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In case you missed lilweep's suggestion above, you can just export as obj from Studio with Write Surfaces unchecked. The obj imports to Painter with one Texture Set with all 7 UDIM tiles in it.
Thanks, didn't realise that. You could also hide the mouth and eye parts in Geometry Editor before exporting if you only want the body UDIMs, which might save on processing resources when using Painter.
You can use InTheFlesh's 'ITF Dev Kit' to reduce down some of the UDIMs you dont need, like the eye ones. Then you will just have the four main body UDIMs
https://gumroad.com/intheflesh?sort=page_layout
Except when it comes to security. They've been hacked twice now, with a lot of users (including me) having their data compromised.
Hiro, did you happen to see my question from the previous page about recommended export settings? I have a couple more questions if you don't mind.
- Am I right in thinking that you cannot activate SSS in Substance Painter while using the PBR-Metal-Rough-with-Alpha-Blending shader? I can get it to work with the Alpha-test one, but not the one that allows proper opacity maps.
- Did you have to adjust the exposure on your Display Settings tab? I had to turn the EV to -1 to prevent virtually any imported skin texture from being completely blown out.
- You also probably eliminated the Cornea in your dev G8F export, didn't you? Weird that you can hide it in the main window using a 0 opacity value, but it still shows up in the Iray renderer.
- There isn't a way to export a figure with clothing from Studio and have it load with the clothing UVs also flattened to a single tile when possible and able to be painted across, correct? I know how to bring them over where they retain the assigned surfaces (the legacy way), but when I try the new method, the clothing gets merged with the figure's Head UVs.
Think that's it for now. ;) Thanks for your time, it's appreciated.
Sorry, I haven't had much success with custom output templates. I just use one of the default Allegorithmic Metal/Rough templates and turn off channels I'm not using at export time. I haven't used Spec/Glossy workflow. The few times I've needed a glossy map I just inverted the roughness map.
To be honest, I haven't done much figure work, mainly because I was waiting for this UDIM update, so I don't think I'm going to be much help on these questions. I think you are right, you need to use the SSS shader, which I have not tried. I believe there is a workaround for the metal/rough workflow using the baked thickness map, but haven't looked into it. I hope some one else more knowledgeable than me can pick up these questions.
I did create a dev model with all UDIMs and noticed that peculiar effect with the cornea. even if you turn off the texure set in texture set properties panel, it is still visible. Again, though, I haven't done any work with opacity.
With the clothing, if I understand what you're trying to do, I would think you have to bring the whole thing into a modelling app and either merge all the clothing UVs into one 0-1 UV tile, obviously rearranging the islands so they don't overlap, or move the UVs for each additional clothing item onto different UDIM tiles, of course maintaining a single surface covering all the clothing items, but separate from the body. The latter of course is much better as you keep the resolution.
could you just texture the clothing and figure separately...? I mean... why would you want to texture the figure and clothing at same time anyway? Seems kind of random.
Do people even use SSS maps in their Iray shaders? I've never seen an SSS map in any of the characters i have because the SSS is calculated automatically from thickness/volume in iray?
Anyway, can you click "+" under Texture Settings and add scattering channel and then activate SSS in your camera settings? Im not sure if this is what you are asking.
You can just drag and drop them into a fill layer with projection set to "Fill (Match per UV Tile)"
Has anyone figure out how to Import UDIM image sequences into Substance Painter?
https://www.youtube.com/watch?v=mUjE8IE3J_k
I follow this video and it does not work, even when i have my images labelled in the same convention (e.g., ending with .1001.jpg, .1002.jpg, etc.)
EDIT: Nevermind, after some tests I realised i had not labelled the files so that they all had the same prefix before the UDIM tile number.
Thanks very much, no problem for not knowing all that. I think we're all learning most of this stuff as we go along. :) SSS does work fine with other shader types, it just doesn't give the option to activate it with the Blended shader. I'm still hoping that someone will make an export preset specifically designed for Studio/Iray use because it's a bit annoying not knowing exactly how textures will look when exported. It is a lot easier now though having all of the surfaces on a single UV and being able to uncheck individual maps for outfit instead of dumping 50 files into a folder and having to combine them ourselves. That alone makes UDIM support worth it for me.
Lilweep: True, but I took it to mean they wanted to add a tattoo or other transparent overlay, which you would have to place using projection if I remember correctly. As for clothing on the figure, I just wanted to see if it could be done in order to match the styles of multiple items at once. Finally, DAZ includes SSS maps with all of the base characters, it's basically just a lightened version of the diffuse map, but it has some control over which areas allow more light to pass through than others.
