HD Morphs do not export properly with FBX Export

2

Comments

  • drzapdrzap Posts: 795
    wolf359 said:

     

    I did some experiments this morning with our seat of lightwave 2015
    It exports to alembic and I find no options to only export new PLA data
    so it seems one has to re-export entire scenes for each animation session
    sent to another app.

    This makes alembic useless to me

    Thankfully I have MDD from Daz with full HD meshes that I can render 
    in C4D and Lightwave.

    One thing I dislike about alembic is that the file system doesn't include the textures, so I have to apply textures manually in the destination application.   Is this also true of MDD files?

  • wolf359wolf359 Posts: 3,931
    drzap said:
    wolf359 said:

     

    I did some experiments this morning with our seat of lightwave 2015
    It exports to alembic and I find no options to only export new PLA data
    so it seems one has to re-export entire scenes for each animation session
    sent to another app.

    This makes alembic useless to me

    Thankfully I have MDD from Daz with full HD meshes that I can render 
    in C4D and Lightwave.

    One thing I dislike about alembic is that the file system doesn't include the textures, so I have to apply textures manually in the destination application.   Is this also true of MDD files?

     See my recent PM.

  • AlienRendersAlienRenders Posts: 794

    Yeah, the DAZ figures are super low res by today's standards including games. Nearly unusable for a main character. Maybe for some background npc's or something. Under 20K polygons was acceptable back in 2005 maybe.

     

  • nonesuch00nonesuch00 Posts: 18,722

    Yeah, the DAZ figures are super low res by today's standards including games. Nearly unusable for a main character. Maybe for some background npc's or something. Under 20K polygons was acceptable back in 2005 maybe.

     

    Nah, they are great for games really and will get better as the ability to use dynamics with models improves.  

  • a-sennova-sennov Posts: 331
    wolf359 said:

    "And my skeleton is compatible with poses and animations down to V4 :)"

    Is this because you did not include the extra twist bones on the legs & arms??

    Yes and no :) I have twist bones but they're not embedded into main (driving) skeleton tree. They're totally controlled by formulas/expressions.

  • a-sennova-sennov Posts: 331

    Yeah, the DAZ figures are super low res by today's standards including games. Nearly unusable for a main character. Maybe for some background npc's or something. Under 20K polygons was acceptable back in 2005 maybe.

     

    Use Vicky 4 then.

  • ARealitiARealiti Posts: 158

    Thanks, the only resolution (pun intended), to this is to follow the advice of Richard Haseltine and we all collectively submit a ticket as per his instructions...

    FBX Export Geometry at SubD resolution

    From Daz Staffer Richard Haseltine: 
    "But you could certainly make a feature request for an option to export the geometry at SubD resolution - use the Contact Us link under Help at the top of this page to file a Technical Support ticket and add DAZ Studio Feature Request to the subject line."

  • Yeah, the DAZ figures are super low res by today's standards including games. Nearly unusable for a main character. Maybe for some background npc's or something. Under 20K polygons was acceptable back in 2005 maybe.

     

    Not really; you don't need as many polys in sections of the body that aren't going to be seen as you do in a visible part of the body, unless you're talking something like a dragon or half-clothed barbarian warlord.

  • morkmork Posts: 278
    edited July 2017
    lchu2004 said:

    Thanks all, particularly a-sennov, this is really disappointing after all these years of pushing DAZ to do a proper games developer export the FBX was almost there, I get good results for textures, skinning/rigging, even morph target exports seem to work for facial animation and the products that do normals are great, but those without normal maps that only have HD morphs are really looking bad and only the use of normal maps from other characters makes them look any good at all.

    I'd like to stress the highlighted part. There is a massive difference noticable between skins where I have normal maps for and those I don't (outside DAZ).
    I'd really appreciate it if PAs could include normal maps way more often, preferredly in a lossless format (normal map data should never be compressed, really).

    And yes, the FBX export needs "some" love, pretty please.

