Okay, so I’m very new to Blender and to 3D modelling in general. I would like to render Victoria in Blender for a psychology experiment I’m running. I also need to be able to scale down her poly-count. So, my first stab at doing this involved exporting her from Daz Studio as a Generic Collada file, and importing her into Blender 2.54. This is my result:
It sure is ugly compared to Daz Studio. I realize my lighting is pretty sub-standard right now, but that’s not my concern. I’m concerned with the model itself which looks to have some issues. There’s something definitely wrong with her eyes, both with the lashes and the eyeball itself. So my question is, why is this my result? Am I doing something wrong with the rendering process? Or the export/import process?
The specular is way too high, bring that down and she will look alot less sweaty, regarding the transparancy, I still struggle getting that to work as I would expect, is the texture for the eye lashes also effecting the alpha? (what do you have set in the texture panel?)
Originally there was no texture, so I added the one that Daz exported with the Collada file (which made no difference, either way). I also don’t see that any of the items in the Materials list were using the eyelash file that Daz exported (V4SmplLashesTr.jpg) under the Textures tab, which seems odd.
It’s a bit more complex then that, unfortunately I can’t look at it right now for the details. After the import there are two shader options you need to un-select, I think it’s Z-trans and one other in that panel regarding shadows (they’ll be set you need to unset them). Now, you need to edit the .jpg that were used as the original transparency maps, take them to gimp and add a real alpha channel to them, save them as png. Remap the transparent texture to the new png and set (the button) so that they are antialiased.
Now the eyelashes are set to mix with the transparency layer, if you want their color to be controlled with the spec input I found (I believe it was) subtract worked better then mix.
My result was like this
I did put this through Lux, but the difference was not much different from BI, it just had more contrast is all.
Okay, here’s what I end up with. The key settings I hopefully have screen capped for you. The Premultiply is only for the “D” transparency textures. So 3 key settings, 1.) on the texture Premultiply the transparency texture 2.) On the shader, disable the Cast Buffer Shadows and 3.) On the shader (Options panel) disable “Traceable” (sorry, didn’t cap that but can if you need).
Hey, sorry I’ve been running behind the past few days >.<.
We’ll start with
You exported as a Generic Collada.
You imported the model
Not quite, I actually exported as an .OBJ (and I did it from Poser7 instead of Daz). I then imported to blender 2.49b (before going to 2.54) so that I could use the OBJ import to separate the mesh by texture. I copy all the textures from teh DAZ directory to a //V4 direcotry (relative to the .blend file). Then in 2.49b I correct all the texture paths and move the transparent maps to .png. When switching to the .png I also deselect cast shadows and traceable buttons while selecting premul on the texture. I hide each object as I go along to “check off” that I have done it. Once done with that, I unhide all objects and make a second pass which is just to set smooth. Save the blend and then open the .blend in 2.54. An extra step you could do if you want is to join the body mesh (CTRL+J), just body tho, not lashes and hair and stuff. Then you can tab into edit mode and Remove Doubles, that will solidify the mesh.
I intend to try going straight to 2.54 and working through the steps but haven’t had the time just yet.
That brought me to the same place it seems. Now I will try going from Poser 7 to Blender 2.49 as you have been doing so far. I tell you it’s a real challenge switching between the UI of the new and old Blender. But anyway, so I followed the steps you outlined, and ended up with this:
Please do not post a blend with DAZ’s V4.2 figure, it is a violation of the EULA that you agreed to when installing the figure. The base figure is available for free at DAZ’s store. You will have create an account and will in essence be buying it for $0.00. Use PayPal as your payment method, the store won’t charge actually charge anything it is just a formality
In my zeal as copyright police I failed to offer any useful advice. Blender 2.49b still, I believe, has the 16 materials limit for a single object. If V4.2 is import as such she will exceed that limit. If on the other hand you use the option to separate by groups when importing you should get all the materials but a disassembled model. The latest betas of Blender have removed the material limits and are stable enough to at least consolidate and otherwise sort the materials if you really want to use V.42 in Blender 2.49b.
When you import into 2.49b the most important option is to separate the mesh by material. The limit then doesn’t apply and again, you can join the mesh back togehter and “Remove Doubles” to solidify the mesh again. It’s a very simple work around to the limit.
I wanted to show you that what I have for settings now for the eyelashes and eye-surface objects in 2.54. Still no eyelashes or eyeball appearing in the render. Unless I’ve missed something, my settings look identical to what you have above.
Is there something else you’re doing here that hasn’t been mentioned yet? I feel like there’s some hidden setting that’s just going to make things click.