Exlude the eye reflection when export to OBJ
Veronica Maggio
Posts: 45
Hi!
When exporting a Daz figure to obj and import it to 3dsmax (and other external applications) the eye gets distorted as the "reflection surface" of the eye is the only visible and not the REAL eye with iris etc. Sometimes it causes the eye surface to be black and sometimes it just look strange. Below is an example when it is not black but apparently the reflection.
As I don't need the reflection surface, I would like to figure out how to export obj from daz whit the EYE REFLECTION EXCLUDED. I hope that would mean that the figure gets exported with a good looking iris but without a fancy reflection in the eyes.
I would be very happy for help with this!!
eye2.jpg
230 x 81 - 22K
eye1.jpg
342 x 103 - 35K
Comments
the obj exporter in Studio is set to either collect all maps or collect none but not collect some. If you removed the reflection texture from the model before you export it it will be exuded from collection.
But that won't necessarily stop the black, or if the texture is removed, white eyes.
It's probably best, at least from 'the least problems' viewpoint, to skip exporting with collected maps and just retexture from the start, than trying to figure out where the damn painted on highlights actually are...
Skin materials are usually fine, it's the eyes that give the most problems.
Thank you for the reply!
How do I do this? Please explain!
...to skip exporting with collected maps and just retexture from the start, than trying to figure out where the damn painted on highlights actually are... Skin materials are usually fine, it's the eyes that give the most problems.
Is it possible to export everything but the eye and then retexture just the eye? How is that done?
It looks like you're using V4. So, here's how it would work with V4
you have 7 surface areas that hold textures, each one of those 7 is for a specific body material group that uses an unique texture for a surface (e.g. Texture Map, Glossy Map, Specular Map, Opacity Map, Bump Map, Displacement Map)
Go to TOOLS>SURFACE SELECTION
go the the figures eye and select it Left Mouse Button
in the surface pane go to IRIS
go to the top of the list and select the drop down on the left side of the DIFFUSE COLOR box and select NONE (meaning no surface texture will be used), you can remove the opacity maps, bumps, etc if you wish and see if those help the overall problem or make it worse.
Alternately you can drag select all the surfaces in the list that begin with "5_" and remove the Diffuse textures, opacity textures, or any other textures you'd like.
When you export the model as an OBJ that surface no longer has a texture (or bump, displace, opacity, etc provided you removed them prior to the export)
there are two additional surfaces in the list that begin with "7_" and on of them is "7_EyeSurface", and this is the film above the eye. I sometimes remove all textures and make this 100% transparent with no transparency image to speed things up but only when I don't need detail or the figure is far enough away that realism is implied.
Hi StratDragon!
Yes, I am working with V4. Your suggestion looked great and I have tried to follow it and believe I have. But the result is the same.
When doing export with OBJ from Daz, and import to 3ds Max everything is OK but the whole eye is white. See screen dumps below.
Whatever change I do, and I think I have done all kind of combinations, it looks to be that the exported output (the images) looks to be exactly the same and the imported result to 3ds Max is always the same; the eyes are white.
As I cannot see any change in the eyes at all, I am not sure if the eyes may be somehow excluded from the import to 3ds Max. I have tested to delete items from the .MTL file and that results in complaint so it looks like 3ds max is "aware" of the eyes at least.
Mys suspicion is that I am not following your instructions correctly.
Below is the content of the .MTL file, is it possible to see if I have followed the instructions by looking at that? I have also attached the images related to they eyes in the OBJ export.
Thank you for your help!
