FBX to DAZ texture Maps
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I have downloaded some FBX models and here are my questions:
1) Why is it that even though DAZ has an FBX import - nothing appears in the Viewport? FYI: I therefore open the FBX file in Blender and then export it as an OBJ.
2) After importing the obj into DAZ, I can apply the texture maps that came with it. But I am having trouble matching the names. Can someone tell me the equivalents for the following (I guessed a few - please let me know if they are wrong too):
Base color: Diffuse Color
Height:
Metallic:
Mixed_AO:
Normal_DirectX: Normal map
Opacity: Opacity strength
Roughness:
Comments
Is nothing appearing or do you get an entry in the Scene pane? If the latter, check that the Opacity isn't 0 on all surfaces.
Displaement, or bump.
In the Iray Uber Base Shader you can choose Metalicity as an option, instead of weighted (sorry, DS is busy so I can't check the labels) -this would be a strength map for the former, if it's applicable at all
DS wants OpenGL normals
Probably either Glossiness or Diffuse Roughness, though for the former it may need inverting.
Richard
Thanks for the Map equivalents.
"Is nothing appearing or do you get an entry in the Scene pane? If the latter, check that the Opacity isn't 0 on all surfaces."
Import test obj 1:
Nothing appears in either the Scene tab or the Viewport. So there was no way to check their opacity.
Import test obj 2
This time something showed up in the Scene tab. At first I didn’t think anything was actually in the Viewport since all I saw was a red/blue/green crosshair on the floor. I rotated the view and finally saw the object pieces way up in the sky - but they were scattered about. I had to reassemble them manually.
Questions:
Test 1) Any other ideas as to why sometimes nothing shows up?
Test 2) Is there any way to make all of the scattered pieces either: import grouped together or move to one location on the floor for easier re-assembly?
Are you sayng a single OBJ import gave you separately selectable meshes in DS (using the node selection tools)? That would be unexpected. If they are scattered and shouldn't be, in the originating application, then it sounds like a file issue - DS and the sourcea pplication not interpreting soemthing in the same way - but I've no idea what.
Sorry for the confusion - When I downloaded the fbx models, there is usually an FBX file plus a folder of textures. If it is like my first test where nothing shows up in DAZ’s Scene tab, I have to bring it into Blender and then save it out as an obj. Afterward I import the obj file into DAZ and then I have to manually browse to and then apply the textures - thus my original question about the map equivalents (that you answered). BTW: This doesn’t always work for me since it exports the object e.g. an apartment building, as one mesh rather than its parts (stairs, doors, etc). So I couldn’t apply the textures to the different parts in DAZ. Oh well, I will have to do research on Blender’s export so I can get the separate UVed meshes into DAZ so I can then texture.
If the FBX file WILL import into DAZ, then the textures are sometimes applied. But for some unknown reason all of its pieces are scattered about the viewport. For example: I imported an apartment building and the result was like one of those technical manual’s exploded views. So I was asking if there is any way to quickly move all of these pieces to one location in the Viewport [other than manually typing in the X,Y,Z locations for everything].
Thanks for your help
I see. That may well be an incompatibility with the way the modeller wrote the FBX or the way DS reads it - I assume these are not your mdoels for you to look at alternative export options, and check for the way things are scaled (it sounds a bit like the spacing being scaled and the emsh not, or the mesh being scaled and the spacing double-scaled).