?? How do I rotate a tile in the shader material menu ?? Daz Studio

DiomedeDiomede Posts: 15,225

I want to apply a pinstripe shader set to a suit.  The way the item has its UVs, the pinstripes on the arms and lapels appear horizontal.  I want them to be vertical.  They appear vertical on the torso of the suit.  Is there a way to use the shader material menu to rotate the tile 90 degrees?  I tried the channel labeled angle but that did not work.

 

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Comments

  • xyer0xyer0 Posts: 6,057

    This may help.

  • margravemargrave Posts: 1,822

    "Angle" has nothing to do with the orientation of the texture maps. That determines how sharp an edge you need for the geometry options below it.

    IIRC you can rotate texture maps by opening them individually with the LIE.

    I also read you can rotate them in the shader node editor, but regular Daz features already have a paucity of documentation, so I haven't even touched the complicated stuff yet.

  • DiomedeDiomede Posts: 15,225

    Thank you for your replies.  Very helpful. I know nothing of the LIE function.

    For other lost folks stumbling upon the thread, I found some old documentation for LIE here, which I presume is still valid.

    http://docs.daz3d.com/doku.php/artzone/pub/software/lie/start

  • ebergerlyebergerly Posts: 3,255

    Since it appears that luckily the sleeves have their own UV maps, the first thing I'd try is to select the Sleeves material, and go to the LIE (Layered Image Editor) for the Base Color that has the pinstrip texture. There's an option for rotating the texture image in the LIE. However, I think it's only in multiples of 90 degrees. 

    If that doesn't work, I'd select the Sleeves and in the viewport select UV View from the Perspective View dropdown and see what the UV map is. You then snip a screenshot of the UV map for the sleeves (you may have to select View by Material or View by Node, whatever works...) and bring it into Gimp or whatever, then import the pinstripe image, and tweak the rotation of the pinstripe so it matches the UV map correctly. 

  • margravemargrave Posts: 1,822

    Diomede said:

    Thank you for your replies.  Very helpful. I know nothing of the LIE function.

    For other lost folks stumbling upon the thread, I found some old documentation for LIE here, which I presume is still valid.

    http://docs.daz3d.com/doku.php/artzone/pub/software/lie/start

    Just open the surface pane for the surface you want to adjust, click on the little texture map to the left of the slider, and choose "Layered Image Editor" at the very top of the list that appears. 

  • ebergerlyebergerly Posts: 3,255

    FWIW, here's some images of an old G3 shirt and the corresponding UV map for the entire shirt shown in the DAZ Studio UV View. I've highlighted just the sleeves part of the UV map. In this case you may get away with just rotating the pinstripe image in the LIE by 90 degrees, but it depends on how the UV maps were done. I generally find it gives a lot more control and is a lot easier to just bring a screenshot of the UV map into Gimp, and then add whatever image as a separate layer, and I can rotate and tweak it as much as I want. 

    Shirt.JPG
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    UV.JPG
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  • barbultbarbult Posts: 24,844

    V3Digitimes Shader Rotator is good, because it will rotate diffuse, bump, normal, translucency, etc.. If you rotate manually with LIE, you have to do each map as a separate operation. Sometimes you can get by without doing all of them.

  • margravemargrave Posts: 1,822

    Also, if it turns out the textures are limited to the UVs (thus ruining them when you rotate them), you may want to invest in a third-party shader and just replace them all.

    https://www.daz3d.com/ultra-shaders-business-class-fabric-shaders

  • DiomedeDiomede Posts: 15,225

    margrave said:

    Also, if it turns out the textures are limited to the UVs (thus ruining them when you rotate them), you may want to invest in a third-party shader and just replace them all.

    https://www.daz3d.com/ultra-shaders-business-class-fabric-shaders

    By coincidence, my problem arose because I was using that very product to replace the textures that came with a suit outfit.  Excellent product.  Needs some tweaking in some cases, like the one I ran into here.  For those who want an update, I addressed this particular issue using a method mentioned above, but I'd like to avoid that in the future.  In this case, I identified all the maps (normal, etc) used in the shader channels.  I brought each map into an image editing program and rotated 90 degrees and resaved under a new name.  I then substituted the rotated maps for the sleeves and lapels.  In the future, I will use the LIE editor on a case by case basis.

  • margravemargrave Posts: 1,822

    Diomede said:

    margrave said:

    Also, if it turns out the textures are limited to the UVs (thus ruining them when you rotate them), you may want to invest in a third-party shader and just replace them all.

    https://www.daz3d.com/ultra-shaders-business-class-fabric-shaders

    By coincidence, my problem arose because I was using that very product to replace the textures that came with a suit outfit.  Excellent product.  Needs some tweaking in some cases, like the one I ran into here.  For those who want an update, I addressed this particular issue using a method mentioned above, but I'd like to avoid that in the future.  In this case, I identified all the maps (normal, etc) used in the shader channels.  I brought each map into an image editing program and rotated 90 degrees and resaved under a new name.  I then substituted the rotated maps for the sleeves and lapels.  In the future, I will use the LIE editor on a case by case basis.

