@chohole, forgot you don’t use DS, so yeah, Texture Atlas won’t be of help in that case.
@bullit35744, whatever method you currently use to get them to Bryce you will keep using, whether that be using the bridge, exporting/importing, etc. I usually try the bridge first because it’s easiest, and use export/import if it fails. Other people always just use the export/import method for some very good reason I have forgotten offhand. You could save the textures to the desktop in DS, set them none in the various parameters and transfer the item to Bryce, then reapply the textures in Bryce from leo if the transfer of textures but not the objects is causing problems I suppose, I never thought of doing that.
What Texture Atlas will do is combine multiple images used by an object into a single image (which you can save wherever you want). (To be clear, that’s a single image per parameter, so if you have diffuse and bumps and transparency and ... etc. and choose to keep them all you’ll still have multiple images, just a lot fewer than before). The selected object(s) are then modified to use the new image created by Texture Atlas.
In the case of the diffuse image parameter or whatever parameter you choose, you can access it in DAZ Studio by clicking on the thumbnail to the left of the Diffuse parameter in the “Surfaces (color)” pane (or the dropdown arrow if there is no image yet). It will show you the filename used (if any) and a thumbnail of that file. You will have to record or remember the filename. You can then click Browse to take you to that folder. If you wanted to open that file in photoshop to change it you can, or you can also browse to a different image, for example if you have already opened it and resized and resaved it somewhere and want to change the Diffuse parameter to use your new changed file. (There’s also a photoshop bridge plugin but I don’t actually have photoshop, so I don’t remember how to use it.)
You don’t NEED to use Texture Atlas, it will simply help speed up the work. For example, let’s say I have a figure with multiple articles of clothing, or an environment with 25 different textures, and it’s going to be in the background in Bryce so I don’t need the full 2000x2000 image resolution on every single detail and I think 256x256 for each part is fine. I could simply select each of 25 surfaces one at a time, click on their diffuse textures in DAZ studio, browse to each and open it and resize it and resave it into a new location in photoshop, select the new file location in the diffuse parameter, repeat for all diffuse, then repeat for 25 bump maps and maybe some opacity maps, but that would take me all day. Instead, I select the figure or building and run Texture Atlas, see that it perhaps lines those 25 images up in a 5-image x 5-image grid, select a final image size of 1280x1280 (five 256 pixel images wide and five 256 pixel images tall) and say ok. Texture Atlas then changes my selected item(s) so now instead of having 25 diffuse images tied to separate pieces, all pieces reference the same single diffuse image that is just all 25 original pieces stuck together into a single giant image.
There might be a small bit of extra work in Texture Atlas beyond just accepting the defaults, or you might want to make use of additional features. For example when I transfer a human figure, the default might be to make the head texture the same size as the entire body texture, which clearly is pointless, so I’ll adjust the options to make the head part of the image smaller relative the body part of the image. It also may not make efficient use of the space and might leave a lot of the final image blank, so I might fiddle with the final image size height vs. width instead of just making it square until it rearranges each part better. In the example above it might not put the 25 images in a 5x5 grid, so I might have to try one or two different sizes before saying it’s ok. And I’ll probably uncheck a few things I don’t need, for example if the figure is clothed I don’t need the pubic hair texture, and if the mouth is closed I won’t need teeth textures, etc. so I’ll uncheck those in Texture Atlas so it uses less space.
Which reminds me, and maybe it was already said, but when appropriate it may be of value to trash the DS textures completely and transfer the untextured object and then apply Bryce materials to that object. I do that occasionally, for example I didn’t want a set of textured objects and just wanted a uniform rusty metal material applied to all. That of course won’t work if you want to keep the original material.
I’m probably rambling here, let me know if I need to clarify any points.