the color of the eyes is white when I export the character from daz to blender 2.8

Hello to everyone. I'm new to daz.

I'm trying to export my first character from daz studio to blender 2.8. The problem is that when I export the character from daz to blender 2.8 the color of the eyes becomes white,while in daz is correct. how can I fix this error ? thanks.

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Comments

  • Doc AcmeDoc Acme Posts: 1,153

    It could be a combo of things, but most likely it's simply some surface attributes that got set wrong.  I'm not familiar with Blender so you'll need to do your own sleuthing.

    The Eyeballs from Daz characters have multiple surfaces, 5 in fact. 

    The outermost tip is the Cornea; that should be 100% transparent wtih an RI of ~ 1.33.

    The next layer is what is id'ed as Eye Moisture & this is the one that often gets set wrong.  Often a Color map will errantly get asssigned to the Diffuse channel for it so clear that. Eye Mositure wants to be ~99.5% transparent.

    Under that is the Sclera or "Whites of the Eyes".  That gets the color map, 0% Trans.  Same for the Iris.  Pupil can just be 0,0,0 Black.

    Set Spec levels to taste.

    There may be various Normal & Bump maps depending on the character too, but those don't get exported. You'd need to serach the Daz content for those.

    Hope that gets ya started.

     

  • Can I fix this error directlty in daz before to export it to blender ? how ? a nice tutorial will be appreciated,since I see that this is a common situation never fixed by the daz community.

  • allanonallanon Posts: 53
    edited August 2019

    I've had that same issue at times and I don't know if this will help, but it's worth a try. When the eyes of characters came out all white in renders I checked the eye's properties in the Surfaces tab. What I found was that the "Eye Surface" specular color was set to white and, more importantly, the specularity was cranked way up. Once I lowered the specularity down to zero, the eyes rendered perfectly. As I said, this may or may not work for you.

    Post edited by Chohole on
  • excuse me,I'm a newbie. where did u change the specularity ? in daz or in blender ?

  • Can I fix this error directlty in daz before to export it to blender ? how ? a nice tutorial will be appreciated,since I see that this is a common situation never fixed by the daz community.

    I'm not sure you can fix it in Daz Studio.  If it's possible, I haven't found a way because it isn't hard to fix in Blender.

    To fix it in Blender, find the Materials tab and select the EyeMoisture material.  Under Surface section, you have a Surface value probably showing 'Principled BSDF'.  If so, scroll down to the Alpha field and set it to zero.  If your render engine is set to Eevee, under Settings further down also set the Blend Mode to 'Alpha Hashed'.  (You won't have that option if your render engine is Cycles because you won't need it, except for the LookDev view mode in the 3D viewport which your image is showing.)

    Now, select the Cornea material and do the same for that.

    white eyes fix.jpg
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  • Doc AcmeDoc Acme Posts: 1,153

    Can I fix this error directlty in daz before to export it to blender ? how ? a nice tutorial will be appreciated,since I see that this is a common situation never fixed by the daz community.

    Not that I've found, but would be nice.  I have to do it each time I import a new character whether its from FBX or OBJ.  Fortunately I can make use of a Preset system & made notes on what can be just copied & pasted once one surface is made.

    And as allanon mentions, just starting by cranking down the Spec often gets you quite a ways.  In Lightwave, I have to change several basic settings &  have no idea what their equivalents are in DS.  In LW's Surface Editor, you've ~ a dozen Material types, but you also have Shading Model options & can set various reflection options.  The short version is I set those to NOT use Glossy Reflections and Raytrace Only. I then start with Diffusion at 100% and Spec at 0%. The first image shows Standard materials on this characther, but the same things apply with the Principled using the Node structure, the iRay equivalent.  Not all characters use all maps & some have extra for Sub Surface Scatter, etc.  Some need to get inverted for Color or Alpha, some need Clip maps instead or sometimes as well as Transp.

    I have a scene set up for surfacing; basically a gray cove and HDR environment as you have to have that lighting in place to correctly evaluate the surfacing & examine from multiple angles.

    Same Maps.jpg
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    PBR Node Tree.jpg
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  • allanonallanon Posts: 53
    edited August 2019

     

    Marietto, can you post a screen shot of your viewport area?

    Post edited by Chohole on
  • I believe the issue is that there's really no universal materials that interoperate between various software/renderers.  I have the same exact issue when exporting from Daz to Cinema 4D.

    To avoid having to constantly make changes, I first export a particular character from Daz (e.g. Aiko 8) and create a C4D project where I fix up all the textures for my renderer of choice.  Then, whenever I export Aiko 8 to a Cinema 4D project, I copy over the materials I made earlier.

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