Obj fbx and dae imports are too glossy in Daz Studio
RemiliaSutton
Posts: 173
Anytime I import anything fbx obj or dae into Daz it looks like a it's made of solid plastic regardless of what it's supposed to be except on rare occasions. Usually I'm importing from 3ds max to blender to Daz or straight from blender to Daz or Carrara to Daz. And the original files usually only have base textures or one or two textures for the whole thing. Is it a matter of simply reducing glossy levels in Daz? How do I fix this?
Comments
Correction: it does that when importing from all the software I mentioned above EXCEPT Carrara. Everything is fine on Carrara
That's generally what happens when you take materials between different rendering engines.
If the objects you're importing only have albedo maps, then they're not really suitable for a PBR renderer like Iray. You can turn the surface gloss down, but it'll still have a uniform gloss since it doesn't mimic the microfacets the way a true PBR texture would.
You try and fake a roughness map by converting the albedo to black and white and adjusting the contrast.
How would I convert the albedo to black and white for the ones without albedo and how (and where) do I apply albedo for the ones that do? Also some have roughness normals and sometimes smoothness. Will any of those help? If so how (and where) do I apply those?
Albedo is called "base color" in Daz Studio. You should always have one of those; it's the map with all the color data. To convert it to black and white, you'd use image editing software like Photoshop or GIMP.
If you have a smoothness map, you can just invert it (turn the white parts into black and vice versa) to turn it into a roughness map. There's also specular maps, which are similar to roughness maps. They're not quite the same, but you can make them work if you adjust the values a bit.
Metallic maps, bump maps, displacement maps, opacity maps, and normal maps all have slots clearly named after what they expect. With roughness/specular maps it's a bit trickier, since the Uber shader has the Dual Lobe Specular, and sometimes they put maps in there and sometimes they put it in the glossiness...
The best way to learn is just to load a few items from your content library and check the surfaces tab. See where PAs put the maps, and what they set the values to.
I don't have photoshop and I don't know editing worth beans? Is there another way? Applying roughness and or normals if they're included? Something like that?
GIMP is free, and if you want to edit textures I'd suggest learning how to use it.
All you really need is an albedo/color map and a roughness/shininess map. If you have a normal and/or bump map, it'll obviously look better, but they're not completely necessary. Put the color map into Base Color and the roughness map into the Glossy Roughness, while ensuring Dual Lobe Specularity is set to 0.0. If it's a shininess map, download GIMP and just look up how to invert an image.