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In addition to the poor things done on vnedor's side as others said, I have to say: if you're not good at handling these "conversion", DO NOT buy these stuff from those sites... probably a wast of money as well as a waste of time for all of us in here ~~
If you really need solid help, TBH... I'm afraid you have to share those stuff with the veterans ~~
Base colour is just that, the base colour
If using the iray uber base shader on the model then there should be a Metallicity control, the metallic map would most likely go there (controlling how the surface interacted with light, like a metal or non-metal) though it's possible you would need to invert it. The Roughness would probably go in one or more of the Diffuse Roughness, Specular, or Glossiness Properties. The DirectX normals aren't needed, the other normals (OpenGL, presuambly) are the ones that go into the Normal property (they fake surface detail, by telling the render engine which way the surface is to be lit as if facing). Occlusion isn't used directly (it is measuring how sheltered from light the area is - darker in nooks and crevices, lighter on flat surfaces) but it could, for example, be used as a cotnrol for another glossiness property (exposed surfaces get rubbed more) or with Diffuse overlay to simulate dirt (inaccessible areas will be dust traps). Curvature isn't needed, though again it might make the basis for a useful map cotnrolling something else. I would guess idis different colours for different areas, possibly useful for a mask (if you wanted different areas to have different properties) but not as-is. I'm not sure what position is, or thickness (though I would suspect it is related to translucense or scattering, perhaps for use with plastic areas).
I apologise for wasting other peoples time. I'm trying to learn. I've only started using Daz off and on since June 2024. I apologise that my brain is not fully in the correct gear and memory gets wiped. I also apologise I bought a file that was made incorrectly.
Who are the veterns of DAZ?
Thank You for your explanation Richard Haseltine. I'll have a play with those TARGA files and see what I can get.
In Iray Uber:
Diffuse: Base Color
Specular: Glossy Weight (I assume it is greyscale)
Reflection: Glossy Roughness inverted
Refraction: Refraction Weight (there must be some glass in the model)
AMbient is not used in raytracing (normally) as it is to fake dark area/shadows)
Line Preview sounds like something for preview, i.e. not needed
Edit: hadn't noticed page 2...
Pls don't apologize ~ that was just an advice. Because for this sort of case, even if people gave you lots of information from different perspective, you would be further confused even lost at the end of the day.
So, things are getting simpler as it seems that you've correctly imported them into DS Public Build... then send my these stuff if you'd like to ~~ I don't mind.. they're not Daz stuff, and I will get it done for you ~
Only if the files allow redistribution.
I wrote this comment before realising there was a second page...
Evrything in Bake Textures folder can be ignored. Those are just mesh maps from Substance Painter and are mostly irrelevant.
For the others in the Main Textures folder, put them on an Iray Uber Shader:
Metallic Map -> Metallicity (Value = 1.0)
Base Color Map -> Base Color (Value 1.0, 1.0, 1.0)
Normal Map -> Normal (Value 1.0)
Normal DirectX -> ignore, Iray used OpenGL not DirectX, and we assume the ohter Normal Map is OpenGL
Occlusion Map ->Ignore, you dont need ambient occlusion map in Iray. if you want to add it you can use it as a mask to add shadows, but unnecessary.
Roughess - > If you are using the Glossy Group parameters to control roughness, then put Roughness in the Glossy Roughness slot (Value 1.0), Glossy Weight should be 1.0 also, but you can adjust.
If you are using the Specular Group parameters to control roughness, then you can put Roughness in a Specular Roughness channel. It's easier to use Glossy Group as described above though.
The naming scheme is similar to 3DL's, which I'm less familiar with, but I'll do my best Iray translation: diffuse is Base Color, specular is Dual Lobe Specular Weight, ambient I believe roughly equates to Emission in Iray, Reflection would probably be either Glossy Color or Glossy Reflectivity depending on whether it's a color map or greyscale, refraction is again either Refraction Color or Refraction Weight, and I have no idea about line preview.
