DS4.6 Pro & 3D Coat - Need Advice on IMPORT/EXPORT

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  • DestinysGardenDestinysGarden Posts: 2,550

    Yeah, any of the fabrics or other materials, that are set to have  dirt, or some other kind of surface modifcation like edge wear, need that ambient occlusion layer so that the smart material knows how it is supposed to apply itself. You can go ahead and tell it to calculate the layer, and then answer "OK" to the next popup that asks about Occlusion Parameters. If you set up a material yourself with just a basic texture, and you don't need the fancy stuff, it will not prompt for the ambient occlusion layer.

    To flood fill the whole dress, select the Surface Material option, and then you can select your surface material name. The magnifying glass is what scales the pattern, and yes, it can go very large or very small very quickly. It takes a light touch. The reset button puts the scale back to the starting point.

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  • marblemarble Posts: 7,500

    Thanks again - it is starting to make sense now. I asked about the Smart Materials in the 3DCoat forum and got this answer from Digiman ...

    To create a simple fabric that requires no curvature map or Ao map is easy... Look at the second attached image. That is the smart material editor.

     

    Click on new to make your own smart material...

     

    Just add your fabric seamless texture image. Metal by default is set to "0" and roughness is set to "100". Your are creating a dielectric material (non-metal)

    You could create a normal map for your fabric depth based off the your seamless fabric texture but that is not the subject of this post. There are a number of programs that are capable of creating normal maps based off images...

     

    Choose your preferred mapping shown in the attached image... You have the choice of  a several.

     

    Give it a name and save... 

     

    Done...

  • DestinysGardenDestinysGarden Posts: 2,550

    Folds or raised parts getting missed in the flood fill are likely due to a condition mask that was set in the smart material. In other words, it is doing what is supposed to be doing.

    Heh, I was typing the above as you were getting answers from the 3DC forum, who are a terrifc bunch of people by the way.

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  • kitakoredazkitakoredaz Posts: 3,526

     if  UV template are separated , you should not gather all mat group as one. without You make new UV.

    could you show UV, in daz studio, UV view, with select all surface of the dress? by UV view, we can check how  UV assgined for the product. .

    untill tweak Matergial group, I must check it in daz stuido. and recommend it. (even though it is not problem of current your case,

    you must need to know about UV template, if you hope to make texture for clothing etc,,wink)

    eg in my pic,,   this dress need 2 UV template for texture, at least,, without it,, texture are layered about some area.

     I combine  mat group  as UV template1  = Belfabric, BelTrim, 

    and  UV template 2,  = Fabric , Trim. then export and import in 3d coat. 

    about this case, I can not use option, import tile as UV sets.

    because I have not make UDIM uv,, template1 and template2 is  group, but in one UV tile and layered...

    but 3d coat  make UVlayer with surface group (which I made template1, template2) then it work.

     

     but If I gather all mat group as one, then import in 3d coat,,there should be only one UV layer I think.,, then we can not assign texture correctly.

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  • marblemarble Posts: 7,500
    edited March 2016

    DestinysGarden - Setting the preference to UV-Map seems to help but I have just created a new material from Filter Forge (at LAST I have found a use for it!). Now I don't get the missing areas when I paint :) I created a Lace fabric but I don't know how to do the alpha (to make the the lace holes transparent). I added a Normal Map - which Filter Forge created for me (I thought that was possible to do within 3dcoat) but apparently not. So I am making progres at last. Now I really do need to sleep and it is only 8:00 PM here.

     

    kitakoredaz - I was following the advice on page one of this thread - from DG and Richard about the Geometry editor. The two UV maps do get exported though - one for the dress and one for the ruffle. How do I see UV View in DAZ Studio?

     

     

    Post edited by marble on
  • marblemarble Posts: 7,500

    Oh - Ok - found UV View.

    Here are my settings.

     

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  • marblemarble Posts: 7,500

    UV View With Surfaces Tab showing ...

     

     

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  • kitakoredazkitakoredaz Posts: 3,526
    edited March 2016

    OK thanks  marble,, then I can see clear, your dress UV not layered (that means,, you only need one UV template, and one surface  group if you hope so)

    then you said "combine all mesh group",, but  actually , you use two surface group ^^ (lets see,, in your geometery editor setting,

    you seems combine mesh group as one, but about 3d coat import setting, not mesh group,

    the surface group decide UV layer.

