Texture Atlas makes the texture weird looking on the character

nokoteb99nokoteb99 Posts: 931
edited March 2015 in Daz Studio Discussion

Atter i do a texture Atlas the texture changes to some weird form, it gets lines in weird places like for example in the thighs ...
and then also when you export your character to something like Unity, the texture looks weird.

How exactly do you use Texture Atlas so that you don't get these lines?
Apparently Texture Atlas is a great asset for making games, but when you get weird texture effects.. i wouldn't call that something useful.

Look at the before and after?


Is there a way to not make it do that????


Image removed for nudity -- as the issue can be seen on the back and shoulders, please crop the images above the waist

Post edited by fixmypcmike on

Comments

  • srieschsriesch Posts: 4,241
    edited December 1969

    I don't know why it does this, but (if nobody else has a solution) if your specific situation allows, can you use a slightly higher resolution (reduced from the original obviously, but not reduced that far) to lessen the effect?

    Also remember that you can set the relative weight of the various parts that go into the image, so if you aren't going to zoom in on the figure's face, you could increase the resolution of the body while decreasing the resolution of the face without actually increasing the final image size.

  • nokoteb99nokoteb99 Posts: 931
    edited March 2015

    SO i was searching and it seems it's been a bug since long time.
    Wonder if DAZ ever noticed this or ever made a fix

    cause it sucks so much if the product can't even be used.

    here's a video
    https://www.youtube.com/watch?v=fTlZgmZOO2o


    Well he said later that he found a solution but i think he went to from like DAZ 4.0 to DAZ 4.5 or something.

    In my Case i'm in 4.7 so maybe the bug got reintroduced in 4.7?

    My Version of Texture atlas is 1.4.0.12


    The DAZ Documentation says Texture Atlas comes included in 4.7. But i wonder if the fixed version

    Post edited by nokoteb99 on
  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    I don't know why it does this, but (if nobody else has a solution) if your specific situation allows, can you use a slightly higher resolution (reduced from the original obviously, but not reduced that far) to lessen the effect?

    Also remember that you can set the relative weight of the various parts that go into the image, so if you aren't going to zoom in on the figure's face, you could increase the resolution of the body while decreasing the resolution of the face without actually increasing the final image size.

    The support told me it is an Error that happens on Macs. So i'm just about ready to give up on it.

  • DAZ_VinceDAZ_Vince Posts: 114
    edited December 1969

    There is a known reported issue with Texture Atlas at this time and we have it in queue for fixing but have no estimates on delivery of a fix until we dig deeper into the issue.

    Just wanted to let everyone know it's noted and will be looked at. Thanks for reporting.

  • markrockmarkrock Posts: 1
    edited April 2015

    Hi this is a issue that should be a high priority. I want to use models in eias and the inability to get proper textures out stalled me for 2 years now . Some of users over there say they think when mesh is merged on export there are some extra points at each spot where body parts are merged that causes uv map to not line up correctly . I don't know if this is correct. Some one else said it is cause the diffuse layer Is out of alignment. I think you need to solve this because for 2 years or more now I basically quit working in 3d cause of this issue and quit buying in models .How many more customers are you losing cause of this. Also you need robust lip sync features in 64 bit version. Please. Thanks
    Mark

    Post edited by markrock on
  • edited December 1969

    I have to agree. This really should be a priority. Bridging from Daz to unity or similar game engine for example should be made easier and a working texture atlas is essential.

    The current work pipeline involves many intermediates, photoshop and mesh editors before things work properly.

    Especially considering there is now a push towards PBR. The texture atlas needs a revisit with exporting the new PBR textures also.

    But in the mean time I'd settle for a working texture atlas that doesn't produce seams. But seeing at this issue has been around for years, I'd like to think it'll get fixed this week, but I think the users will be lucky if they start work on it this year. Please prove me wrong, I hate to be the overly critical guy as I'm sure fixing such bugs is a thankless task. But I'm sure the user base would really appreciate a rapid resolution on this one.

  • nekyonekyo Posts: 57
    edited December 1969

    Bumpity bump! I'd just like to chime in and say I'm also having this issue when trying to use texture atlas with Aiko 6...the seams look pretty bad.

    Hope you guys can look into a fix soon!

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