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Daz 3D Forums > 3rd Party Software > Blender Discussion

Exporting OBJs with materials from Blender into Daz?

bf2011bf2011 Posts: 155
June 2022 edited June 2022 in Blender Discussion

So when I create an obj in blender, give in mats in the shading tab, UV map it in a UV tab and everything looks great in Blender.Than I export it(selection only) assign materials, assign uv- all checked.But when I import it into Daz the surface looks [jolly poor]. The funny thing is when I get an obj with mats from a source like Turbo squid and import it into Daz, everything looks OK, when I export from Daz into Blender and that Back into Daz surfaces look ok. But when I create my own OBJ in Blender, give it materials I and export it with appropriate options checked I still can't get those textures in Daz. I mean I do transfer surfaces as properties and I see them in Daz Surfaces but the textures of those surfaces nor there even if I mess around with tiles. Any idea what I could be doing wrong?

Post edited by Richard Haseltine on June 2022

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,966
    June 2022 edited June 2022

    What are the Blender materials? Procedurals will not export, probably the content from Turbosquid is using images which to a limited extent will (the OBJ material file, .mtl, carries only a limited range of proeprties).

    Post edited by Richard Haseltine on June 2022
  • bf2011bf2011 Posts: 155
    June 2022 edited June 2022

    Richard Haseltine said:

    What are the Blender materials? Procedurals will not export, probably the content from Turbosquid is using images which to a limited extent will (the OBJ material file, .mtl, carries only a limited range of proeprties).

    Hey thanks Richard, here is a snapshot of the shaders in Blender for the material. I guess many of them are not interpreted by Daz when importing obj from blender if I understand you correctly.

    Capture.PNG
    1768 x 995 - 1M
    Post edited by Richard Haseltine on June 2022
  • PadonePadone Posts: 4,002
    June 2022 edited June 2022

    Displacement is not supported by the wrapper, also the supported channels in the principled shader are limited, if this is what you mean. Then I wouldn't play too much with rerouting and frames, don't know how well the wrapper can handle it.

    https://docs.blender.org/manual/en/latest/addons/import_export/node_shaders_info.html

    Post edited by Padone on June 2022
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