Going from Daz to Substance Painter (SOLVED!)
We have several objects combined into one....(parented) thing....
We want to get this one thing into Substance painter.
The hurdle is the transparent sections that keep cropping up on import.
A tech for substance painter says it's not Substance Painter, it's Daz flipping the normals.
I used iClone to flip the face of the offending part, bit still shows up as transparent in S.P.
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After a whole bunch of researching.... we have that one piece in Daz showing up...weird....
It was black until I changed its material definition with the application of a shader preset, borrowed from one of the other fine-working pieces....
I know flipping normals works in iClone Xchange because I can flip all the fine pieces and get them to turn transparent too.
Everything looks perfect in all the Iray previews (both in Daz and Substance Painter)....
Reading Daz export settings collapse UVs - all seem to do nothing...trying Substance Painter....UDIM...no changes....
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There must be a way to export an object from Daz and get it to Substance Painter without this normals challenge....
Any ideas?
Oh, I also tried the Exporting from Daz and Importing back as one object, which works, as it welds the bits together, but I still get transparent areas in S.P.

Comments
And...and I aslo have that script to flip normals.
I did it in Daz, it appears to have worked, but there is still no change....
This was the tech report summary
The problem is your normals are inverted. If this is happening all the time then you'll have to contact someone that uses the same software you're exporting from and seeing this issue. I loaded your model into Blender and I can see the inverted normals:






After corrected them with a quick normal fix:
The viewport looks fine:
You will be able to render flipped normals, but you're seeing it as invisible in the viewport because it's not double sided.
Example, this plane has 4 quads, 2 are inverted and 2 are not:
Now in Painter:
and Rendered:
If this is a constant problem with Daz Studio, then Substance Painter has nothing to do with this issue as I can take the same OBJ file and see them inverted on my end outside of Painter. I also loaded your OBJ in other software and could see the same issue. You'll want to post on the Daz Studio forums to find out why your normals are staying inverted if that is the issue.
FYI, not sure if it's intended but your Material Ids and UVs need a massive clean up. You have a lot of overlapping texture spaces. Not sure if this is still a work in progress, but you'll need a cleaner setup.
How did you make the model?
Thank you for posting the tech responses. Several issues worth exploring in my own workflow. I also have Substance Painter, but I don't use iClone. Will try to reproduce a similar reversed nomal issue of my own when I get a chance, and report back. As Richard notes, some more info on the construction of the model might be helpful.
Mystery solved!!!!!!
Man, I have spent the last two and a half days battling this.
iClone 7 Xchange shows that the normals are flipped and the GUI updates, but substance painter STILL sees the model as having the normals inside out.
I can't mess with Blender's GUI. That was a total bust. As was Hexagon, but I need more time with both.
I went into the free FreeCAD and dug around the documentation until I found the current listing for flipping normals and INDEED the normals were still flipped.
They show up as black surfaces when reversed. To get over with Iray, I could have used two-sided....and have it work. Heck, it worked WITH the funky surface....
but only in the preview and in Daz.
So under the FreeCAD MESHes Menu (workbench) is the flip normals command. I did that and it kept flipping ALL the normals,
I kept turning things on and off in visibility and eventually, I got FreeCAD to only flip the particular mesh (part of my object/ship) that was showing up black.
As I said, the color black denoted a reversed normal.
A reversed normal is when the face of an object (surface, if you will) is facing...inward and basically means it has no visible outward surface.
Once I reversed the proper normal, I got missile tone.
I exported as a Alias Wavefront and imported it into Substance Painter.
Works fine. Sheeeeeeshhhhhhhhh