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DAZ|Studio F.A.Q (Last Updated: 2025 Feb 12 6:12 pm)



Subject: Using a PhotoTexture in DS?


FranOnTheEdge ( ) posted Sat, 05 May 2007 at 10:15 AM · edited Sat, 08 February 2025 at 12:55 AM

How?

I just need to know the simplest way to get a photo image texture to show up in Daz Studio, so that I can see what it looks like, but I'm having problems getting it to look right.

I'm using a patterned image so I want the bump to show as well as the colour of the image.

Can someone either tell me or direct me to a simple tut for this?

I've looked in the DazStudio section of the tutorials here and there are only 4 tuts there, none of which address this issue.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


RHaseltine ( ) posted Sat, 05 May 2007 at 3:40 PM

You use the surfaces palette - select the surface(s) you want to texture (by default there's a drop down list at the top of the palette, most people enable the Surface list from the options menu - the triangle button at top-right) then click the arrow next to the Diffuse colour bar (or the button under the bar in basic view) and Browse for image, same for the bumpmap (and set the strength to 100% and the min/max values to the values you want - in cm).     


FranOnTheEdge ( ) posted Sun, 06 May 2007 at 1:22 PM · edited Sun, 06 May 2007 at 1:32 PM

So are you saying everything else should be off, apart from Diffuse and bump?

I guess I was trying to be too clever then.

Did as you suggested, turned everything off but diffuse and bump, but no pattern shows at all. I've tried lowering the negative bump, raising the value for it, ditto the positive bump, raising and lowering the diffuse value - nothing, no trace of the pattern at all...

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


RHaseltine ( ) posted Sun, 06 May 2007 at 3:24 PM

What textures do you have applied (the bumpmap obviously has to be a proper bumpmap - verying shades of grey reflecting the height of the surface)? What render settings are you using?


FranOnTheEdge ( ) posted Sun, 06 May 2007 at 5:57 PM

file_376787.jpg

Ah, I was just using the same image for bump as I was for diffuse.  I'll try greying it down.

Tried that, increased the contrast, reduced the brightness, to make a nice bump map - put it on... no change whatsoever.  Here's an image showing the advanced render settings - I didn't change anything there.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


RHaseltine ( ) posted Mon, 07 May 2007 at 8:36 AM

Have you actually set the bump strength to 100%, and made sure the min and max values are sensible - remember they are in cm, so work out how big the bumps would need to be to be right on the size of plane you are using. You also need directional light - if you just look dead on at teh surface, with no lights beyond the basic one from the camera, then there won't be much to see. In any event, making a bump map from the image isn't going to do a great deal in most cases - you want the map to be light where the surface is raised and dark where it's depressed.


FranOnTheEdge ( ) posted Thu, 10 May 2007 at 4:07 AM

Geeeeezzze!  And all I wanted to do was test the texture in D/S.   Who knew it would be this complex?

Min and max levels - sensible???  Wha???  You know I'm sure those controls didn't used to exist in earlier versions of D/S, I don't remember it being this complex last time I wanted to try out an image texture.

How can I tell what centimeters I want when you can usually just increase the frequency of an image texture in Bryce to change all that - not that there are centimetres in Bryce anyway...

Didn't think there were any centimetres in D/S either, why'd they have to go and get all clever and add such stuff...

Let's see if I can explain what I'm trying to do -
I took a photo of a floor mat - the kind you wipe your feet on when you enter a house... I now want to see what it looks like on a model - this model is just a large area vaguely imitating a duvet (- I didn't happen to have a floor mat object and thought this would do, it has in all the other progs I've tried it out in.)

I've tried various settings on that neg and pos bump weird thing, from -.01 to 3 to 17... etc absolutely nothing changes,

I think I've also tried the other bump setting at 100% but I don't have the laptop available here at college to check that, it's up in my room... I'll check at lunch time.

I have a light sitting above the object, I can change that too so that the light is hitting it at more of an angle, again, lunch time...

"In any event, making a bump map from the image isn't going to do a great deal in most cases - you want the map to be light where the surface is raised and dark where it's depressed"
Yes I do, but this sounds like image textures just don't work in D/S, but I'm sure they used to.

What's going on?

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


dvlenk6 ( ) posted Thu, 10 May 2007 at 7:14 AM

This might be a stupid question, but is the object UVMapped?
D|S can't use image maps on an object with no UV co-ordinates; at least I don't think it can.

Friends don't let friends use booleans.


RHaseltine ( ) posted Thu, 10 May 2007 at 9:02 AM

I think the light placement is a major factor in your lack of visible effect, but the need for a real bumpmap applies to any application - sometimes you can get away with using the image (if the bump is irregular it will probably look OK, or if the lightness of the image is a reliable indication of height) and that will be as true in D|S as in anything else.

The Min and Max values just tell you how high/low above the basic surface black (min) and white (max) are, when the strength iss et to 100%. They have to be in some unit - either an absolute unit or a percentage of the object's size - otherwise you woudn't be able to use them.


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