Michael_C opened this issue on Dec 05, 2013 · 4 posts
Michael_C posted Thu, 05 December 2013 at 8:02 AM
When I export to an OBJ and convert procedural shaders to textures, the process sometimes creates as many a seven image files numbered XXX.jpg to XXX6.jpg. However the MTL file uses only two of these, XXX.jpg as map_Kd (diffuse) and XXX1.jpg as map_Ks (specularity). I can find nothing in the documentation that describes this. Does anyone know what the the other image files represent? Thanks.
manleystanley posted Thu, 05 December 2013 at 9:15 AM
How many shader zones does it have? Carrara exports the procedurals base on shader zones. Try remove unused/consolidate duplicate shaders.
If you did this with say V4, you would get a couple of dozen textures, all duplicates of the same 4 textures.
Michael_C posted Thu, 05 December 2013 at 9:46 AM
I tried this first with a fairly complicated model, and it did produce a lot of images, but these were named to match the material zone. To simplify, I used a very simple plae with a single zone. I used the Old Silver shader form the DAZ Real Metals set. The material zone was named default and I get seven images: most appear to be monochrome, one light gray matched to the diffuse channel, one dark gray, not matched, several black, one of which is matched to the specular channel, and one with a pattern, not matched to a channel.
I've attached an image of the original shader components. Here's the Carrara produced MTL:
newmtl default
Ns 1024
d 1
Ni 0.001
Km 1
illum 2
Ka 0.2 0.2 0.2
Kd 1 1 1
Ks 1 1 1
map_Kd default.jpg
map_Ks default1.jpg
Michael_C posted Fri, 06 December 2013 at 8:27 AM
ncamp on the DAZ Carrara forum did some testing and found that the MTL file includes only the color and highlight channels, the first two texture maps in order. Channels with a numeric setting produce a solid color map more complex channels produce a pattern. Even with assigned patterns the alpha and shininess channels did not produce a map. Empty shader channels do not produce a map so the correlation for one shader will not necessarily match another. To determine just what my original shader produced I'll need to go into the shader and examine the nodes.