    I'd definitely recommend using the LIE, rather than needlessly copying 4K textures to your hard drive.

  • DiomedeDiomede Posts: 15,225

    margrave said:

    Diomede said:

    margrave said:

    Also, if it turns out the textures are limited to the UVs (thus ruining them when you rotate them), you may want to invest in a third-party shader and just replace them all.

    https://www.daz3d.com/ultra-shaders-business-class-fabric-shaders

    By coincidence, my problem arose because I was using that very product to replace the textures that came with a suit outfit.  Excellent product.  Needs some tweaking in some cases, like the one I ran into here.  For those who want an update, I addressed this particular issue using a method mentioned above, but I'd like to avoid that in the future.  In this case, I identified all the maps (normal, etc) used in the shader channels.  I brought each map into an image editing program and rotated 90 degrees and resaved under a new name.  I then substituted the rotated maps for the sleeves and lapels.  In the future, I will use the LIE editor on a case by case basis.

    I'd definitely recommend using the LIE, rather than needlessly copying 4K textures to your hard drive.

    Yes, indeed.  Thank you again everyone.  Appreciate the help.

  • SevrinSevrin Posts: 6,310

    The LIE editor will work for a lot of things, like the wool suiting in this example.  It might not work so well with knits and other more heavily textured fabrics. I'd be hesitant about touching the normals, and even bumps for a suit like this, so as not to lose seam detail.

  • ZaiZai Posts: 289

    Hey there...sorry I hadn't seen this thread! I wish the Daz version of IRAY had this built in but it doesn't.  There is indeed a way to rotate the shaders and we're working on a better one, so stay tuned. We didn't want to load up multiple levels of LIE to add this in, but it is possible, it just takes a minute.

    For now, you can try this.....

    On our shaders the pattern itself is always separate from the fabric, so the only thing you would need to rotate using the LIE editor is the pattern itself. There is NO fabric grain info on the PATTERNS that is needed by the roughness, normal or bump to function normally, so no need to worry about those. The pattern and the fabric are totally indepenedent of each other.

    Now...the pattern MAY or MAY NOT appear in multiple places in the shader. The best thing to do is to open the surfaces panel, see which things have the PATTERN plugged in as a map and then open LIE on each and rotate those only. Usually you will find those in these sections: diffuse overlay, topcoat, and metallic flakes areas - and sometimes in metallicity at the top of the shader. Regular patterns won't have this, but anything silky will. Regular patterns usually only have something in the diffuse overlay & topcoat area. To figure out which ones have the pattern plugged in...just roll your mouse over the little map attached in those sections and it should pop up a larger image so you can see the pattern. To get to the LIE editor, just click click the pattern image in the shader itself and it will give you the option near the top.

    Yes, you will have to rotate up to 3-4 things, but it takes just minute or 2 to do so. On this particular pattern you will only need to change it in 2 places: diffuse overlay weight & top coat weight, since it's only black & white.

    Most of the utilties should still work with it once you rotate things, as well as the colors, etc,  - until you change the pattern. If you change the pattern you will have to make the same adjustments. It should continue to resize, move, recolor etc. just fine.

    Hope that helps...let me know how it works out :)

    rotate.jpg
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  • ebergerlyebergerly Posts: 3,255

    But am I correct in saying that the LIE is, for now, limited to rotations that are multiples of 90 degrees? Assuming the UV maps were developed with the UV's that adhere to the 90 degree orientation then you should be fine, but if not the LIE isn't of much help? Or am I missing something.

  • SevrinSevrin Posts: 6,310

    ebergerly said:

    But am I correct in saying that the LIE is, for now, limited to rotations that are multiples of 90 degrees? Assuming the UV maps were developed with the UV's that adhere to the 90 degree orientation then you should be fine, but if not the LIE isn't of much help? Or am I missing something.

    That's a limitation of using shaders.  If you want any other result, you will need to use the templates, where available and create new maps, which is what PAs who create textures for garments have to do. 

  • margravemargrave Posts: 1,822

    ebergerly said:

    But am I correct in saying that the LIE is, for now, limited to rotations that are multiples of 90 degrees? Assuming the UV maps were developed with the UV's that adhere to the 90 degree orientation then you should be fine, but if not the LIE isn't of much help? Or am I missing something.

    It allows you to rotate textures while preserving the same dimensions (4096x4096). It does not allow arbitrary rotation that requires interpolating pixel values.

  • ebergerlyebergerly Posts: 3,255

    I guess my point was, why not drag 'n drop all your textures (color, bump, etc) into Gimp as separate layers, on top of the UV map from D|S, and just select them all and rotate so they match the UV? I think you can do them all at once even. And while you're there you can scale, change colors, or whatever. 

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  • AllenArtAllenArt Posts: 7,172
    edited April 2021

    Unless the original pinstripe is a tiling texture there is nothing you can do about it other than create a new texture map with the stripes going the right way in a photo editing program. If the texture is tiling, hover over the image chip in the surfaces tab, click on it and choose "Layered Image Editor". Inside there is a utility to rotate the image.

