OBJ Textures Name

hi, I would need help with something. I have an obj file with lots of textures. but I don't know where everything should be because it feels like daz has other names for the textures. is there any good tutorial that can show easy way to import where all textures should be in which column. thanks in advance.

Comments

  • There aren't any universal standards, and not all render engine make direct use of the same maps. You may need to give an example, and say whether you are rendering in Iray (the default) or 3Delight.

  • PerttiAPerttiA Posts: 10,024

    One needs to open the .MTL file and check that paths for the textures are referring to the location where the textures are located on ones computer, once the paths are correct, the OBJ will load with them correctly.

  • Haven't checked the recent version, but if one was wanting to load an .obj with its textures;
    One would have a one word name for the .mtl file {one_word-likethis_okay-too}. Inside the .obj file {can open with a text editor} the call for the .mtl file {usually very near the top} obviously has to be correct too.

  • lilweeplilweep Posts: 2,490
    edited January 2023

    yall still out here reading .mtl files? Those will pretty much always put your textures in the wrong slots on shader when they are read by Daz. Just manually open (or drag and drop) the images on the shader slots.

    Typically for iray uber shader:

    Metallic = Metallicity, M

    Base Color = Albedo, Diffuse, D

    Glossy Roughness = Roughness, R

    Translucency Color = Translucency

    Bump = Bump, B, Height

    Normal = Normal, N

    Displacement Weight = Displacement, Height (altough usually this will go in Bump slot)

     

    Maps like Specularity & Reflectivity, etc might need to be assessed based on what map looks like.

    Ambient Occlusion maps are generally not needed in Daz, since they typically just contain pre-baked shadows for real time game engines.  Ray tracer like iray can generate accurate shadows based on lighting direction etc so no need for AO.  You could potentially use AO maps for edge darkening etc if you want to, so maybe you could put it in LIE as a subtle multiply blend mode.

     

    Post edited by lilweep on
  • lilweep said:

    yall still out here reading .mtl files? Those will pretty much always put your textures in the wrong slots on shader when they are read by Daz. Just manually open (or drag and drop) the images on the shader slots.

    Typically for iray uber shader:

    Metallic = Metallicity, M

    Base Color = Albedo, Diffuse, D

    Glossy Roughness = Roughness, R

    Translucency Color = Translucency

    Bump = Bump, B, Height

    Normal = Normal, N

    Displacement Weight = Displacement, Height (altough usually this will go in Bump slot)

     

    Maps like Specularity & Reflectivity, etc might need to be assessed based on what map looks like.

    Ambient Occlusion maps are generally not needed in Daz, since they typically just contain pre-baked shadows for real time game engines.  Ray tracer like iray can generate accurate shadows based on lighting direction etc so no need for AO.  You could potentially use AO maps for edge darkening etc if you want to, so maybe you could put it in LIE as a subtle multiply blend mode.

     

    Thank you :-) Actually I find it can be a fast way to just get the pictures loaded into D/S; then yes, re-arrange them to the desired channels. 

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