How to fix Eyelashes in DAZ - BEFORE - export to other applications.

When exporting from DAZ to other applications, the eyelashes looks like they are a solid half moon.

(see attachment)

When googling on this it appears that it can be fixed in different ways in the RECEIVING application by changing the settings for opacity. But this change is always different for different applications and it is not very straightforward (for a newbie like me anyway).

As I am a newbie and are testing different applications for different purposes, trying to find a workflow that suits what I am trying to achieve – I would like to find out how to fix the eyelashes in DAZ3d BEFORE doing the export. By that I wouldn’t have to learn how to fix the issue in the RECEIVING application(s)….

I am testing this with many applications but for example with HEXAGON and CARRARA.
I am exporting to .obj from DAZ and then importing with .obj (with Hexagon I have also used the bridge but the result is the same as with importing via .obj)

I have tried in DAZ to go to the panel for “Surfaces” BEFORE doing the export and have tried to change everything for “Eyelash”, including the settings for Opacity, Reflections etc – BUT- the eyelashes is always this kind of solid half moon anyway…

Can someone please tell me how to change the settings for “Eyelash” in DAZ BEFORE doing the export, so that they appear as they should in the receiving application, weather it is Hexagon, Carrara or any other. I am sure I am missing something extremely simple and obvious – but what???

Eyelash_-_Capture.PNG
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Comments

  • ChoholeChohole Posts: 33,604
    edited January 2014

    Well I have to admit I export figures as OBJ to Bryce all the time, but always have to fix the lashes in the mat editor once I am in Bryce, transparencies don't carry over in the MTL file associated with the OBJ.

    Haven't got experienced enough with Carrara yet to know how to do it there.

    Post edited by Chohole on
  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    By that I wouldn’t have to learn how to fix the issue in the RECEIVING application(s)….


    That is part of the problem, different applications treat transparencies differently.

    If you look at this page, it explains how the MTL file handles transparency in the Wavefront OBJ format.

    http://people.sc.fsu.edu/~jburkardt/data/mtl/mtl.html
  • SzarkSzark Posts: 10,634
    edited December 1969

    Export item
    Import item
    Load Transmaps
    Eye lashes complete.
    I don't see this as an issue at all.

  • Richard HaseltineRichard Haseltine Posts: 100,941
    edited December 1969

    You would have to use a file format that includes transparency, and from which the target application reads transparency. Hexagon, so far as I know, doesn't support transparency so there's nothing you can do there.

  • edited December 1969

    Thanks for a lot of good feedback! OK, it wasn't as easy as I had hoped...

    I will try to use Bryce and fix the eyelashes there. I saw this thread http://www.daz3d.com/forums/discussion/1494/ explaining how to do it.

    I will keep you posted!

  • edited January 2014

    I tried to understand Bryce Material Lab...but...

    In this thread http://www.daz3d.com/forums/discussion/1494/ it says:

    1. Find in the transferred meshes the eyelashes
    I can see the mesh and I can see the eyelashes, but how do I select them?

    2. I could open Materials Lab, and saw the lashes there. Tried a bit clicking but it just messed up everything.


    I would be very happy for guidance on how to achieve what is done in this thread: http://www.daz3d.com/forums/discussion/1494/

    Below are some screens

    5_Result.PNG
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    4_Material_Lab.PNG
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    3_Material_Lab.PNG
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    2_Mesh.PNG
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    1_Moons.PNG
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    Post edited by Chohole on
  • ChoholeChohole Posts: 33,604
    edited December 1969

    The first thing that you have done wrong is to select the whole head, instead of just the eye lash mesh.

    Then in the picture editor you need to copy and paste the eye las trans into the 2nd channel as well as the first

    Then you need to drop the eye lash trans into the transparency slot in the main mat editor

    Then you need to click the little arrow at the top by the edit screen and select blend transparency

    lash_trans_4.jpg
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    lash_trans_3.jpg
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    lash_trans_2.jpg
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    lash_trans_1.jpg
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  • ChoholeChohole Posts: 33,604
    edited January 2014

    Oh and BTW, this is what I mean by selecting the lash only

    lash_trans_5.jpg
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    Post edited by Chohole on
  • edited December 1969

    Hi chohole!

    I am really on thin ice here....how do I select the eyelash?

    Right or left mouse click doesn't work..

    For me, the whole mesh is red from the start, in your screen dump the mesh is black and what you have selected is red....but how do I get where you are?

    I guess I have to select "edit mode" or something similar before being able to select an individual object, but how do I get into "edit mode" or "select mode"?


    Thanks for your patience!!

  • ChoholeChohole Posts: 33,604
    edited December 1969

    You can select it by using Shift+Ctrl and clicking on the part, which can be a bit pernickety as the lash is such a small part of the whole, or you can do it by selecting the mesh from the drop down boxes, like this.

    Select the edit screen
    Select "select options''
    Select ''Select Meshes''
    then select the relevant mesh.

    Obviously as you are new to this it will mean working out which mesh is which

    As you can see mine are numbered, and I know which number is which part, but you will have to learn that. I also work in Poser so your part numbers may not be the same.

    I reccomend that you import a figure unclothed and with no hair to experiment on, and then make a note of which number corresponds to which part. Then you can save that an have it there to refer back to next time.

    select_mesh_3.jpg
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    select_mesh_2.jpg
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    select_mesh_1.jpg
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    select_mesh_0.jpg
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  • edited December 1969

    Thanks!

    Not easy but after a while I got some results!

    But I am not sure about the results... The eyelashes are not solid any more, but it is a LOT of them, like a forrest... Maybe it is just shadows but it looks like it is double sets of eyelashes... see the pictures.

    The next issue is the white eyes...how should they be changed in order to see a proper blue or brown eye/iris?

    6_Eyes_Forrest_4.PNG
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    6_Eyes_Forrest_3.PNG
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    6_Eyes_Forrest_2.PNG
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    6_Eyes_Forrest.PNG
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  • edited December 1969

    I found the problem!

    After taking away "Cast Shadows" from the drop-down menu they become as they should be! No forest any more!

    I am still struggling with they white eyes.... would be happy for input!

    7_No_Cast-Shadows.PNG
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  • ChoholeChohole Posts: 33,604
    edited December 1969

    OK, for that one you will find that the eye has several meshes. Tee first one is the cornea, and should be set invisible or to a glass like material. THe 2nd one is the sclera and should have the eye map on it, the next one is called eye surface and again needs to be set to a glass like material if you want glints in the yes, the next is the iris and the last is the pupil.

    When I export the obj from poser they are mesh numbers 14 through to 18, not certain if it exports the same way from DS

    but both 14 and 16 need to be the transparent material. I normally use the one called Glass bubble 1

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