Genesis 3, Atlas mapping does not seem to work?
hellborn
Posts: 59
I rely a lot on Atlas Maps and it seems to me as Atlas Mapping wont work with Genesis 3.
Any one that can confirm that?
Comments
can you explain? seems to work for me.
Loaded Genesis 3 into Scene.
Clicked Texture atlas.
Used Auto arrange.
Accept.
Selected an export folder, did keep default UV set name and set width and height to 8192.
A couple of seconds after texture generation finishes the figure updates with the new UVs and when it does the textures wont load correctly.
G3 uses a different UV mapping method than previous generations (not just a different UV set, a different method: UDIM UV ( see http://www.fxguide.com/featured/udim-uv-mapping/ )
Without a significant update TextureAtlas is not going to be able to handle that. I do not know if/when that update will be available.
Ciao
TD
Yeah, that's what I suspected and it more or less makes G3 useless for me. :(
I've been struggling for the last 3 days to create a texture atlas template for V7 skin only.
Tried aligning the templates in Zbrush, but never got it perfect. then I tried Blacksmith (it compresses the UDIM's back into 0,1 UV space).
Made polygroups in Zbrush , and created Surfaces from these groups (each corresponding to a specific map) in DAZ.
Texture Atlas worked perfectly after that!
Check my new template in attachment :)
Im sure there's an easier way, but this method did the trick for me. I'm using some software that isn't UDIM ready yet, so I really needed a single map UV layout. I think there's more people like me out there, Hope this helps!
Good luck,
Mark
woo thank you,info a153 I now believe,it seems not so difficult.
(though I may try from now,, with blender)
it seems we may need not separate (UDIM ) UV
just gather each separate UV on one sheet .
then import the UV to your actor first on daz studio,
then attlas may work , do not U think so?
I tweaked UDIM UV already, then I believe, it may work.
================
yes It worked!! you may just need 3d aprication which can see real UDIM UV
and it can manage UV as one sheet easy.
I may need to re-adjust (scale dwon a little, new genearte UV each section,
to fit auto generated atlas texture,, ) to perfect remove seem,,
But I do not thnk it is problem of new UV which I re-arrannged.
at start point, the gen3female UDIM UV are so tiny mergin (though it is clean UV)
then each textuer fit to the size corectly, then atlas auto circulate ,
it can not produce perfect fit texture for generated UV, I think,,
I found,, more simple way. (though it is not perfect,, but I think it is good start to finish your work)
For user who do not like tweak other aprication to change UDIMUV ,
you can easy change UDIM UV to gathered UV by obj export option.
1 load gen3female apply mat preset, which you want. (gen3femaleUV or V7 uv etc)
export obj , check on collapse UVset. (see my pic) name as atlasUVtest etc.
2 from surface tab, option load UVset, then select the exported atlasUVtest .
now you can select the new atlasUVtest from surface tab.
select all surface, change UV set to atlasUVtest
3 use Texture Atlas. it work as same as before.
though it may leave some gap,, then you will tweak them again.
I have reported a bug that Atlas Texture don't work on G3.
DAZ say they have to update the Atlas Texture tool.
It's been sent to the developers so hopefully built in Atlas generation will work on G3 in next release.
I've submitted a couple other texture atlas bugs, too. I hope they fix it all.
Did not realise that the option in question did that.
Have to try that when I get home from work.
Must be doing something wrong.
I get a message about UV not valid when trying to load new Uvs.
I might try another solution.
Stitching in Photoshop and write some code to recalculate Uvs.
Maybe program can stitch as well?
EDIT:
Played around a little with Visual Studio for an hour or so and managed to load images and create thumbnails as well.
If I manage to do a stitch and save the image to file then I have the base functionality working.
So who knows....
Hi helboy. thank you first,, as you report atlas problem to support. I hope it solve soon.
then if you get "UV not valid",when export. that means I feel you cange geometry untill import UV again
without intention , I feel.
case 1.
you may wear some clothing or hair for actor., or there are another actor, then not hide each node of others.
but when you export obj,, and re-import it,, you must need to hide all nodes of others.
(it include each node. even though you hide root,, if child node are not set as invisible,
they exported too,, (very un-usable ^^; I know)
best way is just load base female actor.
case 2 change resolution lever
if you have not set Resolution Level? I feel at default it already sub-D ,set.
then I change it as "base", when I export daz figure as obj or FBX etc.
(most of case, resolution lever have cause problem, when you export. to make morph or overwrite geometry etc
but I do not know,, if to import UV with high resolution,,, just keep base to easy remember)
anyway ,, I stick my export setting,, ( just load gen3female, then change resolution as base,
next export as obj. ) , if it work for you too, you may better save the setting, as exportUVpreset,, (I think)
,,, hope if it can some help ,,
then I said,, after Atlas generate new UV and texture, we must see some gap.
I hope if DAZ can remove this problem too. ( if we must need to re-tweak all texture ,to use them,,
it is not auto at all^^; )
To solve my own needs I have written a small windows app that stitches images.
It's very crude, expect textures of a given size and lacks error handling and multi threading at the moment but let me know if it is of any interest.
If I find myself using it a lot (takes long for DAZ to fix the Atlas Mapping) I might develop it further.
It's basically just about draging and droping images into the slots, press the button, wait and then save the the new image.
If i dont want an image i can click the slot and switch between white, grey and black.
If i double click I get a color chooser.
To convert model, drag original obj file into app and press convert.
After that I have a single 10k Image instead of several smaller ones.
Supplied an image of the App and a Octane render of the stitched texture.
The bug exists since over a year now, right?
I just tried it with DAZ Studio 4.9, and it's still not fixed. :-(
I have sent a bug report.
