Trying To Make Transmap For Product With No Template
Trash Panda
Posts: 111
in New Users
I'm trying to make a transmap for the blazer of this product https://www.daz3d.com/i13-classroom-teacher-outfit-for-the-genesis-3-female-s but I noticed there isn't a template in the base color under the surfaces tab.
Is there a way to make a transmap that works for this product without having the transparancies pop up in random spots of the blazer?
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If you look in the camera dropdown menu above the viewport, you can choose the UV View option (by node or by material). Select the material to see the UV layout. If you take a screenshot, you could use it to make your map.
Alternately, you could use the free UV Mapper program, but that involves exporting an .obj file then generating a template.
Thanks, I learned something new towards creating transmaps.
The problem that still persists is that when I bring the transmap into the cutout opacity for the place that I want to be transparent, that area is not transparent and there are transparancies at random locations.
Are you sure your transmap follows the dress UVs? One possible gotcha is the dress using different maps for different areas, which would require their own transparency maps.
I just went to the UV View and screen shotted the UV on the blazer. Then in photoshop I put in black the part I wanted to be transparent and everything else in white. I saved the file as a jpg and put in in the cutouts. The place I wanted transparent in the front isn't transparent, instead I see random holes in the back.
My first thought is the blazer is using a seamless tile. Check the Horizontal and Vertical Tile settings. Are either of those anything other than 1.0?
Yea the horizontal and vertical tile settings are both set at 5.50.
That means the materials are using at least one map. You can set both to 1.0 and your transmap will look correct. But the texture of the "fabric" will be too large. To fix that, you can use the "Image Editor…" for each image and set the tiling in there to 5.5. The easiest way, if the materials are Iray, is to change the tiling on just the Cutout Opacity. (I tried this earlier today, and the option was not there! Apparently I had selected the wrong image…?) Anyway…
In the Image Editor, you can change Instance Tiling. If you set the Horizontal and Vertical Tiles to 1.0, you'll need to use the Image Editor to increase the tiling for all the images but the transmap. If you leave the Horizontal and Vertical Tiles at 5.5, you'll need to decrease the tiling for the transmap. The tiling will need to 1.0 divided by 5.50, or 0.1818…18. But the value will only go to two digits.
If you want to make the change by only changing the Cutout Opacity, here's how.
When you change the tiling via the Image Editor, you won't see it in the Viewport with Draw Mode set to Texture Shaded, so the holes will still show up on the back. It will render correctly, and you will see your changes in the Viewport using the Nvidia Iray Draw Mode.
ETA: To include the math @Barbult pointed out. (I knew about that. I use it all the time. And I still managed to forget it when writing this post! Brain like a sieve, as my Mama used to say.)
Is the image editor the one in DAZ3D where you can find it when you try to click to add a map within the surfaces tab?
You don't even have to calculate the value to put into the Image Editor Instance Tiling (i.e. You don't have to get out your calculator and divide 1 by 5.5. to compute 0.18). Daz Studio is smart! Just enter the formula 1/5.5 in the Horizontal and Vertical Tiles fields in Instance Tiling. Let Daz Studio do the math for you. It's like magic.
Yes.
Ah ok thank you.
I left the general tiling in the surfaces tab at 5.5 for both horiztonal and vertical. Then I went into the image editor > instance tiling for cutout and put in 1/5.5 for both the horizontal and vertical tiles. Now the transmap works properly =].
I'm glad it was such an easy fix.