If you applied the tiling in Modo then yes I guess Modo bakes the tiling as in my example above so it works. What doesn't work is when you apply the tiling in DS then export to obj. If you look at the exported uv-map the tiling isn't baked so the exported obj file doesn't work.
You can't crate tiled UVs in DS (or, without using one of Casual's scripts, any UVs). The topic isn't tiling in the material or (for Iray) map settings, it's using out-of-bounds UVs to tile. As far as I am aware that is a standard and widely used featue - it was certainly used back in Poser 4 when there was no built-in way to tile and I'm pretty sure I've seen it suggested as a method in respect to other applications - so this sounds like an iClone bug/limitation.
out of bound uvs?
tiling the uvs, not the shader?
the uvs?
is that the same as layering the uvs over the same area of the texture map?
The problem is in iClone. I don't have any issue importing "out of bound uvs" in Blender (technically called not-normalized uv-maps). Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material tiling into the uvmap.
As for material tiling itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
EDIT: and of course it is possible to fix the obj export in Blender by scaling and moving the uv-map accordingly.
The problem is in iClone. I don't have any issue importing "out of bound uvs" (technically called not-normalized uv-maps) in Blender. Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material uv tiling into the uvmap.
As for tiling in the material itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
i'm struggling with the concept of why or under what circumstance is it beneficial to tile u in the uvs??
The problem is in iClone. I don't have any issue importing "out of bound uvs" (technically called not-normalized uv-maps) in Blender. Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material uv tiling into the uvmap.
As for tiling in the material itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
i'm struggling with the concept of why or under what circumstance is it beneficial to tile u in the uvs??
Offsetting only on the U axis sounds more like UDIMs - giving each map of a multi-map set up its own UV square. But it might be worth using U tiling if the model was something like a pipe or rope, with the length greatly exceeding the circumference.
The problem is in iClone. I don't have any issue importing "out of bound uvs" (technically called not-normalized uv-maps) in Blender. Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material uv tiling into the uvmap.
As for tiling in the material itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
i'm struggling with the concept of why or under what circumstance is it beneficial to tile u in the uvs??
Offsetting only on the U axis sounds more like UDIMs - giving each map of a multi-map set up its own UV square. But it might be worth using U tiling if the model was something like a pipe or rope, with the length greatly exceeding the circumference.
the g3,g8 UDIMS are working fine in carrara, as long as there are no geografts.
i hesitate to blame the UDIM format for that reason.
i have no tool to create a udim map, why is so difficult to undertand it >.<
The problem is in iClone. I don't have any issue importing "out of bound uvs" (technically called not-normalized uv-maps) in Blender. Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material uv tiling into the uvmap.
As for tiling in the material itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
i'm struggling with the concept of why or under what circumstance is it beneficial to tile u in the uvs??
Offsetting only on the U axis sounds more like UDIMs - giving each map of a multi-map set up its own UV square. But it might be worth using U tiling if the model was something like a pipe or rope, with the length greatly exceeding the circumference.
the g3,g8 UDIMS are working fine in carrara, as long as there are no geografts.
i hesitate to blame the UDIM format for that reason.
i have no tool to create a udim map, why is so difficult to undertand it >.<
A UDIM map is just selecting everything that is to go on one tile, assuming it is mapped initially in the unit square, and translating it a whole number of units on U.
The problem is in iClone. I don't have any issue importing "out of bound uvs" (technically called not-normalized uv-maps) in Blender. Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material uv tiling into the uvmap.
As for tiling in the material itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
i'm struggling with the concept of why or under what circumstance is it beneficial to tile u in the uvs??