    SpyroRue said:

    If I am not mistaken, the "demand" comes from customer feedback and sales. Since we've not had that option in the sales, the only way to create a demand for something not offered is to ask for it. Ironically, people have been asking all over the place ever since it became a thing in Daz, for the tools/ability to make our own HD morphs, and Ive seen many times the request for the maps used to create the wrinkles and skin pores in the HD morph, because their application doesn't have the ability to utilize HD morphs.

    I think we're treading over already discussed territory again, so I'll leave that discussion to those threads. But if you need to make maps there are references to do so. And I've only seen the same request made by the same 2 or 3 people in a forum as I've seen those same threads... that's not a quantifiable demand. I won't continue the conversation beyond that. 

    EDIT: My last product had 10 HD head morphs and the previous had 5 HD head morph, 2 HD body shapes and 2 hd gens shapes and hd gens veins, and there's a request to make normal maps to bloat the product to close to 1GB for only a fraction of people to use? That's doesn't seem like a reasonable use of time.

    Your product, whichever it is, is not the typical product I think. You usually get one character (1-2 morphs) with a skin, which consists of various maps.

    Where exactly is the problem to bake out a normal map from the high-res mesh, when you need do that for all the other maps anyway?
    I'm really curious to understand where the problem is, besides file size (c'mon. it's 2017) and why so few artists include them (and if they do, they often use JPG for them, which is not lossless at all, which pretty much kills the normal data.)

    Thing is, I can't re-create details that are no longer there. No sense in generating a normal map out of the low-res model, it won't make it any more high-res. :(

    That's why I stopped purchasing skins without normal maps - I have enough of that already and as said, the difference in quality is pretty massive (outside of DAZ).
    I also refuse to purchase any HD stuff, as it cannot be exported with reasonable effort, if at all.

    If someone wants to sell stuff to me, I need to have a reason to open my wallet...Simple as that. In the end, both sides lose out.

    Post edited by mork on
  • Male-M3diaMale-M3dia Posts: 3,584
    edited July 2017
    mork said:
    lchu2004 said:

    Thanks all, particularly a-sennov, this is really disappointing after all these years of pushing DAZ to do a proper games developer export the FBX was almost there, I get good results for textures, skinning/rigging, even morph target exports seem to work for facial animation and the products that do normals are great, but those without normal maps that only have HD morphs are really looking bad and only the use of normal maps from other characters makes them look any good at all.

    I'd like to stress the highlighted part. There is a massive difference noticable between skins where I have normal maps for and those I don't (outside DAZ).
    I'd really appreciate it if PAs could include normal maps way more often, preferredly in a lossless format (normal map data should never be compressed, really).

    And yes, the FBX export needs "some" love, pretty please.

    SpyroRue said:

    If I am not mistaken, the "demand" comes from customer feedback and sales. Since we've not had that option in the sales, the only way to create a demand for something not offered is to ask for it. Ironically, people have been asking all over the place ever since it became a thing in Daz, for the tools/ability to make our own HD morphs, and Ive seen many times the request for the maps used to create the wrinkles and skin pores in the HD morph, because their application doesn't have the ability to utilize HD morphs.

    I think we're treading over already discussed territory again, so I'll leave that discussion to those threads. But if you need to make maps there are references to do so. And I've only seen the same request made by the same 2 or 3 people in a forum as I've seen those same threads... that's not a quantifiable demand. I won't continue the conversation beyond that. 

    EDIT: My last product had 10 HD head morphs and the previous had 5 HD head morph, 2 HD body shapes and 2 hd gens shapes and hd gens veins, and there's a request to make normal maps to bloat the product to close to 1GB for only a fraction of people to use? That's doesn't seem like a reasonable use of time.

    Your product, whichever it is, is not the typical product I think. You usually get one character (1-2 morphs) with a skin, which consists of various maps.

    Where exactly is the problem to bake out a normal map from the high-res mesh, when you need do that for all the other maps anyway?
    I'm really curious to understand where the problem is, besides file size (c'mon. it's 2017) and why so few artists include them (and if they do, they often use JPG for them, which is not lossless at all, which pretty much kills the normal data.)

