Droid add-on materials not applying.
I have been trying to use Dystopia Worker Drone.* The model loads ok, and say I want to make him blue, no problem. However, when I try to use materials that make him rusty, he goes default Grey as if no material is applied or his body goes Grey and his head turns orange. (not rust, but orange paint.) this is an odd problem I am wondering if anyone is familiar with the product or that maybe I need to check install problems. It seems like an install issue or something. He was installed with Daz install manager.
I am not at my Pc right now, hoping to get some ideas before I get home. Any help is appreciated. :)
(*Search Dweed in the market, I have both products installed. I can't post links atm.)
Comments
Is this in the viewport or after rendering? What render engine are you using?
Are you rendering in Iray or 3delight? It may be that these materials use fancy shaders that only work in one.
Iray. Here is a screenshot of the droids available in my library and the skin I am trying to apply as well as what shows up in the render and viewport. I have only ever attempted work with Iray, how would I switch to 3Delight to even test it??
Iray. Here is a screenshot of the droids available in my library and the skin I am trying to apply as well as what shows up in the render and viewport. I have only ever attempted work with Iray, how would I switch to 3Delight to even test it??
Window >Panes > Render Settings, there's a pull-down at the top for Engine.
I have been able to determine some inconsistancies but I havent figured it out yet. First off, the Dystopian Worker Drone all works as intended and there is no issues with it at all. If you look in the above screenshot, every piece of that package has a little script piece of paper with curled edges icon in the top left corner of the thumbnail. 00_DWD_Unity is from that package, as is DWD A, B, and C. The robot figures have it, as well the materials contained in the package all have this script icon and work. The materials in this package are both MC6 files (poser) and DSA files (Daz) - However in Daz, I only find the Drone, in the Poser formats library. But most importantly, these files work.
The Dynamic Damage package is 00_Unity housing Dmg_Unity_A, B, and C. It uses MC6 material files for poser as well, but it says it uses DUF for the Daz content instead of DSA files. These also only show up in Poser Formats Library and not in the Daz Library. The noticable difference is that some of the materials in the Dynamic Damage package have 2 material files. One has a square paper icon in the upper left corner of the screen, the other has no icon. Some materials only have 1 material file and they show up as having no icon in the library. The ones with the square paper work, the ones witrh no icon, do not.
I have tried all of the engines even Open GL and the same results in all 3. (Iray, 3Delight, and Open GL)
Ah, thre ones that have no scroll icon are probably Poser procedural shaders -- if you look in the folder outside of DS using your OS file explorer, are there .duf files whose names don't match the .mc6 exactly, or are there fewer .duf's than .mc6's?
Actually I am not finding these .mc6 files the product page is talking about. In the folder I have a DSON user file (.duf), a PNG img, and a Poser Content (.pz2) file. What I find odd is that the .dsa/.dsf files in the original Drone package work, but the .duf files attached to Dynamic Damage do not work. All of the files are spelled the same in the directory.
Odd, if the name of the .pz2 and the .duf file match, it should be displayed with the scroll icon in the upper left. Make sure there aren't any extra spaces.
I have located the mc6 files and have even tried relocating the files to new directories to see if maybe the paths were messed up but to no positive results. I may need to see about the refund policy of DAZ, this product just simply does not work from my perspective. Granted I am not the most tech savvy person in regards to 3D modeling and I would prefer the product work over a refund as I have use for it in a current project, but this thread is the most help I have been able to get and I have not been able to use it to get the product working.
Relocating the mc6 files have even manged to get the square script icon to show up on all of the skins in the program. However, they do not register and even the droids from the package (Dmg_Unity_A, Dmg_Unity_B, etc.) will display a crude model in the viewport but do not show up in renders as if the they are not even there. This whole package is really starting to frustrate me and you would think that a fix or troubleshooting guide for something like this would be documented somewhere considering it is a matter of an entire product not working and is standard file conflicts at best guess. It was installed with DIM, and it uses the DSON, .duf, .dsf, .mc6, and .pz2 files. These are very common files and for some reason a severe conflict is happening making the entire product broken.
After encountering the same problem, it is dissapointing that the Damage add-on wont allow an individual to see what they are working on in the View screen. (especially since the two products- Dystopia Worker Drone and Dynamic Damage (purchased together) are not....inexpensive. And if one purchases Drone, they will likely want Damage.)
(They are rich-looking product.)
A fix would definitely be welcomed; and then more add-ons to Drone might also be welcome.
However, Damage does seem to work in the render phase. It works in 3dDelight, at least. Iray would have to be tested, it may or may not render in Iray.
The attachment below, was rendered in 3dDelight, but only the rusty head was applied. Hopefull, the body texture will work as well
There's another thread on this subject that appeared in the last couple of days, I'll repeat what I said there.
The Damage materials were created long before Iray was added to DAZ|Studio, so they're 3Delight and nothing but. And they don't show in the Viewport because they're custom-built 3Delight materials, with custom parameter names and custom shader setups; you have to render to see what they look like. This is also why they don't auto-convert to Iray — the material parameter names are not recognised at render time, so the Iray render engine has nothing to work with.
There's really not a lot that can be done here; the materials are not designed to work in Iray, the only solution would be to reverse-engineer and rebuild from scratch every single material. The only positive thing, and it's not really much of one, is that I think creating the new Iray materials should be do-able without having to set up custom materials.