Offsetting only on the U axis sounds more like UDIMs - giving each map of a multi-map set up its own UV square. But it might be worth using U tiling if the model was something like a pipe or rope, with the length greatly exceeding the circumference.
the g3,g8 UDIMS are working fine in carrara, as long as there are no geografts.
i hesitate to blame the UDIM format for that reason.
i have no tool to create a udim map, why is so difficult to undertand it >.<
A UDIM map is just selecting everything that is to go on one tile, assuming it is mapped initially in the unit square, and translating it a whole number of units on U.
so can one remap anything as a UDIM simply by dragging each surface outside the UV square incrimently in a UV mapper say Genesis or M4 etc then exporting an obj to load in surfaces and save as a new UV?
interesting development that affects DAZ studio users
someone might sit up and take notice if it becomes more widespread
I found using iray uber on some of the dream house eclectic shaded items causes the issue in DAZ studio!
reapplying the 3delight script freebie fixes it again
so that at least tells me it is shader related and I might be able to fix it for Carrara and other apps at least in DAZ studio when I get to the root of what is actually happening but haha too bad for the people wanting to use affected legacy content in D|S with iray shaders, I pass the baton to you.
Comments
out of bound uvs?
tiling the uvs, not the shader?
the uvs?
is that the same as layering the uvs over the same area of the texture map?
like when they make hair strips? or horse manes?
OK I have found a solution
Dimension 3D's DSON loader Python imports it into Poser correctly and I can export an obj for iClone
I need to put it in the map folder (or copy the maps to obj location) but yes loads corrected
this is great news for a certain Bryce user who is familiar with Poser though she prob uses the D3D script rather that an obj import from DAZ studio.
the problem is in the uv coordinates themselves?
@Mistara
The problem is in iClone. I don't have any issue importing "out of bound uvs" in Blender (technically called not-normalized uv-maps). Also may be it may work importing in Blender then exporting to iClone, for those who don't have Poser.
As for what's "out of bound uvs" you can look at my second example. That's it. It can be used to "bake" a material tiling into the uvmap.
As for material tiling itself, it can't be exported to obj because the DS exporter doesn't bake it in the uvmap. From the reply I got before from Richard I understand that it's a known limitation so the DAZ team doesn't consider this an issue and/or a bug. I do.
EDIT: and of course it is possible to fix the obj export in Blender by scaling and moving the uv-map accordingly.
i'm struggling with the concept of why or under what circumstance is it beneficial to tile u in the uvs??
Offsetting only on the U axis sounds more like UDIMs - giving each map of a multi-map set up its own UV square. But it might be worth using U tiling if the model was something like a pipe or rope, with the length greatly exceeding the circumference.
the g3,g8 UDIMS are working fine in carrara, as long as there are no geografts.

i hesitate to blame the UDIM format for that reason.
i have no tool to create a udim map, why is so difficult to undertand it >.<
A UDIM map is just selecting everything that is to go on one tile, assuming it is mapped initially in the unit square, and translating it a whole number of units on U.
so can one remap anything as a UDIM simply by dragging each surface outside the UV square incrimently in a UV mapper say Genesis or M4 etc then exporting an obj to load in surfaces and save as a new UV?
I randomly dragged all my surfaces outside the box in UUW3D
lo and behold Carrara sees it
DAZ studio piles them all into the box in UV view as obj import or surface UV import
sooooo
how does DAZ studio import UDIM?
oh the DAZ studio UV view does not show it
interesting development that affects DAZ studio users
someone might sit up and take notice if it becomes more widespread
I found using iray uber on some of the dream house eclectic shaded items causes the issue in DAZ studio!
reapplying the 3delight script freebie fixes it again
so that at least tells me it is shader related and I might be able to fix it for Carrara and other apps at least in DAZ studio when I get to the root of what is actually happening but haha too bad for the people wanting to use affected legacy content in D|S with iray shaders, I pass the baton to you.
http://www.sparrowhawke3d.com/Sparrowhawke3DLaboratory.html
thanks to Sparrowhawke this is now fixed in Carrara, he made a UV unwrap plugin
Twinmotion
I can kick myself
Don't untick collapse UV tiles for obj export!!!!!
after all this time I solved the issue there as mostly do FBX or use iClone etc so wrongly assumed same for all