    Thing is, I can't re-create details that are no longer there. No sense in generating a normal map out of the low-res model, it won't make it any more high-res. :(

    That's why I stopped purchasing skins without normal maps - I have enough of that already and as said, the difference in quality is pretty massive (outside of DAZ).
    I also refuse to purchase any HD stuff, as it cannot be exported with reasonable effort, if at all.

    If someone wants to sell stuff to me, I need to have a reason to open my wallet...Simple as that. In the end, both sides lose out.

    Again, what is the cost for making something that 2-3 will use? The HD is for functionality within DS and you're asking for something outside the intended scope of the product, if you wish to use something outside of DS, then you will need to do that work yourself.

    Post edited by Male-M3dia on
  • ARealitiARealiti Posts: 158
    edited July 2017

    Well Daz Studio just isn't going to be the tool used to make AR / VR real time content. You're dreaming.

    Post edited by ARealiti on
  • jestmartjestmart Posts: 4,449

    Use the Wavefront Object format.  Apply HD morphs and set Sub-D level to 3, export with;  Ignore Invisible, UV Coordinates, Collapse UV, Write Groups (Use Existing), Write Surfaces (Write Material Library, No Maps).  Open in any your favorite 3D multi-tasker app and bake the normal maps.

  • morkmork Posts: 278
    lchu2004 said:

    Well Daz Studio just isn't going to be the tool used to make AR / VR real time content. You're dreaming.

    I dream very well, because I'm actually doing exactly that. :)
    Ofc. you don't use Studio to create VR, you create assets with it, more so you export them to your engine of choice.
    And then a render here and there for fun, but with CPU only it's not exactly fun, so back to the engine.

     

     

    mork said:
    lchu2004 said:

    Thanks all, particularly a-sennov, this is really disappointing after all these years of pushing DAZ to do a proper games developer export the FBX was almost there, I get good results for textures, skinning/rigging, even morph target exports seem to work for facial animation and the products that do normals are great, but those without normal maps that only have HD morphs are really looking bad and only the use of normal maps from other characters makes them look any good at all.

    I'd like to stress the highlighted part. There is a massive difference noticable between skins where I have normal maps for and those I don't (outside DAZ).
    I'd really appreciate it if PAs could include normal maps way more often, preferredly in a lossless format (normal map data should never be compressed, really).

    And yes, the FBX export needs "some" love, pretty please.

    SpyroRue said:

    If I am not mistaken, the "demand" comes from customer feedback and sales. Since we've not had that option in the sales, the only way to create a demand for something not offered is to ask for it. Ironically, people have been asking all over the place ever since it became a thing in Daz, for the tools/ability to make our own HD morphs, and Ive seen many times the request for the maps used to create the wrinkles and skin pores in the HD morph, because their application doesn't have the ability to utilize HD morphs.

    I think we're treading over already discussed territory again, so I'll leave that discussion to those threads. But if you need to make maps there are references to do so. And I've only seen the same request made by the same 2 or 3 people in a forum as I've seen those same threads... that's not a quantifiable demand. I won't continue the conversation beyond that. 

    EDIT: My last product had 10 HD head morphs and the previous had 5 HD head morph, 2 HD body shapes and 2 hd gens shapes and hd gens veins, and there's a request to make normal maps to bloat the product to close to 1GB for only a fraction of people to use? That's doesn't seem like a reasonable use of time.

    Your product, whichever it is, is not the typical product I think. You usually get one character (1-2 morphs) with a skin, which consists of various maps.

    Where exactly is the problem to bake out a normal map from the high-res mesh, when you need do that for all the other maps anyway?
    I'm really curious to understand where the problem is, besides file size (c'mon. it's 2017) and why so few artists include them (and if they do, they often use JPG for them, which is not lossless at all, which pretty much kills the normal data.)

    Thing is, I can't re-create details that are no longer there. No sense in generating a normal map out of the low-res model, it won't make it any more high-res. :(

    That's why I stopped purchasing skins without normal maps - I have enough of that already and as said, the difference in quality is pretty massive (outside of DAZ).
    I also refuse to purchase any HD stuff, as it cannot be exported with reasonable effort, if at all.

