Character Materials 'glossy' when exported as .obj.

To quickly populate a scene I like to export characters as .obj Props. The problem is that when they're imported, some Materials are normal and some are 'glossy'. This remains the same whether I set the Surfaces to Plastic or Matte etc on the imported .obj's areas.

Any ideas? Thanks!

(The render below is to imported characters as .obj files. On the left, Tavern Keeper Clothes for Genesis and on the right Highlander Clothes for Genesis. The materials are the default Daz ones.) I'm using 4.6.

troll_2.jpg
509 x 649 - 157K

Comments

  • SloshSlosh Posts: 2,391
    edited December 1969

    Studio doesn't export material settings with .obj's, just texture information. So it depends on your other program, what they translate default materials into. For me, using Maya, the .obj imports with a bling material, which is glossy. I prefer a lambert, which is more matte, but I end up having to convert them inside Maya. If there is a workaround, I would be interested to know as well.

  • edited December 1969

    Slosh said:
    Studio doesn't export material settings with .obj's, just texture information. So it depends on your other program, what they translate default materials into. For me, using Maya, the .obj imports with a bling material, which is glossy. I prefer a lambert, which is more matte, but I end up having to convert them inside Maya. If there is a workaround, I would be interested to know as well.

    Thanks so much for your help. I'd understand if it was across the board with all textures / exports, but it seems that MAYBE Daz originals export fine and 3rd party content doesn't? Maybe that's it?

    Just speculating. Does anyone know for sure?

  • Richard HaseltineRichard Haseltine Posts: 102,252
    edited December 1969

    It will depend on the shader and settings used - the OBJ MTL file supports only a limited subset of material settings, so if a setting that tamed the glossiness isn't supported or if the value had a different meaning because of the shader used then the result is likely to be wrong. Setting the lighting model to Matte should, however, kill all specular effects. You can also try saving a materials preset and applying it to the imported OBJ, though that may not work if there were multiple items in the export with the same surface name.

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