Yeah I gave up.
I need to use a texture atlas as i work in zBrush.
Wrote my own applikation to create texture atlases for the figure.
It allowed me to drag and drop textures for the differnt bodyparts into a grid and after that it merged all the images into one image, wrote it to disk and then recalculated the UV data.
In order to not lose quality i used the full size textures ending up in a 10k texture.
I did however run inte out of memory issues despite doing it the way it should be done based on info i could find.
Not a killer problem as i usually could run it a couple of times before running out of memory. It also took quite some time to merge if running using safe memory handling.
Also, as the result was 10k texture and zBrush can only handle 8k textures so i had to shrink it in photoshop losing some details. Not a BIG problem but if I vant to retain max resolution it is.
The applikation i wrote was also dedikated to make the atlas for the figure.
I did not need to make it a general Atlas generator that handles hair etc as I dont have any need to manipulate those parts at the same level as the body.
I also noticed that I almost newer had any needs to add detail levels or to paint anything else than the body.
So in the end I just use a macro in photoshop to help me stitch the face, torso,legs and arms int a single texture.
That way the texture stay 8K.
Then I run the model file trough a program that writes the body and the rest of the model to fifferent files. While doing so it recalculates the UV mapping for the body parts in the body part file.
Dont know if you have programming skills but if you do info below might help you if you want to give it a try.
So in the end what I did to get a workflow that suits me:
Case 1:
I have posed a figure with clotes and all. Only reson to get it into zBrush is to do some minor adjustments or to add totaly new objects to the model keept as separate sub tolls.
Then I export the model from DS. Import it to zBrush and export as a new file. Any added objects must bee separate subtools and get exported as separate objects.
The tool with the figure from DS must not be changed exept for moving vertices.
In this case I dont care to load the textures into zBrush and i dont really need an atlas map as i just load the figure to fix shape and / or to add new objects.
In this case the only difference between the figurefile from DS and the one exported from zBrush has the same vertices, only position might have changed.
For this it is easy to write a program.
Just read data from the zBrush file and store all vertice data rows in a list.
Then read the DS file at the samte time as you write it back out to a new file.
When You hit a vertice data in the DS file dont write it out, insted write the corresponding data from the stored list.
Now you have a version of the DS model with all textures retained but with adjusted vertices.
Case 2:
I want to paint a new texture for the body or want to subdivide the model in order to create more details.
I export from DS.
The I run it trough a program that recalculates the uv data for the body parts.
After that I can use the atlas texture created in photoshop.
Then I run the file trough the program that separates the body from the rest of the model.
That way I can load the body inte zBrush as a separate tool and the rest of the model as another.
Now I can apply the atlas texture and paint on it or I can subdivide and add detail to the body.
As my rederengine Octane dont care about normal data i always delete that info in the file
To write a program that recalculates the UV you just has to decide where you place the diffent body parts on the Atlas texture and when you find UV belonging to that part in the file then recalculate that UV. You also have to make all body parts the same material and group.
Splitting the model is a bit more complicated.
If I remember correctly you have to parse the file. Store all verticedata in a list and when running through the facedata create lists of witch vertices belonging to witch part.
Then when writing out the part or parts you need to write the vertices used by the parts. This will however mean that vertices will have new indexes so vertice indexes in face data must be changed accordingly.
As my rederengine Octane dont care about normal data i always delete that info in the file
Wow, that is an amazing workload.
Did you file a bug report as well?
I guess DAZ should fix this.
Thank you for the info!
I would like to texture a character in ZBrush.
I did a really great painting, then I went back to DAZ and noticed that I forgot to use the texture atlas.
Could you give me some advice?
Do you think I can texture the model before DAZ has fixed the texture atlas, and when DAZ fixed it, I can simply project my painting onto the model and then do the texture atlassing afterwards, or should somebody in my case wait until DAZ has fixed the texture atlas?
Also, do you think texture atlassing before exporting to ZBrush is a must when somebody wants to combine most of the body parts into 1 map or can that be done afterwards as well (if the Texture Atlas would work fine)?
Thank you!
Edit:
Right now, I keep all the textures without baking / texture-atlassing them, and I hope that DAZ will soon fix the Texture Atlas. I will then texture-atlas my models.
Hi guys! I'm very new to DAZ but I'm having the same issues with exporting textures for Genesis 3 models.
I was wondering if you guys think UV Tailor would solve this issue?:
http://www.daz3d.com/uv-tailor
thanks :)
N
@hellborn
Would you be willing to share your app?
You do not need any app to use Texture Atlas with Genesis3. Go here and grab UV sets for base male and female that work. Some instructions are there too. Note that these are for base figures only. In principle I could make the same for small set of bases I own, like Vicky 7, Mike 7 etc. It's not a rocket science after all.
Life's too short to wait when DAZ will fix all bugs :)
Thanks a-sennov - that is really useful. Is it possible to describe how you made the UV maps themselves please, that would be super helpful
Thanks a-sennov - that is really useful. Is it possible to describe how you made the UV maps themselves please, that would be super helpful
Just to note that you have to export a figure obj at Base Resolution for a collapsed uv import to work. Subdivided exports won't match.
@a-sennov
Thank you, could you re-activate the download? I'm asked to enter a login and password.
Or could anybody please upload a-sennov's UVs? I'm not sure if he checks back here frequently.
Oh, I'm sorry. I did some maintainance work and forgot to switch back permissions to defaults :) Now should be available again.
I did it in programmer's way - wrote a script that processes base UV .dsf file and spit out the 'normalized' form. I could publish it too... if you're brave enogh to deal with TCL :)