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© 2025 Daz Productions Inc. All Rights Reserved.
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I don't have the time to read 3 pages, but I've found using something other than the default HDR in Substance gives much more Daz Iray results. I can't remember the one I use, but it's a car thingy.
Yes, that model does work now, thank you. However, others, like Faveral's medieval sets, still come over with screwy tiling, even with your settings. If you have time, and any of his products, could you just confirm this? Thanks again.
ChanglingChick: Yeah I've copied all of the incldued Substance HDRIs over to use in Studio in order to try and match things up (and a few from Studio over to Painter). If you don't want to read the whole discussion, the problem basically is that Substance cannot replicate the SSS/translucency settings in Studio, so it appears almost impossible to paint skin textures with an accurate preview in Substance Painter.
SnowSultan,
I do not have any of those sets, I do not purchase hard_surface models, I like to build them(hobby stuff). I only purchased the houses to see what the issue was.
I would suggest exporting from DS as FBX, you may have better luck. In the export settings, just change to "FBX 2014-Ascii"
Failing that. You could import the model (obj file from content directory) or duf (if model embeded in duf file) into blender ( the duf via the diffo plugin). If you decide to try that, I can help with setup etc.
I know you mentioned earlier in thread about issues in blender. You probably just needed to enable "Simplify" to reduce texture sizes etc, and use the denoiser to allow cutting down on needed render samples.
Thank you, especially for buying the houses simply to do these tests. Please don't do that unless it helps you in some way too. :)
I don't really want to have to work in Blender, so I'll try FBXs and look for the OBJs, and if none of that works, I'll just assume that's the way these objects are. Most are old anyway, but I like the variety of medieval clutter in a lot of his sets and retexturing them would make them useful for my own work. Thanks again.