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DAZ|Studio F.A.Q (Last Updated: 2024 Dec 09 1:48 pm)



Subject: Exporting from Poser


Kendra ( ) posted Tue, 09 January 2018 at 3:54 PM ยท edited Wed, 11 December 2024 at 10:41 PM

Quick question... Is there an easy way to export an obj from Poser where it's textures follow? What I'm trying to do is get Seachnasaigh's Atlantis model into Studio with the textures. I can export and import the obj file but it's so detailed and I'm still learning Studio that I'm having trouble with the individual textures. Any advice?

...... Kendra


Jules53757 ( ) posted Tue, 09 January 2018 at 3:59 PM

The .mtl file should have the needed textures stored. Check with an editor if there is any path included and if neccessary adjust this.


Ulli


"Never argue with an idiot. They drag you down to their level and beat you with experience!"


fly028 ( ) posted Wed, 10 January 2018 at 10:19 AM

Hello Kendra,

The easiest way is to export with FBX. Just keep transparency,embeed media and geometry checked. It works well with fbx2014.

Let at the top the poser scale and in daz, import as Poser scale,

Hope it helps,

Best regards,


Bejaymac ( ) posted Wed, 10 January 2018 at 1:11 PM

It's already in Poser format, so just loading the PZ3 from within DS will get all of the mesh loaded, getting it to look even remotely similar however will be a total nightmare, DS can't read anything in a Poser material setting from the shaderTree line, so the few textures it can load from the P4 settings will make it look crap, basically you are looking at a total rebuild of every single surface setting using DS shaders.

Even using an .mtl or fbx or dae wont help, mtl has pretty much the same settings as the P4 materials, and fbx and dae importers in DS mean they aren't much better.


bbost ( ) posted Thu, 11 January 2018 at 9:56 AM

You can add your poser directory so that Daz Studio can see it under the Edit/Preferences menu. Then you simply click on the runtime entry and it will load. Now depending on the textures/shaders used, they may transfer in a usable form. There's plenty of daz shaders that you can change surfaces as necessary.


Bejaymac ( ) posted Thu, 11 January 2018 at 6:58 PM

If this is the Atlantis gate room in the freestuff then forget what I posted in my other post, a couple of the .OBJ aren't right and either aren't loading any mesh or are crashing, and not just in DS, the OBJ08_transporter.obj crashed Hexagon.

Checking a couple of the files in a text editor shows that there is garbage in them, not sure if the garbage has deleted any of the polygon data from some of the bad files, but it's mangled the data for roughly 20 polygons in OBJ08_transporter.obj, and it's that mangled data that's causing the crashes.

Knowing Poser's mesh handling system it hasn't even seen the garbage, and loaded the mesh minus any missing polygons, however even it wont have liked the mangled polygon data in OBJ08_transporter.obj, and will have either not loaded the mesh or only loaded part of it.


bbost ( ) posted Sat, 13 January 2018 at 12:02 PM

I have to agree there is definitely a problem with the transporter obj everything else loads, individual props seem to load fine, and the larger set piece can be imported without issue, if loaded individually. The problem happens with the full scene file, as in crash, because it includes the transporter obj file.


Bejaymac ( ) posted Sun, 14 January 2018 at 3:11 PM ยท edited Sun, 14 January 2018 at 3:16 PM

The following files are the ones that cause me problems.

Atlantis_stargate.obj - appears to load but nothing shows in viewport

event_horizon.obj - crashed my graphics drivers at the same time as crashing DS

OBJ08_transporter.obj - crashes DS due to garbage and partial face data

storage_room_wall.obj - crashes DS due to garbage and partial face data

I've gone through every .obj and most of them have garbage of some sort in them, not enough to cause loading issues but it's there none the less, and the cause of all this, UVMAPPER, it's adding junk into the files. The partial face data in two of the above files doesn't come from those mesh, UVMAPPER is holding onto data from a previous mesh, and adding it along with all the garbage when you save out the current mesh.

