exporting cloth from Marvelous designer with texture.Texture is blurry
sucan2015
Posts: 2
The image on the left is the one I exported from MD, and even if I zoom in, it is still very blurry. On the right is the texture of the clothes.
When I imported it to Daz, this garment had almost no details.
When I exported the image, I chose 7680px as the size and couldn't set it to a larger size. Why is this happening? And how to fix it?
And it seems that MD cannot export the bump map. Is there a way to do this?
A@H_LVI7MP9C0870Q@%5~F8.png
3102 x 1350 - 2M
Comments
Most of the fabric tex. in MD is 1K, some are 2K. The one you posted seems just a 1K texture. If you used the default Repeat as the texture mapping type for baking high resolution map but got low quality texutures, try to use Unified type and properly set Repeat U and Repeat V.
The max resolution for baking tex. maps is 8K, you can try 8192 but it depends... for most of the garments, actually 4K is good enough.
btw there's no such thing as Bump map channel in marvelous designer?
You can export Displacement from UV Editor window, or alternatively, as i mentioned before, when exporting garment as obj, on the export popup dialogue you can choose to save out your textures.
Your texture map is just made from a repeating tiled texture, i.e., you dont have any overlays or anything, so might as well just export to Daz as obj without selecting 'Unified Texture' option, so you can use the MD tile repeat options in Daz, as i mentioned before.
Out of curiosity, i screenshotted your texture and did test in MD and exported texture map came out looking the same as it does in the 2D Pattern Window preview, so no significant compression artefacts like in your screenshot. I only did 2048 export, and my tiled texture was very low res since i just screencapped it.
So either you have bug or doing something unusual to export your unified texture map.
I set horizontal and vertical tiles to 15, everything is well, just as you said, I export obj from MD to DAZ directly, Thanks for that! love you so much
I use Unified type and set Repeat U and V to 15 instead of Repeat type, and export texture again. My job is done, Thanks a lot , I learn two ways to get correct texture now
So it depends...as per the uv island and baking resolution, some texture will be stretched, some will be shrunk. So just wisely set them up before baking.
BTW, there's no Bump / Height map option in MD. If you need it, just bake it with NM by using some freeware like Materialize - https://boundingboxsoftware.com/materialize/
I found that some parts of the texture are stretched while others are shrunk, just as you said. So how should I set them up wisely? I suppose it depends on something I am not aware of.
It is completely unclear what you are actually doing, so I will repeat myself:
Texturing in Marvelous Designer:
If you are going to use Marvelous Desinger as a texturing software, which is what you claim to be doing, then in the Fabrics Properties tab, use 'Repeat' as your 'Texture Mapping' setting for your Fabrics. Don't use Unified.
Using 'Unified' as your 'Texture Mapping' setting is typically most useful for when you are visualising a single Texture Map within Marvelous Designer that corresponds to your UV islands setup. 'Repeat' is for when you are using a tiled texture (in other words 'Repeat' should be used when you are using Marvelous Designer as a texutring software, which is what you are doing).
Exporting from Marvelous Designer:
When you go to export, in the dialogue options, you have two options regarding how you want to texture your obj
1) if you choose 'Unified Texture' it will produce (i.e., bake out) a single texture map that corresponds to how you have set up your textures in Marvelous Designer, i.e., the texture map when applied to your exported obj should look exactly the same as it looks in Marvelous Designer, and will be based on your UV Layout. Note: You can see your UV Layout in UV Editor tab.
2) if you dont choose 'Unfiied' then the exported Obj will still be set up to be textured exactly the same as how it looks in Marvelous Designer, but it will not be based on your UV Layout. Instead it will be based on your texture repeat settings in Marvelous Designer.
Importing to Daz Studio:
In either export scenarios above, in Daz Studio, afer importing your Obj, you should be using Horizontal Tile = 1, Vertical Tile = 1 in daz studio Surfaces tab.
With Unified Texture obj, you would input your exported Texture Map in the Surfaces tab channels.
With non Unified Texture obj, you would input your tiled texture in the Surfaces tab channels.
It'll be clearer if OP posts the UV snapshot. Normally when one makes a garment in MD, there'd better be a UV with well-set "Fabrics" (mat. zones) based on the patterns. As per the wireframe in snapshot (coming from Particle Distance setting), you may finetune the unified U/V tiling.
Unified texture mapping feature came from MD ver.10 if I remembered correctly. It's a good feature for complex UV setup and esp. for the cases in which U/V tiling ratio of the used fabric textures is not 1:1, therefore the users can well set them up for getting the desired tiling and better quality, so on and so forth...