Please provide native formats for large environments etc. if possible
Galaxy
Posts: 562
I hope P.A.s will end up more sales and we will get rid of transfer and conversion hassle. Specially for large environments and products with 4K and 8K maps are biggest issue for GPU while CPU denoising not available for Daz Studio.
Post edited by Galaxy on

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Native for ...?
.blend etc.
instanced ones especially because creating mesh using instances to objects while good uses a lot of resources and Blender etc have their own instancing methods that could be used instead, of course the PA needs to be familiar with it but many are.
Ken Silverman's Build engine of course.
I tried a couple different ways to bridge UltraScenery into C4D. Just doing it as is, and checking "yes" when it asks to replace the instances, resulted in only the original objects of each type being imported. Running Instances to Objects and then using the bridge just flat-out failed to import anything. I'm currently waiting for an exported .obj of the I2A scene to import, and it's certainly taking a while.
DAZ studio doesn't seem to respect the position of instances in FBX export in some softwares others it does
it is possibly the FBX format itself
I cannot get instanced proxies in the correct position in Twinmotion for example from DAZ studio and a lot of sets also import jumbled as FBX
However iClone does place even just the empty placeholders in the correct coordinates with the very same FBX file
weirdly Carrara replicators do with proxy objects respect position in both but does not do the same for DAZ duf loads
its quite bewildering
Blender well, that is something I need to investigate more
it just seems every software reads FBX differently
this would be where native files have the advantage
For being one of the "standard" formats, FBX seems to be anything but.
I suspect that many vendors use multiple programs in their workflow. For example, one program might be used to generate the ground and convert it to polys, another program might be used to create the vegetation meshes, another program may be used to UVMap, yet another program may be used to create some of the shaders, while other shaders may be peocedurals, another may be used to create fluids like a stream, yet another may be used to create a skyline, etc, etc.
So if the suggestion is that vendors should include the OBJ, some do. Likewise, there are a couple of TangoAlpha sets that include the Carrara files used to create the meshes before converting to Studio.
If it is not a burden on vendors, I support including native formats. However, I don't want to pressure vendors into icluding native formats if it discourages using multiple programs in a workflow, or if it slows down creation of more products significantly.
So here's a funny thing. If I export StoneMason's Temple Pool as FBX or use the C4D bridge, I get this:
If I export as OBJ, I get this:
So one method preserves the locations of all the objects, and the other correctly imports the materials. The OBJ imports all the materials, and the maps claim to have the correct locations, but even if I uncheck the transparency and alpha properties, they just show up as black instead of having the correct texture.
Finished re-texturing the OBJ, because that made more sense to me than trying to reposition everything. This render is just using the standard C4D render engine, because my Surface started swearing at me every time I tried to use the physical render engine. Of course, when I get home, I'll need to re-re-texture everything with Cycles materials. Wheeeee.
Thanks to the homepage banner of file formats and I also found new added filter option. I just missed it despite I visited Daz Store few times and discovered today.