    If someone wants to sell stuff to me, I need to have a reason to open my wallet...Simple as that. In the end, both sides lose out.

    Again, what is the cost for making something that 2-3 will use? The HD is for functionality within DS and you're asking for something outside the intended scope of the product, if you wish to use something outside of DS, then you will need to do that work yourself.

    Please don't get offended, I think there's no reason to.
    I can't tell you about your production pipeline, so I can't tell you about your costs, right?
    In the end it is of no interest anyways, as the point is, there are people who use the assets for more than just rendering and they have different needs.
    If you want to cater them is up to you only and no one will force you to do anything.

    But it might be allowed to raise a voice here and there and show that there is demand.
    If it is enough demand for you, is for you and only to decide.

    Also, we're mixing up HD morphs and Normal maps here, which might be my fault cuz I started brabbling about normal maps.
    But we shall leave it at that, shan't we? :)

  • Male-M3diaMale-M3dia Posts: 3,584
    mork said:
    lchu2004 said:

    Well Daz Studio just isn't going to be the tool used to make AR / VR real time content. You're dreaming.

    I dream very well, because I'm actually doing exactly that. :)
    Ofc. you don't use Studio to create VR, you create assets with it, more so you export them to your engine of choice.
    And then a render here and there for fun, but with CPU only it's not exactly fun, so back to the engine.

     

     

    mork said:
    lchu2004 said:

    Thanks all, particularly a-sennov, this is really disappointing after all these years of pushing DAZ to do a proper games developer export the FBX was almost there, I get good results for textures, skinning/rigging, even morph target exports seem to work for facial animation and the products that do normals are great, but those without normal maps that only have HD morphs are really looking bad and only the use of normal maps from other characters makes them look any good at all.

    I'd like to stress the highlighted part. There is a massive difference noticable between skins where I have normal maps for and those I don't (outside DAZ).
    I'd really appreciate it if PAs could include normal maps way more often, preferredly in a lossless format (normal map data should never be compressed, really).

    And yes, the FBX export needs "some" love, pretty please.

    SpyroRue said:

    If I am not mistaken, the "demand" comes from customer feedback and sales. Since we've not had that option in the sales, the only way to create a demand for something not offered is to ask for it. Ironically, people have been asking all over the place ever since it became a thing in Daz, for the tools/ability to make our own HD morphs, and Ive seen many times the request for the maps used to create the wrinkles and skin pores in the HD morph, because their application doesn't have the ability to utilize HD morphs.

    I think we're treading over already discussed territory again, so I'll leave that discussion to those threads. But if you need to make maps there are references to do so. And I've only seen the same request made by the same 2 or 3 people in a forum as I've seen those same threads... that's not a quantifiable demand. I won't continue the conversation beyond that. 

    EDIT: My last product had 10 HD head morphs and the previous had 5 HD head morph, 2 HD body shapes and 2 hd gens shapes and hd gens veins, and there's a request to make normal maps to bloat the product to close to 1GB for only a fraction of people to use? That's doesn't seem like a reasonable use of time.

    Your product, whichever it is, is not the typical product I think. You usually get one character (1-2 morphs) with a skin, which consists of various maps.

    Where exactly is the problem to bake out a normal map from the high-res mesh, when you need do that for all the other maps anyway?
    I'm really curious to understand where the problem is, besides file size (c'mon. it's 2017) and why so few artists include them (and if they do, they often use JPG for them, which is not lossless at all, which pretty much kills the normal data.)

    Thing is, I can't re-create details that are no longer there. No sense in generating a normal map out of the low-res model, it won't make it any more high-res. :(

    That's why I stopped purchasing skins without normal maps - I have enough of that already and as said, the difference in quality is pretty massive (outside of DAZ).
    I also refuse to purchase any HD stuff, as it cannot be exported with reasonable effort, if at all.

