking
- Instance baking
- Maximum Texture Resolution Resizing
- Maximum Texture File Size and Format Re-encoding
- Makeup Overlay baking
- Translucency/ Tint / Strength map baking
- Improved compatibility with Cinema 4D 2024 and 2025
- Improved GUI responsiveness and error handling in R25+
- Improved backward compatibility with Cinema 4D R23 and below
- Improved compatibility with latest versions of Redshift, Octane and V-Ray renderers
- Multiple bugfixes: G9 T-pose option, Auto-IK for G8, Python 2.7 compatibility for Unicode support, IOR/transparency materials
Known Issues:
- DazToCinema4D Bridge does not yet support direct generation of Node based materials. Work-Around: Convert to Node based materials after transfer from Daz Studio via Cinema4D's built-in material conversion tools.
- Cinema4D 2024 and 2025: All materials become black after import, due to change to Redshift as default renderer and Node Edtor as the default material type. Work-Around:
- Disable Always Open Node Editor: Open Preferences dialog. Select the Materials tab. Uncheck "Always Open Node Editor" option.
- Set Standard Renderer as the Default Renderer: Start a new scene/document, then go to Render -> Render Settings. Select "Standard" in the Renderer dropdown. Then select Window -> Customization -> Save as Default Scene
- When converting materials to Redshift or V-Ray, bump and normal texture maps must be manually changed from sRGB or Auto color space to linear colorspace. If this is not done, there will be a noticeable seam between face, head, arms, torso, neck, etc.
- In V-Ray, click on Bump channel, then Bump Map -> Bitmap -> Transfer Function and change the dropdown from sRGB to Linear. In V-Ray, you may select all materials and make this change in all materials in one operation.
- In Redshift, select each material, open the Shader Graph, select NormalTexture, select the General channel, then IMAGE -> Filename -> Color Space and change Color Space from "Auto (sRGB)" to "file-io -> Raw". Repeat this for all materials.
- Octane renders parts of eyes as pure black. Octane renderer does not appear to support super-imposed transparent geometry and renders them as black. Work-around (Remove super-imposed transparent geometry):
- In Daz Studio, with G9 character loaded into scene, select Tools -> Geometry Editor.
- In the Scene tab, expand the G9 character object to see its children. Select "Genesis 9 Eyes" object.
- In the Viewport tab, right-click and select "Geometry Selection" -> "Select By" -> "Surfaces" -> "EyeMoisture Left"
- Repeat procedure for "EyeMoisture Right": right-click in the Viewport tab and select "Geometry Selection" -> "Select By" -> "Surfaces" -> "EyeMoisture Right"
- Right-click in Viewport tab and select "Geometry Editing" -> "Delete Selected Polygon(s)". You should see a pop-up asking you to confirm deletion of "912 polygon(s)". Click Yes.
- For G8/8.1 characters, select the main G8 character in the Scene tab. Then right-click in the Viewport and select "Geometry Selection" -> "Select By" -> "Surfaces" -> "EyeMoisture". Then delete selected polygons as per instructions above.
- Filename that the user specifies in the File->Export dialog will actually be used to create and name both a project folder and a project file within that folder.
- dForce / Strand-based hair is not rigged. Work-around: Manually rig using C4D Rigging and Weight point tools.
- Certain characters such as "Kat for Genesis 9" which use non-default ERC bone values have incorrect bone positions when "Fex Bone Rotation" option is selected in Cinema4D. Work-Arounds:
- Do not use "Fix Bone Rotations" during import into Cinema4D.
- In Daz Studio, set the affected character to (default) rest pose. Then manually change any bone or object positions to default (usually 0). Affected transforms are usually at the object level or at the "Hip".
- On computers that are using Unicode usernames, user documents folder names or filepaths, the manual batch file in the Intermediate Folder will not be able to execute. Work-Around: Copy and paste the commands from the batch file to a CMD prompt and execute one-by-one.
- Before using File -> Export -> Cinema 4D, you must first activate your Maxon license for the specific Cinema4D version of c4dpy you selected in the Bridge dialog by double-clicking the c4dpy.exe (c4dpy on Mac) file in your Cinema 4D application folder. As long as you do not re-assign the license, you should only need to do this once per user profile on your computer.
Manual Installation:
- Make sure you have Daz Studio Installed via Daz Install Manager (DIM).
- Quit both Daz Studio and DIM.
- Double click the "DOUBLE_CLICK_ME" script file. Daz Studio should launch and run the script file.
- Click "Replace" if asked. If there were no errors, you should get success confirmation that package was copied into the correct DIM folder.
- Click "OK" and Daz Studio should automatically close and DIM should start.
- If you have a previous version of this software installed, go into the "Installed" Tab and click "Uninstall".
- Look in the "Ready to Install" Tab for the downloaded package and click Install. Click the small "refresh" icon at the top of the window if you do not see anything.
Full Changelog: 2023.1.1...2024.2.31.67