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By Cary B - 10 Years Ago
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I imported some Daz sets into Iclone with 3dxchange. (used the "Write UV Coordinates", Write Normals and Collect Maps in the export). They look fine in 3dxchange, and look fine in Iclone with Medium render. If I do a preview render of the video, they look fine. But if I do a final high quality render, the materials look distressed and broken up. Is this a common problem? Is there any fix? Am I exporting correctly?
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By jarretttowe - 10 Years Ago
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Can you post example images? There is a lot of people here who would be able to help if they can see the problem.
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By Cary B - 10 Years Ago
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Here's a sample. The first is a "preview render" and the second is a "final render". You can see how the materials appear torn and distressed.
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By Cary B - 10 Years Ago
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If anyone else is struggling with this, I have found that selecting the corrupted materials in Iclone and bringing up the "self-illumination" slider will restore the missing and broken textures.
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By Skuzzlebutt - 10 Years Ago
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that isn't a good option unless you want no shadows. you asked if your exporting wrong, yet provided no info.
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By Cary B - 10 Years Ago
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I mention it as the only positive result I have had so far, thinking it might also be a clue as to what is happening. In my first post I mentioned that my export settings included "Write UV Coordinates", "Write Normals" and "Collect Maps". These settings in the advanced tab were the ones I found in an online tutorial about how to export these Daz sets to Iclone. They do look fine with these settings in 3dxchange and in the Iclone "preview" render mode. But clearly not in the "final rendering" mode.
I have also tried it with "write object statements" and "original maps" and "ignore invisible nodes" checked. But no luck with any magic combination by trial-and-error.
Reviewing my original tutorial, I see one possible issue. It says that in 3dxchange, I should check a box in the Scene Tree called "2 Sided" to cap any back faced areas. My version of 3dxchange doesn't seem to have and check box for 2 Sided.
The issue does seem related to shadows, I think, since the "self-illumination" slider restores the missiing textures.
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By Skuzzlebutt - 10 Years Ago
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i was referring to the export format...... Daz fbx expports have been known to cause texture issues on props. in most cases its the bump or normal maps. try a obj export........ and use fbx for avatars
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By wendyluvscatz - 10 Years Ago
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Yes bump imports way too strong In DS 4.9 it is better than previous versions
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By Cary B - 10 Years Ago
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Thanks for the suggestion. Unfortunately, there were exported as obj file, not fbx. That's what the tutorial called for as well.
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By Snarp Farkle - 10 Years Ago
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Shadoesword (2/7/2016) Thanks for the suggestion. Unfortunately, there were exported as obj file, not fbx. That's what the tutorial called for as well.
I had a similar problem with this stage prop exported from DAZ as obj.  I ended up having to delete the bump map to keep the shadows. I thought about trying to reapply the bump as a normal map, but this worked out for me. Don't know if it will do anything for your prop issues or not though.  :exclamationmark: I should mention that I tried the self illumination trick too but like "budbundy" stated I lost the shadows.
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By Cary B - 10 Years Ago
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Yeah, looks like the same thing. I will see what I can find messing with the bump map.
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By Rampa - 10 Years Ago
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I can see something that may be causing this in that screen shot.
I see there is a texture in the displacement channel. There is also a render option setting for "Tessalation Shadow" in the preferences. In most cases, you want that enabled, but you could play with it.
You'll also get the best performance from the displacement if you start with mesh of medium density, then crank up the density slider. But, for the shadow issue, set the "Gray-scale Base Value" slider to zero in the displacement section of the material tab, and then increase the multiplier. What this does is insure you are distorting in a positive direction, and not into its own shadow. If it goes negative, you are effectively rendering the surface below that of the actual model surface.
Displacement is a rendering trick.
The other thing is to have your distortion on a single UV island. Wherever there is a UV seam, you will see separation. What's happening is the surface is being rendered offset, but the underlying model doesn't actually change. It can be confusing at first.
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By Cary B - 10 Years Ago
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Rampa, I appreciate so much your advice, but you are talking way above me. I hope to be able to mess around with the project a bit tomorrow, and maybe I can figure out how to take advantage of what you're saying. I think I get the tessellation shadow part anyway. I'll give that a try.
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By animagic - 10 Years Ago
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Imported objects from DAZ shouldn't include a displacement map I would think, unless it's now part of DAZ export. (I'm not quite up to date with DAZ.) You could keep the bump map and delete the displacement map for starters.
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By Cary B - 10 Years Ago
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Definitely the bump map that is the issue with my Daz sets. The displacement map makes no difference that I can see in Iclone rendering. In the render preferences I can turn off the bump maps and that solves the corrupted texture problem. But the render preferences are only good for viewing, apparently. They don't actually apply when you go to render the video. There you are left with only "preview" which eliminates several maps, or "final" which will include the bump map. Some of my Daz sets are huge...it would be hours of work to manually fine tune those bump maps. "sigh".
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