    If someone wants to sell stuff to me, I need to have a reason to open my wallet...Simple as that. In the end, both sides lose out.

    Again, what is the cost for making something that 2-3 will use? The HD is for functionality within DS and you're asking for something outside the intended scope of the product, if you wish to use something outside of DS, then you will need to do that work yourself.

    Please don't get offended, I think there's no reason to.
    I can't tell you about your production pipeline, so I can't tell you about your costs, right?
    In the end it is of no interest anyways, as the point is, there are people who use the assets for more than just rendering and they have different needs.
    If you want to cater them is up to you only and no one will force you to do anything.

    But it might be allowed to raise a voice here and there and show that there is demand.
    If it is enough demand for you, is for you and only to decide.

    Also, we're mixing up HD morphs and Normal maps here, which might be my fault cuz I started brabbling about normal maps.
    But we shall leave it at that, shan't we? :)

    Again, the forum isn't an adequate guage of interest and this point has been made over the years. The point then becomes "what is the advantage of adding something that will have value to only one or two, but will increase production time... especially for a feature that falls outside the scope of the intended product?" The answer is none. Catering to a fraction of a market for a fraction increase in sales simply is NOT sound business sense.

    It is what it is.

    That said, if you need to use the details for a feature meant only in DS for outside of the program, then it falls to you to do the work.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,059

    just because you do not want or see the need for it Male-M3dia does not mean it cannot be implemented and result in more sales to users of other softwares.

    If you have no interest thats your perogative.

    Others are discussing the desire for this function here, we may not encompass the vast majority of buy click load render instant art users but we are still customers and in spite of my 137 pages of DAZ products in my account only 3 have the result HD and none are for iconic characters just things that have HD as an option as I see no need to buy what I cannot use.

  • SpyroRueSpyroRue Posts: 5,020

    And again, the forum is the only place the consumers can connect with the store, its vendors and the developers to express their feedback, ideas and requests, things that may not have even been considered before. This is where like-minded people have a chance bring about change, to express interest and create a demand for something that cant be shown in sales figures because it doesnt exist on this market.

    People come to these forums for 3 significant reasons: 1 to learn, 2 to socialize, 3 expression of feedback/requests. Yeah sure the forum is a minority, and no matter what the topic or what side they are on, they are a 'minority' as part of this forum... but think for one moment what has drawn them here, if there wasnt some spark of interest, they wouldnt have come at all.

  • fixmypcmikefixmypcmike Posts: 19,685
    SpyroRue said:

    And again, the forum is the only place the consumers can connect with the store, its vendors and the developers to express their feedback, ideas and requests, things that may not have even been considered before. This is where like-minded people have a chance bring about change, to express interest and create a demand for something that cant be shown in sales figures because it doesnt exist on this market.

    No, support tickets requesting features is the place to connect with the store.  The forum is peer-to-peer, so individual PAs who read the forum may decide to add features to their products, but for requesting features from Daz or giving the broad range of PAs feedback on the demand for a feature, support tickets are what Daz will evaluate.

  • SpyroRue said:

    And again, the forum is the only place the consumers can connect with the store, its vendors and the developers to express their feedback, ideas and requests, things that may not have even been considered before. This is where like-minded people have a chance bring about change, to express interest and create a demand for something that cant be shown in sales figures because it doesnt exist on this market.

    People come to these forums for 3 significant reasons: 1 to learn, 2 to socialize, 3 expression of feedback/requests. Yeah sure the forum is a minority, and no matter what the topic or what side they are on, they are a 'minority' as part of this forum... but think for one moment what has drawn them here, if there wasnt some spark of interest, they wouldnt have come at all.