     

    then in your photo, I clear see, there is two surface group . Main dress, and ruffles.

    so that, 3d coat offered  you two UV layer as same as surface group ^^

     

    (but from your UV view,,  if you only need one UV layer, it work.. because your UV view have no layered part,

    then you can use only one UV template and layer,, to make it,, you combine all surface group as One group. then name as eg,,  combine_surface.( it is your new UV templaate, and UVlayer in 3d coat. )

    3d coat witll make only one UV layer,, as name as conbine_surface.

    ========

    then,, about your dress,, your current way may not cause problem for you,

    (then actually,  you  need not combine face group to import obj for 3d coat,,)

    but if you hope to color directly in 3d coat texture editor, then without seam ruffle and dress,

    you may hope to export it as one UVlayer.  I think destiny garden advice, how to set UV template for genesis2male,

    correctly.. then it is not about face group (mesh group)  but combine material group for each UV template.

     about UV or material,,  surface group is key gorup. (In daz studio,, it may change how call them,,mat group or

    shading domain, or shading group etc,, ^^;; 3d caot treat surface group as UV set,, as default)

    Post edited by kitakoredaz on
  • marblemarble Posts: 7,500

    Oh - I see what you mean about the Geometry Editor combine - I combined the Face groups when I should have combined the Surface groups. Thank you.

    However, I'm still not clear about when it is necessary to combine the surface groups and how they relate to the UVs. Is it only necessary to combine them if the model has overlapping UVs? And are overlapping, layered and stacked UVs all terms for the same thing?

  • kitakoredazkitakoredaz Posts: 3,526
    edited March 2016

    Hi,,  you  seems mostly understand what I mean clear (sorry but English ^^;)

    then When it is necessary or not,, is  case by case.  cheeky it is difficult part,, to clear guide about all case,,,

    3d coat  make UV set (UV layer)  for each surface group.   and  we ofen work with each UV set,,  when export import texture. eg you can only check current texture for color, normal, specular,, in 3d cpat texture editor,,with  Each UV set.   can not see diffuse color  or paint of  multiple UV set at once.  (in 2d texture editori)

    as Destiny Garden  discribed about gen2female skin, if you do not combine surface group with each UV template,you just see UV sets  which divided as  many parts of surface group,,  then it cause difficult you to manage each texture with UV sets (template)

    eg  you may not need,, diffrent UV sets, for each Eye parts (sclera, pupils, irises,,cornea,, ).  and you may not plan to make different color map,,

    (eg diffuse map,,) for all of eye parts,.. you may need only one diffuse texture with one UV template for eye parts,  afterr that,,  you can apply same texture for each surface group in daz studio. 

    then how to designe your UV template, is  depend on you, ,, just remember, not layered each,  and usually ,,if the UV island is connected,, combine surface group then gather them in one UV template. so that   you can paint  texture for each UV template,  without  care seam.

    about your case,, (your working  dress),,now you have 2 UV set, for "dress part", and "ruffle part,"

    then if you hope to make one  texture for dress part, and ruffle part, in gimp or photo shop, which sync with 3d coat,, you can not.

    then you may need to make  two texture sets, for two UV sets, when you finish your work, then export texture.

    it will be generated for each UV sets. that means you will generate 2 texture sets, for your products.

    (As you know,,  you must think,, you need only one texutre sets (for diffuse, specular,, opacity,, etc) for the dress.

    because All uv island was clean arranged as one UV template,, = you need only one texture sets for the product

    with one UV template)

    Post edited by kitakoredaz on
  • marblemarble Posts: 7,500

    Thanks again. No need to apologise about your English - I can't speak any other language (well, maybe some American and a little Australian wink ). I usually have to read your replies 2 or 3 times before I understand but they are always helpful.

    If I understand you correctly, because I didn't combine Surfaces I exported two UV maps for the dress. If I had combined surfaces, I would have exported only one for the whole dress. I'm so sorry for being so slow to grasp this but I'm still not sure which is better: to export a single UV map or two? If two, does that mean I can texture the dress with one material and the ruffle with another? And I cannot do that with only one UV map for the whole dress, even if they are different "islands" on the same map?

  • kitakoredazkitakoredaz Posts: 3,526
    edited March 2016

    > If I had combined surfaces, I would have exported only one for the whole dress"

    yes,, lets try  and check it how it work (I  recommend , check it in 3d coat)

    > If two, does that mean I can texture the dress with one material and the ruffle with another?