I can't get it to work either, no matter what I try. With or without material library, collapsed UV or not, Painter always splits the materials into individual tiles, like it always did. What did you guys do to make it work?
Hoorrrray! I finally figured it out.
So, this is how it worked for me:
1. In the DAZ surface tab assign the same material ID (= color value) to all the materials you want to paint across in your Painter project (e.g. arms, face, lips, ears, legs, torso).
2. Export the OBJ using the settings in the first attached screen shot.
3. Import the OBJ into Painter using the settings in the second attached screen shot.
Hope this helps anybody who wasted as much time as I did. :)
LEGEND!
I mean... i did post how to do it on page 1 but w/e
I made a short video tutorial to show you how to use Custom Eve UVs (if you want to included Anatomical Elements) with the new features of Substance Painter : Paint across the UVs.
You can download it with this link
https://www.dropbox.com/s/y4xz8ss5qbqjc5y/Substance Painter UDIM.avi?dl=0
Sorry, the Texture Set List in Substance Painter wouldn't open and I couldn't tell how many surfaces the imported cape had. A reboot fixed it. Thanks and apologies.
I created some short tutorials to show you the best easy way to export Genesis figure with Anatomical Elements from DAZ Studio to Substance Painter.
For Genesis 1 and Genesis 2 Adam or Eve required.
For Genesis 3 and Genesis 8 Adam or Eve required only if you want to export figure with anatomical elements.
You can watch or download videos here
Genesis 1 Female
https://www.dropbox.com/s/j1w33uv1nnq4z1j/genesis 1 female substance painter udim.avi?dl=0
Genesis 2 Female
https://www.dropbox.com/s/ohq16s9mjra19cc/genesis 2 female substance painter udim.avi?dl=0
Genesis 3 Female
https://www.dropbox.com/s/as1ckxlhk8olomn/genesis 3 female substance painter udim.avi?dl=0
Genesis 8 Female
https://www.dropbox.com/s/d1hcrka3ehs6yda/genesis 8 female substance painter udim.avi?dl=0
Genesis 1 Male
https://www.dropbox.com/s/v1gq4j65j4huyro/genesis 1 male substance painter udim.avi?dl=0
Genesis 2 Male
https://www.dropbox.com/s/txdny6lux2nyrku/genesis 2 male substance painter udim.avi?dl=0
Genesis 3 Male
https://www.dropbox.com/s/f8n0pypul5fs4ha/genesis 3 male substance painter udim.avi?dl=0
Genesis 8 Male
https://www.dropbox.com/s/ou12gygxn7jb256/genesis 8 male substance painter udim.avi?dl=0
Thanks for the videos, Deep Sea. I wasn't trying with anatomical elements, but I did manage to get the painter working across seams for a regular Genesis 8 Female figure. :-)
Sorry to revive this old thread, but I'm having problems remembering something and can't seem to find an answer. I exported a G8F to Substance Painter and everything seems fine, all surfaces are present (not painting across UVs), and I started applying a character's texture maps as a base - but the eyes won't accept any textures. Well not quite, the weird part is that they'll accept body skin textures, but not the eye ones. Is something happening upon export where the eye UVs are being fused with the body or head ones? I made the Cornea invisible and the Iris and Pupil's base color and glossiness can be adjusted as expected, they're just not able to accept eye textures properly. Any advice is appreciated.
Is there a way to move Anatomical Elements to different UDIM tile? Currently they are in 1001 which is the same as the head.
I could of course texture Head/Torso seams first, then remove the head and texture Torso/Anatomical elements seams afterwards, but that is an extra step. Hoping to know if this is streamlined?
Just use a UV editor, or 3D application with UV tools, to select everything and translate it eight units along the U axis.
Could in theory a custom UV layout be created that has the Gens in UDIM 1009 or something?
So someone makes this Custom UV Layout and then i just click the 'Custom UV Layout' button?
Technically, sure, but that would be redistributing the Daz UVs which wouldn't be allowed. Just moving the UVs along should be a pretty trivial operation in any modeller - I assume Hexagon can do it, I'm sure Blender can.
Well Daz doesnt seem to want to accept the new UV set I created which has empty 1001 tile.
So guess will have to remap UDIMs each time before substance painter.
EDIT: Oh i just saw Deepsea's videos above lol
what on earth is happening with G8.1's Udim Tiles...
Oh nevermind, i realised i imported a primitive along with my model, hence the weird 1001.
Still weird that tongue and teeth and eyes all overlaps on 1006