    That's the thing; you're wanting to create a market where they may not be a significant demand for the products. Personally, if I were making a game and using DAZ assets to do it, I would avoid the HD content and modify existing assets in Maya or zBrush to make them look the way I want in those tools, then take them into my application of choice. The same with import into C4D or Carrara.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,059
    edited July 2017

    mind readers all speaking for others

    the people asking for HD morphs in FBX export obviously want them

    those wanting low rez mesh in high end applications strangely silent

    Post edited by WendyLuvsCatz on
  • Male-M3diaMale-M3dia Posts: 3,584
    edited July 2017
    th3Digit said:

    mind readers all speaking for others

    the people asking for HD morphs in FBX export obviously want them

    those wanting low rez mesh in high end applications strangely silent

    To be honest, this is usually how PAs lose money on products.. trying to implement ideas from forum requests. Forum requests aren't a good measure of demand.

    Also I'm wondering if a HD mesh can be implemented in this manner. HD is basically a detail pass from a low poly mesh; and rigging and weight mapping wouldn't be the same in a low poly mesh as in a high poly so this would take additional coding.

    Post edited by Male-M3dia on
  • bluejauntebluejaunte Posts: 1,990

    I'm not sure but there may be a slight misconception here. There are no subdivision surfaces in game engines. Daz figures even at lowest subdiv level already have like 65k polys. They are meant for subd so taking the none-subd polycount as an argument for how much more polygons are in todays game characters may not be entirely adequate.

    HD could still export with fbx though of course, it already exports with obj so why not. Unless maybe there's some internal rigging stuff going on that cannot be exported. Would I want to though? I don't think so. At subd level 2 we're looking at 260k polys so maybe, but at 3, 4 or even 5 that some figures use we're talking at a 1M polys, 4M and beyond.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,059

    well I too submitted a ticket

    and actually unless supplying a displacement map exported from their HD morphs in Zbrush which is too much work and adds too much to their downloads,  this has little to do with any PA

    they can have their opinions but at the end of the day irrelevent to the topic

    it's a feature request for DAZ studio itself

  • Richard HaseltineRichard Haseltine Posts: 107,971

    I'm not sure but there may be a slight misconception here. There are no subdivision surfaces in game engines. Daz figures even at lowest subdiv level already have like 65k polys. They are meant for subd so taking the none-subd polycount as an argument for how much more polygons are in todays game characters may not be entirely adequate.

    HD could still export with fbx though of course, it already exports with obj so why not. Unless maybe there's some internal rigging stuff going on that cannot be exported. Would I want to though? I don't think so. At subd level 2 we're looking at 260k polys so maybe, but at 3, 4 or even 5 that some figures use we're talking at a 1M polys, 4M and beyond.

    The issue is that the rigging is set up for the base cage, SubD is applied after posing. If the FBX bakes the SubD - the way OBJ does - then you'd have the divided base shape and would have to pose it afterwards, which would be likely to lead to undesirable effects at the bend points.

  • bluejauntebluejaunte Posts: 1,990

    I'm not sure but there may be a slight misconception here. There are no subdivision surfaces in game engines. Daz figures even at lowest subdiv level already have like 65k polys. They are meant for subd so taking the none-subd polycount as an argument for how much more polygons are in todays game characters may not be entirely adequate.

    HD could still export with fbx though of course, it already exports with obj so why not. Unless maybe there's some internal rigging stuff going on that cannot be exported. Would I want to though? I don't think so. At subd level 2 we're looking at 260k polys so maybe, but at 3, 4 or even 5 that some figures use we're talking at a 1M polys, 4M and beyond.

    The issue is that the rigging is set up for the base cage, SubD is applied after posing. If the FBX bakes the SubD - the way OBJ does - then you'd have the divided base shape and would have to pose it afterwards, which would be likely to lead to undesirable effects at the bend points.

    Right, that makes sense.

  • nonesuch00nonesuch00 Posts: 18,722
    edited July 2017

    I'm not sure but there may be a slight misconception here. There are no subdivision surfaces in game engines. Daz figures even at lowest subdiv level already have like 65k polys. They are meant for subd so taking the none-subd polycount as an argument for how much more polygons are in todays game characters may not be entirely adequate.

    HD could still export with fbx though of course, it already exports with obj so why not. Unless maybe there's some internal rigging stuff going on that cannot be exported. Would I want to though? I don't think so. At subd level 2 we're looking at 260k polys so maybe, but at 3, 4 or even 5 that some figures use we're talking at a 1M polys, 4M and beyond.