    Post edited by AllenArt on
  • margravemargrave Posts: 1,822

    ebergerly said:

    I guess my point was, why not drag 'n drop all your textures (color, bump, etc) into Gimp as separate layers, on top of the UV map from D|S, and just select them all and rotate so they match the UV? I think you can do them all at once even. And while you're there you can scale, change colors, or whatever. 

    Why, though?

    With the LIE, you fiddle with one control and it changes the orientation of a texture that's already loaded.

    If you bring them into GIMP, you need to create duplicate textures (70 megabyes a pop for one 4K texture) and then, if you mix those with the original textures, you've basically doubled the texture memory usage of your scene.

    If you need to scale or change colors, then that's a necessary cost. But not for a simple rotation control which is built right into the LIE.

  • SevrinSevrin Posts: 6,310

    margrave said:

    ebergerly said:

    I guess my point was, why not drag 'n drop all your textures (color, bump, etc) into Gimp as separate layers, on top of the UV map from D|S, and just select them all and rotate so they match the UV? I think you can do them all at once even. And while you're there you can scale, change colors, or whatever. 

    Why, though?

    With the LIE, you fiddle with one control and it changes the orientation of a texture that's already loaded.

    If you bring them into GIMP, you need to create duplicate textures (70 megabyes a pop for one 4K texture) and then, if you mix those with the original textures, you've basically doubled the texture memory usage of your scene.

    If you need to scale or change colors, then that's a necessary cost. But not for a simple rotation control which is built right into the LIE.

    Well, the OP was looking for a way to achieve an orientation that's not just horizontal or vertical, which is pretty much all you can achieve with the LIE. 

  • barbultbarbult Posts: 24,844

    margrave said:

    ebergerly said:

    I guess my point was, why not drag 'n drop all your textures (color, bump, etc) into Gimp as separate layers, on top of the UV map from D|S, and just select them all and rotate so they match the UV? I think you can do them all at once even. And while you're there you can scale, change colors, or whatever. 

    Why, though?

    With the LIE, you fiddle with one control and it changes the orientation of a texture that's already loaded.

    If you bring them into GIMP, you need to create duplicate textures (70 megabyes a pop for one 4K texture) and then, if you mix those with the original textures, you've basically doubled the texture memory usage of your scene.

    If you need to scale or change colors, then that's a necessary cost. But not for a simple rotation control which is built right into the LIE.

    LIE creates a new texture map, too. It just does so in your temp folder. If you save a scene where you used LIE, the temp textures are not saved. They get rebuilt (slowly) when you reopen the scene.

  • DiomedeDiomede Posts: 15,225
    edited April 2021

    Zai said:

    Hey there...

    Hope that helps...let me know how it works out :)

    Great product, as I said further up in the thread.  Thanks for the tip about the normals map, etc.  I did rotate them but nice to know that I did not need to going forward.  I have unrelated changes I want to make to other elements of this character, but I will post a work-in-progress image in the not too distant future so people can see that the pinstripes can be adjusted for the suit sleeves and lapels.

    Thanks for taking the time to respond.  

    Post edited by Diomede on
  • margravemargrave Posts: 1,822

    Sevrin said:

    Well, the OP was looking for a way to achieve an orientation that's not just horizontal or vertical, which is pretty much all you can achieve with the LIE. 

    No, the OP specifically said they wanted to rotate the texture by 90 degrees in their original post.

    barbult said:

    LIE creates a new texture map, too. It just does so in your temp folder. If you save a scene where you used LIE, the temp textures are not saved. They get rebuilt (slowly) when you reopen the scene.

    I'm aware the LIE does that when you have actual layered images. Can you confirm it does that if you're just changing the orientation?

    Also, does the regular image editor also give you the option to adjust the orientation? 

  • ebergerlyebergerly Posts: 3,255

    While it's nice to have LIE available to do some very simple operations on your texture images, personally I find it to be very limited, and honestly kinda annoying. For example, as I mentioned I typically want to see what the UV map looks like rather than just guessing. Also, I often want to mix multiple images together to get a final texture, and also perform some color, scaling, etc., operations. So I've gotten into the habit of just automatically going to Gimp, dragging 'n dropping the UV, then dragging 'n dropping any other texture images I want to use, and just operating on them in Gimp. As an example, here's a GIF showing how easy it is to rotate a texture image layer in real time while seeing the UV map in the background. 

    While Gimp has its issues, I find that LIE is particularly annoying in areas like the often confusing image preview, the lack of functionality, the difficulty in seeing the UV map along with the image, etc. 

    Again, it's fine if all you want to do is rotate by 90 degrees, and you know that will work, but for me at least I find that's rarely needed. 

  • barbultbarbult Posts: 24,844

    margrave said:

     

    barbult said:

    LIE creates a new texture map, too. It just does so in your temp folder. If you save a scene where you used LIE, the temp textures are not saved. They get rebuilt (slowly) when you reopen the scene.

    I'm aware the LIE does that when you have actual layered images. Can you confirm it does that if you're just changing the orientation?

    Yes, just rotating creates a new texture file in the temp folder.

    Also, does the regular image editor also give you the option to adjust the orientation? 

    No. 

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