Daz studio and dexsoft object
niclass10_c04b54aca9
Posts: 0
Hi,
I've got some troubles while importing some objects I bought from Dexsoft (In particular with houses from theres villages series here), while accessing to material DazStudio freeze and I've got lot of this kind of messages in the log (WARNING: QImage::setPixel: coordinate (1023,1023) out of range).
I don't know a lot about 3d modeling but same object used in unity3d work fine ...
Does somebody have a simple solution for a noob like me ?
Thanks a lot by advance,
Ntotor
Comments
What format are these models in?
Objects are furbished in DAE, FBX and OBJ format, I usually use OBJ format while importing in daz studio because its with format that I got the best result ... (DAE format don't import, FBX gave same problem as OBJ), texture are in TGA format.
OK, so judging by your error message it is the image format that is giving you the problem.
Edited to add
Have just checked with a DS user, and yes I am right DS uses jpg bmp tif png only
Thanks a lot, problem solved ... and easy solution ... so very good !
Just have to import from a directory without the TGA textures, convert them to PNG and re-define the material into DS, make a big save of this material and apply it when importing another object sharing same texture and complete it if theres a new texture.
I'm was just disturbed because DS worked with TGA (very slowly but texture appear and render work fine), if there a blank material I would have understanded (... hum I hope !)
Thanks again !
DS still works with TGA. It is in the dropdown of usable image files
Maybe theres just unexpected or unhandled data in some of the TGA files furbished with the models ...
All I want is to have the fastest way to import my models into DS.
I don't know if it give some info but this how a model with TGA texture appear in editor
And how it appear with PNG created from the TGA (Only texture, I have to convert other files (Spectacular,opacity ... ))
For the both render are OK.
Edit: Oups while posting I see I didn't use the right texture for the roof but it didn't change the back of the problem, just highlight that manual edit on material implicate some lose of time ;) ...
The problem is with Qt...the QImage part of the error message indicates this.
Either the images are not quite right (the coordinate 1023, 1023) seems to indicate that it should be a 1024 x 1024 image, but the last coordinate is 'out of range'...meaning that you've got a messed up image. OR the image isn't quite 'in spec'...basically meaning that it doesn't follow the TGA specification correctly.
It could just be the version of Qt included in the latest version of Studio is just pickier about this sort of thing, hence the error.
I'd try copying them to another folder and opening them in an image manipulation program that can save TGA and resave them. (that way you are working on copies, not the originals)
@mjc1016: Thanks a lot, you've got the point, using gimp and unchecking "RLE compression" while re-saving the TGA file work fine !
It eliminate manual modification of material so its the faster way
If someone now a way to do this on lot of files in the same time it would be marvellous !
Many 2D image editors have batch conversion utilities available. Sometime I even use my old copy of PSP 7
But mostly I use "Batch conversion" feature in Photoshop. There are probably some Perl scripts available for GIMP.
ImageMagick has a convert utilty also http://www.imagemagick.org/
I finally use GraphicsMagick, based on this thread -> http://gimpforums.com/thread-mass-resave-without-rle-compression
and Virago solution: "gm mogrify -output-directory newfiles -format tga *.tga"
And finally all work fine !
A great thanks to all !
Ntotor