Is this video a useable good guide for applying the colours and textures for Iray Uber? https://youtu.be/5rdac4MNvn0
I wouldn't say it's a great video being as aimless as it is, but it does have useful information. I can't recommend a better tutorial because I didn't really get into tweaking surfaces and textures until I started rendering in other programs.
So, going off everyones comments:
1: I loaded the M202 RL into DAZ by draging the file in Viewport. Even worked in 4.22.
2: I clicked on surfaces tab > clicked on a part of the M202 RL in Viewport > Clicked on the Name of Part in Editor section.
3: Clicked on Presets > Clicked on Iray Uber Base, wait for it to flash.
4: Placed TARGA files according to @lilweeps directions, others were VERY helpful too but this was most easy to follow. I selected a drop down arrow next to the slider and clicked on Browse for the file. Probably a quicker way but that's how I did it.
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Everything in Bake Textures folder can be ignored. Those are just mesh maps from Substance Painter and are mostly irrelevant.
For the others in the Main Textures folder, put them on an Iray Uber Shader:
Metallic Map -> Metallicity (Value = 1.0)
Base Color Map -> Base Color (Value 1.0, 1.0, 1.0)
Normal Map -> Normal (Value 1.0)
Normal DirectX -> ignore, Iray used OpenGL not DirectX, and we assume the ohter Normal Map is OpenGL
Occlusion Map ->Ignore, you dont need ambient occlusion map in Iray. if you want to add it you can use it as a mask to add shadows, but unnecessary.
Roughess - > If you are using the Glossy Group parameters to control roughness, then put Roughness in the Glossy Roughness slot (Value 1.0), Glossy Weight should be 1.0 also, but you can adjust.
If you are using the Specular Group parameters to control roughness, then you can put Roughness in a Specular Roughness channel. It's easier to use Glossy Group as described above though.
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How do I save the M202 Rocket Launcher Either as a Full Preset or export it as an .obj file including the TARGA files already loaded into their respective Surface slots? Instead of me having to place the TARGA files into their surfaces slots again and again when it is required to be used in DAZ.
File -> Save As -> Support Asset -> Figure/Prop Assets. Find/create the location you want it to be saved, for example Library/Props/(your name)/(whatever you want to save it as), and from there DS will sort the files to their appropriate locations. You can also save a Material Preset.
Does anything in the Metadata need to be Ticked and Assigned? Same with the Parenting Data?
I'm also getting an error when trying to save the RL as a Materials Preset.
It would be helpful to check Content Type and Category and set those to the appropriate settings. Compatibility Base is used for materials, poses and whatnot, so if you check that, you'll want to set the compatibility base to itself. Compatible With, as far as I can recall, is really just for clothing and things that will be fit to another figure.
Oh, it didn't occur to me that you'd still have everything grouped under a null. You should be able to save a hierarchical material preset with the null selected, but if that doesn't work, just save one for each of the components.
I would just save as Scene Subset. It's not like the OP is saving this for distribution or anything, so doesnt need to be perfect...
If you want to get into the weeds of saving it as the most optimised way possible you can, but im not sure it's valuable
Note that your textures are all going to be called from their locations so cant move the texture files (well you can, but theyll need to be set up againin Surfaces again).
Not looking for financial gain. I will save it as a Scene Subset. @crosswind mentioned the same thing.
n.aspros123, nice work ! And as for how to further split some material zones, I'm recording a short video after supper.
Where can I find this effect? I'm not sure what the proper name is, maybe rocket exhaust cloud?
search VDB on store
n.aspros123 I sent the video to your email, pls check it.
As for this effect, maybe you can use a VDB fire Prop...
Thank you for the replies.
Where do I find that flame effect?
Is it possible to make the Rocket Launcher "attach" to genesis people hands? How?
did you look at the screenshot? Is it not in the screenshot?
Move it into place and parent to hand?