Having said all that I have gone through every .obj and cleaned out all of the garbage, so it all now loads into DS (except for the Poser primitives used in the PZ3, as I don't have any of my Poser stuff installed).

Right back to the OP.

Exporting all of it from Poser is a bad idea, as you now have a single mesh instead of multiple mesh, that will make setting up cameras and lights a pain, as you won't be able to hide walls like you can if you loaded the Poser files, especially when you realise that Poser lights and cameras are a waste of HDD space to a DS user.

As for textures, the settings in an .MTL file are basically the same as P4 material settings, as a result a lot of the textures used in the material room won't show up in an .MTL, DS has the exact same problems as it can only see the P4 material settings in a p5+ material file.

One main issue with this item is the large amount of texture tiling going on, Posers U & V scale is a P5+ setting and as such wont show in an MTL or in DS. Studio does have texture tiling, iirc most of the shaders people use in DS have it, it just doesn't use the same system as Poser.

Horizontal Tiles = 1 divided by U_Scale

Vertical Tiles = 1 divided by V_Scale


Kendra ( ) posted Fri, 02 February 2018 at 2:24 PM

Sorry for my ADD and the fact that I haven't gotten back to this thread. Thank you guys for all the help and advice. Sounds like to avoid a headache I should stick to Poser for any Atlantis scenes. :)

...... Kendra


mercutioaquarius ( ) posted Wed, 17 April 2019 at 2:24 AM

I made a 3DSmax scene with ~100 separated objects. If I convert the full scene to .obj, it appears in Poser perfectly, but the parts can't be moved separated. In every other format the scene (after the importing) looks like after the Katrina. FBX, DAE, 3DS ...nothing works normally. I must convert the scene piece by piece (sorry for my poor English)


NikKelly ( ) posted Wed, 19 February 2020 at 10:16 AM

#Bejaymac "As for textures, the settings in an .MTL file are basically the same as P4 material settings..."

Thank you. So that is why they look familiar...

( Used P4, FloorPlan3D + TurboCAD extensively, then was out of CAD etc for about a decade. Still have many old 3DS and Poser downloads archived. Now wrestling P11_Pro's work-flow and quirks, but have totally despaired of DS' user interface... )

Is there a tutorial any-where on translating mc6 and pz2 files to OBJs' MTL ??


NikKelly ( ) posted Thu, 02 April 2020 at 5:12 PM

I found a freebie 'Landing craft' model with multiple OBJs for its parts, each with its MTL, also 'proper' MC6 calls. Comparing MTL and MC6 pairs in a spreadsheet, I can see how each MTL holds a small sub-set of the MC6 info. So far, pairs' MTLs have only called Kd (diffuse) maps, but I'm seeing the pattern. Given a few more complex examples, I could probably edit MC6 down to basic MTL...

Latest problem is an imported OBJ / MTL which has too many texture calls for hand entry via material room. Literally hundreds. So, how to persuade P to read MTL, or convert MTL to basic MC6 ??


NikKelly ( ) posted Fri, 03 April 2020 at 2:43 PM

Aha, opening the huge (32 MB) OBJ in Wordpad found it held a path to supplied MTL file (30 KB, with 468 numbered materials calling ~140 texture maps !!) but in a deep, deep sub-folder on author's D: drive. Trimming path back to just calling the MTL file by name resolved that. In fact, took longer to re-save than edit...

But why is there no obvious way to 'browse' for a strayed MTL within Poser ?? It would also be a real-neat, portable way of loading scene texture variants...


NikKelly ( ) posted Tue, 14 September 2021 at 4:29 PM

"But why is there no obvious way to 'browse' for a strayed MTL within Poser ?? It would also be a real-neat, portable way of loading scene texture variants..."

And the same for FBX files, too many of which have hard-pathed texture calls into author's folder tree. Even 3D Paint has an option to navigate to texture directory. Where this falls down, of course, is when author segregates textures into several folders...

I'm currently trying not to perpetrate the same bloopers while exporting PP2 library files...


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