Smoothing Issue when Imported objects from Blender Into DazStudio

Hello Everybody,
      I'm gonna start from the beginning. I made a model in blender, which was supposed to be exported into Daz Studio. After modeling, I shaded the object smooth, but as always it looks ugly as hell since its a relatively low poly object. Then I enabled auto smooth in blender and my object was looking normal, once again.

Then I imported it into Daz Studio, the object looks the same, but the shading looks exactly like when I disable auto smooth in blender. So, I went back in blender, and marked all the sharp edges sharp, thinking auto smooth might only work in blender, and then imported it back to Daz once again, and it doesn't work either, everything is smoothed out.
    The only thing I found working is the edge split modifier, but it actually ruins the topology and increases the vertex count. Plus if I wanna export it from Daz to some other software, the topology will be so bad. So, finally, my question is, is there any fix for this? Like can I import objects into Daz without using edge split modifier but with smoothed surfaces smooth and sharp surfaces sharp?
   
 So the first image is normal import into Daz studio, you can actually see, multiple reflections of the same object present in HDRI
   
 The second image is the edge split one, but exactly how I want it to look without edge split, this is the same way it looks when auto smooth enabled in blender.

Please suggest a way to fix this, I'd really appreciate it.
have a good day.

NormalExport.PNG
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EdgeSplit.PNG
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Comments

  • Richard HaseltineRichard Haseltine Posts: 100,804
    edited June 2020

    The Editor tab of the Surfaces pane does give control over the smoothing angle for surfaces, if you are smoothing by shading.

    If you want to apply SubD then you can do that in DS (Edit>Object>Geometry>Converty to SubD) and use the Geometry Editor to select and weight edges, which sounds more like what you are doing in Blender. FBX should carry over edge weights from your Blender file, it used to work for me but then modo (my modeller) seemed to stop writing the weights (they didn't even survive a round-trip from modo to modo) so I can't verify that that works now.

    Post edited by Richard Haseltine on
  • Meruem3DMeruem3D Posts: 0

    Hey again Richard,  XD
    I tried the fbx export, seems to be having a bug or something... Like the export didn't work it had some glitches or something, I'll include the screenshot below... 
    I tried the smoothing option in daz, it seemed to reduce the amount of smoothing but it still did not recognize the edges I marked sharp, when I turn off smoothing, the reflections are perfect but then every edge is sharp...
    I tried subdividing another model in blender and importing it into daz, and it worked perfect, at least I couldn't notice any issues... But the thing is, I'd love to keep my models as low poly as possible without losing detail... 
    I really thought marking sharp edges sharp would do the trick but, that doesn't seem to do so either, maybe I'll try weighted normal? I don't know... Its just this shading part, that's causing this issue XD
    All I need is for daz to recognize the edges I mark sharp as sharp and not marked as smooth...
    Thanks for explaining it to me Richard, it really helps to learn a new thing in daz... If you hadn't explained it to me, I probably wouldn't even have noticed the smoothing options in the surfaces tab...

    RuinedMeshFBXExport.PNG
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