    Yes it is merit ,when you export as 2 UV set, (keep surface  group for dress and ruffle)

     

    > And I cannot do that with only one UV map for the whole dress, even if they are different "islands" on the same map?

    You can do it,, with selection tool,  only select dress part,, (with wire fram view), or you can select each poligons too.

    but it may not easy without surface group. (because you can  hide or fill color for each surface group)

    may better try two way,, then which is best for you..

     

    (My subsitute way is,,  I dsicribed,,, alraedy, middle of this topic,, ,with pic,, then hope you check it,, it work about your dress too I think. because your dress seems  need only one UV island, )

    I edit it a little now (chaneg word,, more correctly,,)

    "I export dress from DS ,with option ,use surface group .  keep all  surface grouop as same as before.

    then when import dress to 3d coat ,  I check option. import tile as UV sets.

    so that there is only one UV sets , but I can use obj groop (which divided as each suface group), then hide each surface when I need.  by obj group in 3d coat. or Fill the surface group only.

    (you need to open the paint object  tab , in 3d coat>windows>pop up)

    see my pic,, now I have only one UV sets, with one surface group..

    but I have 4 " paint objects" for paint each part easy.

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    Post edited by kitakoredaz on
  • marblemarble Posts: 7,500
    edited March 2016

    Progress. :)

     

    I have imported a new lace texture back into DAZ Studio with Diffuse/Specular/Normal and it worked.  Next I'm wondering if there is a way to paint hems and other raised edges by painting normals or displacement in the 3DCoat Paint Room? Or do I need to do this in with Voxels or Surfaces in the Tweak Room?

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  • kitakoredazkitakoredaz Posts: 3,526
    edited March 2016

    About Voxel room, it only need when you bake maps ( displacement, or normal)  from high -poligon to low poligon (it is model which you use in daz studio)

    then it is not easy,,.. then I have not used Voxel room  to make maps for daz studio products, at current. (may need to learrn more,,)

    And you may try tweak room for simple morphing,,  too,, then add normal map on  morphed mesh to add more detail.

    but i3d coat tweaki room,  is not so good as same as blender (so that you may better, make morph before

    export it,, if you hope to change mesh shape for  raised edges etc,,)

     

    To make depth maps, in paint room,  only check On depth icon and, keep OFF about  color and specular,,

    add new layer (for  your normal  modify normal_2 etc,).  then paint on  surface, with each brush tool carefully ,only about part which you hope to modify

    on current new layer.  with ajusting  brush size, strongness , change alpha texture,, etc,,, 

    3d coat will  gather all depth of layer,,  them  generate it as one normal or displacement map, when you export texture with UV sets.

    (there are too many option for brush and stroke,, then you need to learn them ^^;  I am still learning each option usage, with Smart material.

    then I thanks all of this topic .  (and I hope, more professinal advice from user  for same purpose ^^;)

    =====

    ithough it is not so expensive compare with another paint tool,, but actually cost much for me too ^^; maybe real blender artist can do it only by blender paint tool,with customized brush set,  but As for me,, I feel the cost fit  for my purpose and current skill,,  then hope marble enjoy it as same as blender,,, (Yes I only play with  morph for daz figures, almost 2 years, then, not understand what UV template  means etc,, at all,,  though  I start daz studio 4 yeas before,, not planed modeling , or sculpt something,, those days,,then I think you learn everything relly first.)smiley

    added really dirty test  work, (actually it is difficult for me to add good detaill,, with only paint brush, at current)

     (but  if someone find this topic,, may help a litte,, ,about option,,,)

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  • marblemarble Posts: 7,500

     

    To make depth maps, in paint room,  only check On depth icon and, keep OFF about  color and specular,,

    add new layer (for  your normal  modify normal_2 etc,).  then paint on  surface, with each brush tool carefully ,only about part which you hope to modify

    on current new layer.  with ajusting  brush size, strongness , change alpha texture,, etc,,, 

    3d coat will  gather all depth of layer,,  them  generate it as one normal or displacement map, when you export texture with UV sets.

    (there are too many option for brush and stroke,, then you need to learn them ^^;  I am still learning each option usage, with Smart material.

    then I thanks all of this topic .  (and I hope, more professinal advice from user  for same purpose ^^;)

    Yes, thanks again. I did discover painting depth in the paint room - I'm starting to like this program a lot. If I buy at the end of the demo period, I can only get the education (hobby) version - I hope that will be good enough for most things I want t play with.

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