Can Iray textures be baked or converted to regular textures?

I just bought a model from DAZ and it came with one basic material, and three or four "Iray" textures. Is there a way to bake or convert Iray textures into regular textures for use outside of DAZ Studio? I use Modo as my main 3D program. But, I like buying DAZ models and using them in Modo.

Thanks in advance.

Comments

  • evilded777evilded777 Posts: 2,465

    Are they textures or procedurals? If they are actual textures, you should be able to use them in whatever 3D platform you want. Procedurals would be another beast and outside my area of expertise.

     

    What's the product?

  • Thanks. I'll try emailing the creator of the model. See if they have a solution.

  • Is there a way to bake or convert Iray textures into regular textures for use outside of DAZ Studio?

    Most of the time (except for procedural materials, as noted upthread) Iray textures are regular textures; in the same way, "old style" 3Delight textures are also regular textures. Part of the problem is, there's no real common standard for materials settings between one 3D rendering program and another. DAZ|Studio is sort of a special case, as it was designed from the beginning to understand basic (but not advanced) Poser materials as well as its own format. This basic Poser format is effectively the same as what you get in .obj models, which is very ancient, basic and primitive by modern standards; it doesn't allow for fancy special effects.

    For anything beyond these basics, you'll have to learn how to break down the Iray settings and build them back up again in your non-DAZ program. Be aware that most settings will have direct equivalents, but some won't. Every program is different.

  • Yesterday I looked for the iray textures for the model I was working with. I discovered that these textures were "stored" in a ".duf" file format. Which is the same format for a DAZ Studio scene file. Mainly I want to "bake" the Diffuse color into an image format like '.jpg' or ".png". Is there a way to do this in DAZ Studio? If not, I'll have to find a technique of mimicking the texture. 

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 2016

    So  the product  mat shader use iray MDL blick  generate  proseddural textures?   when you check the mat properties, there is no texture? likde daz offered some  iray "noise shader(include default resources) ?  if so,,  the duf not actually record generated texture I think. maybe jsut record shader properties value of the shader.  or path to the shader.dsf in data.. then the shader.dsf record  eachy MDL blicks.,, to generate ishader in daz studio .

    Actually if there is way to bake iray proceduraly textures,  for each Normal ,diffuse, ,glosiness or metalness,,  to another mat, I hope to know way.

    I can not find blick to bake procedural textures for iray MDL,,  in shader mixer too.  or it seems Future request.,, though I do not know,, it need to be asked Nvidia.  

     

    Post edited by kitakoredaz on
  • I discovered that these textures were "stored" in a ".duf" file format.

    Some misunderstanding here. The .duf file is a script that appears in your content tab — it loads the actual texture image files stored in the /Runtime/Textures/ folder.

    Mainly I want to "bake" the Diffuse color into an image format like '.jpg' or ".png".

    It already is — that's the file that the .duf script loads into your scene.

    It works like this; the .jpg texture files are made to go into single "slots" in your object's materials (e.g. Diffuse or Bump). The .duf scrips loads several .jpg texture files into many different "slots" and applies parameter settings to them. There's no "baking" required, the textures you're trying to bake already exist as images.

  • actually its a bit more complex than that with procedural shader bricks MDL or 3Delight shader mixer.

    several PA's use layer lists and shaders the change according to the height of terrains and such.

    It is near impossible to export an obj with such shaders and my only solution has been to render out flat maps and re UV the mesh flat mapped to load them, Stonemasons US3 roads being one example.

     

    Carrara has a baker plugin by Inagoni I use a lot for converting Carrara terrain shaders etc to texture maps for Octane render and I would too love a similar plugin for studio for not only Octane but obj export to other softwares I use like Carrara, iClone and Poser.

    It would be in effect a render but a surface UV instead of camera based one, 

  • I discovered that these textures were "stored" in a ".duf" file format.

    Some misunderstanding here. The .duf file is a script that appears in your content tab — it loads the actual texture image files stored in the /Runtime/Textures/ folder.

    Mainly I want to "bake" the Diffuse color into an image format like '.jpg' or ".png".

    It already is — that's the file that the .duf script loads into your scene.

    It works like this; the .jpg texture files are made to go into single "slots" in your object's materials (e.g. Diffuse or Bump). The .duf scrips loads several .jpg texture files into many different "slots" and applies parameter settings to them. There's no "baking" required, the textures you're trying to bake already exist as images.

    Thanks. I'll take another look. 

  • I discovered that these textures were "stored" in a ".duf" file format.

    Some misunderstanding here. The .duf file is a script that appears in your content tab — it loads the actual texture image files stored in the /Runtime/Textures/ folder.

    Mainly I want to "bake" the Diffuse color into an image format like '.jpg' or ".png".

    It already is — that's the file that the .duf script loads into your scene.

    It works like this; the .jpg texture files are made to go into single "slots" in your object's materials (e.g. Diffuse or Bump). The .duf scrips loads several .jpg texture files into many different "slots" and applies parameter settings to them. There's no "baking" required, the textures you're trying to bake already exist as images.

    Thanks. I'll take another look. 

    The .duf files aren't actually scripts - that was part of the point, they are data which is handled by the application. The old (and deprecated) script-based presets are still usable, but as they contained both the data and the logic for applying it they could become fossilised, with an unupdated bit of code in the preset even after DS was changed (on the other hand, they could have their logic tweaked to do other stuff which was soemtimes useful).

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