    There indeed is subd in game engines but it is a matter of the game engine choosing it at runtime like they choose the lighting model based on what the particular HW & SW present can support.

    LOL, no way a game engine or a game maker allows all the argument and confusion about shader models and subd and so on to filter down to the consumer level. That's how it is in DAZLand too, well, outside the forums.

    Post edited by nonesuch00 on
  • nonesuch00 said:

    I'm not sure but there may be a slight misconception here. There are no subdivision surfaces in game engines. Daz figures even at lowest subdiv level already have like 65k polys. They are meant for subd so taking the none-subd polycount as an argument for how much more polygons are in todays game characters may not be entirely adequate.

    HD could still export with fbx though of course, it already exports with obj so why not. Unless maybe there's some internal rigging stuff going on that cannot be exported. Would I want to though? I don't think so. At subd level 2 we're looking at 260k polys so maybe, but at 3, 4 or even 5 that some figures use we're talking at a 1M polys, 4M and beyond.

    There indeed is subd in game engines but it is a matter of the game engine choosing it at runtime like they choose the lighting model based on what the particular HW & SW present can support.

    LOL, no way a game engine or a game maker allows all the argument and confusion about shader models and subd and so on to filter down to the consumer level. That's how it is in DAZLand too, well, outside the forums.

    Game engines use multiple levels of detail for this; that's  obvious if you look at the FBX version of the development tools for Morph3D.

  • nonesuch00nonesuch00 Posts: 18,722

    nonesuch00 said:

    I'm not sure but there may be a slight misconception here. There are no subdivision surfaces in game engines. Daz figures even at lowest subdiv level already have like 65k polys. They are meant for subd so taking the none-subd polycount as an argument for how much more polygons are in todays game characters may not be entirely adequate.

    HD could still export with fbx though of course, it already exports with obj so why not. Unless maybe there's some internal rigging stuff going on that cannot be exported. Would I want to though? I don't think so. At subd level 2 we're looking at 260k polys so maybe, but at 3, 4 or even 5 that some figures use we're talking at a 1M polys, 4M and beyond.

    There indeed is subd in game engines but it is a matter of the game engine choosing it at runtime like they choose the lighting model based on what the particular HW & SW present can support.

    LOL, no way a game engine or a game maker allows all the argument and confusion about shader models and subd and so on to filter down to the consumer level. That's how it is in DAZLand too, well, outside the forums.

    Game engines use multiple levels of detail for this; that's  obvious if you look at the FBX version of the development tools for Morph3D.

    I know

  • BTLProdBTLProd Posts: 114
    lchu2004 said:

    This can be seen in products like Damien Demon, where the skin HD details are all lost in the FBX export even with baking the morphs. Anyone else ever brought this up with DAZ / had any luck getting a satisfactory solution / answer?

    The same issue was discussed by another user here 3 years ago, but no resolution was ever discussed and DAZ may have never fixed this...

    https://www.daz3d.com/forums/discussion/42706/is-there-any-format-or-workaround-for-exporting-content-with-hd-resolution

    Just a simple point. I am unaware of any software that can import HD Morphs other than DS, even if it did export them. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,059
    BTLProd said:
    lchu2004 said:

    This can be seen in products like Damien Demon, where the skin HD details are all lost in the FBX export even with baking the morphs. Anyone else ever brought this up with DAZ / had any luck getting a satisfactory solution / answer?

    The same issue was discussed by another user here 3 years ago, but no resolution was ever discussed and DAZ may have never fixed this...

    https://www.daz3d.com/forums/discussion/42706/is-there-any-format-or-workaround-for-exporting-content-with-hd-resolution

    Just a simple point. I am unaware of any software that can import HD Morphs other than DS, even if it did export them. 

    well the obj ones export and are imported, mesh is mesh, what we are asking is FBX exports the higher resolution mesh too like obj with the morph shaping added.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,059

    another very obvious  point

    maps can be edited, only PA's can edit HD morphs

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