newmtl 4_InnerMouth
d 1
Ns 0.5
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0.501961 0.501961 0.501961
Km 0.001
map_Kd V4SmplMouthM.jpg
newmtl 4_Gums
d 1
Ns 0.5
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
Km 0.001
map_Kd V4SmplMouthM.jpg
newmtl 4_Teeth
d 1
Ns 0.5
Ni 0
Ka 1 1 1
Kd 0.976471 0.901961 1
Ks 0 0 0
Km 0.003
map_Kd V4SmplMouthM.jpg
newmtl 4_Tongue
d 1
Ns 0.5
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
Km 0.001
map_Kd V4SmplMouthM.jpg
newmtl 2_SkinHead
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplTorsoM_BKN.jpg
newmtl 2_SkinNeck
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplTorsoM_BKN.jpg
newmtl 2_SkinTorso
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplTorsoM_BKN.jpg
newmtl 2_Nipple
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplTorsoM_BKN.jpg
newmtl 2_SkinHip
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplTorsoM_BKN.jpg
newmtl 3_SkinArm
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplLimbsM.jpg
newmtl 3_SkinFoot
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplLimbsM.jpg
newmtl 3_SkinForearm
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplLimbsM.jpg
newmtl 3_SkinHand
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplLimbsM.jpg
newmtl 3_SkinLeg
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplLimbsM.jpg
newmtl 6_Eyelash
d 1
Ns 0.91
Ni 0
Ka 0 0 0
Kd 0 0 0
Ks 0.192157 0.0745098 0.101961
Km 0.001
map_D V4SmplLashesTr.jpg
newmtl 3_Fingernail
d 1
Ns 0.5
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
Km 0.0002
map_Kd V4SmplLimbsM.jpg
newmtl 3_Toenail
d 1
Ns 0.5
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0 0 0
Km 0.0002
map_Kd V4SmplLimbsM.jpg
newmtl 5_Cornea
d 1
Ns 0.733564
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 0.886275 0.886275 0.886275
Km 0.001
map_D P3DAliciaCornea.jpg
newmtl 5_Sclera
d 1
Ns 0.75
Ni 0
Ka 1 1 1
Kd 1 1 1
Ks 0.988235 0.988235 0.988235
Km 0.001
map_Kd P3DAliciaSclera.jpg
newmtl 7_EyeSurface
d 0
Ns 0
Ni 0
Ka 0 0 0
Kd 1 1 1
Ks 1 1 1
Km 0
newmtl 5_Iris
d 1
Ns 0.75
Ni 0
Ka 0 0.00392157 0
Kd 1 1 1
Ks 1 1 1
Km 0.001
map_Kd P3DAliciaE05.jpg
newmtl 5_Pupil
d 1
Ns 0.75
Ni 0
Ka 0 0 0
Kd 0.901961 0.901961 0.901961
Ks 0 0 0
Km 0.001
map_Kd P3DAliciaE05.jpg
newmtl 5_Lacrimal
d 1
Ns 0.944444
Ni 0
Ka 0.0313726 0 0
Kd 0.87451 0.87451 0.87451
Ks 0.184314 0.184314 0.184314
Km 0.00024
map_Kd P3DAliciaSclera.jpg
newmtl 7_Tear
d 0.183406
Ns 0.553459
Ni 0
Ka 0.752941 0.752941 0.752941
Kd 1 1 1
Ks 0.921569 0.92549 1
Km 0
newmtl 1_EyeSocket
d 1
Ns 0.91
Ni 0
Ka 0 0 0
Kd 0.831373 0.647059 0.584314
Ks 0.192157 0.0745098 0.101961
Km 0.001
newmtl 1_SkinFace
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplFaceM_BKN.jpg
newmtl 1_Lip
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplFaceM_BKN.jpg
newmtl 1_Nostril
d 1
Ns 0.942136
Ni 0
Ka 0.0784314 0 0
Kd 0.839216 0.976471 0.976471
Ks 0 0 0
Km 0.0004
map_Kd V4SmplFaceM_BKN.jpg
newmtl 1_Eyebrow
d 1
Ns 0.91
Ni 0
Ka 0 0 0
Kd 0.831373 0.647059 0.584314
Ks 0.0784314 0.0666667 0.054902
Km 0.001
..
P3DAliciaE05.jpg
You followed them right...a white untextured eye is exactly what you'll end up with.
From that point, since you now have a list of all the material zones for the eye, it's a pretty trivial thing to retexture it in Max (or what ever else you are are importing into).
It's not really a quirk of DS that this happens, but rather the fact the most of the eye textures around 'cheat' like crazy. If they came without the painted on highlights for the various layers, it wouldn't be a problem. And really, it's a holdover from the early days of Poser, when it's renderer couldn't do the kind of highlights in the render pass. It's not needed, these days, but is still the most common way of making eye textures in DAZ/Poser-doms...