How to export an Obj with displaced mesh intact from Daz Studio?

HeadwaxHeadwax Posts: 10,385
edited May 28 in Daz Studio Discussion

Hi, I wondered How to export an Obj with displaced mesh still evident from Daz Studio?

Ie in studio I add displacement texture - looks fine., But when I export the obj I just get the original mesh of the obj with no displacement applied/

In Carrara you can do it, so I guess there is a method in Studio?

thanks in advance for advice  :) 

Post edited by Headwax on

Comments

  • GordigGordig Posts: 10,599

    Are you baking the displacement into the mesh in Carrara? In all the programs I've used, texture displacement is just that, unless you add whatever appropriate modifier applies the displacement to the mesh itself.

  • HeadwaxHeadwax Posts: 10,385

    Gordig said:

    Are you baking the displacement into the mesh in Carrara? In all the programs I've used, texture displacement is just that, unless you add whatever appropriate modifier applies the displacement to the mesh itself.

    Thanks Gordig, yes in a way it is baked in Carrara. You make the displacement  visable in the assembly room and export  an obj with morphs and skinning applied/ Cant see an option for that in studio :(

  • SquishySquishy Posts: 707
    edited May 27

    OBJ objects can come in with a super basic material with most of the channels (like Displacement) unavailable. When you import an OBJ file (or all sorts of other import formats) you will generally need to apply a base shader for the render engine you're using (e.g. Iray, you need the Iray UberShader) - select your object in the hierarchy and on the Materials pane, select your material, and go to the Presets tab -> Shaders -> Iray -> apply the !Iray Uber Base shader. This should add all the channels you're not seeing.

    NB: you generally will want to do this for every object you import to D|S, even if you exported/imported from D|S itself

    Post edited by Squishy on
  • HeadwaxHeadwax Posts: 10,385
    edited May 28

    thanks Squishy, much obliged for your answer.

    I should have said, I am seeing all the channels I need, including displacement.

    What I would like to do is export the obj from studio with the displacement embedded into the mesh.

    I don't need the displacement texture exported, but the object already changed by the displacement texture.

    I am using studio to do it because Carrara crashes on the large meshes I am using.

    in Carrara you take the object with the displacement map applied and export with 'morphs and skinning'  - please see below window

    I hoped studio has a similar feature

     

     

     

    morphsandskinning.jpg
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    Post edited by Headwax on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042
    edited May 28

    I believe you can do it using 3Delight shaders but it's been a while since I tried and forgotten how

    I do know you need the mesh subdivided

    that said, if Carrara cannot cope with the displaced mesh done there, it will not load the exported obj either

     or take 10 hours to do it and then won't save as I have experienced with those Strandbased hairs

    Post edited by WendyLuvsCatz on
  • SquishySquishy Posts: 707

    Headwax said:

    What I would like to do is export the obj from studio with the displacement embedded into the mesh.

    the short answer is, D|S cannot do this. some other apps can do it, e.g. blender or zbrush or maya or rhino, but this is not treated as an import/export feature. I don't know anything about cararra but that kind of import/export dialogue has never referred to what you want to do with converting a displacement map to hard geometry that I have ever seen, skinning refers to weight mapping and rigging.

  • HeadwaxHeadwax Posts: 10,385

    WendyLuvsCatz said:

    I believe you can do it using 3Delight shaders but it's been a while since I tried and forgotten how

    I do know you need the mesh subdivided

    that said, if Carrara cannot cope with the displaced mesh done there, it will not load the exported obj either

     or take 10 hours to do it and then won't save as I have experienced with those Strandbased hairs

     

    thanks Wendy for that input! The ultimate goal is to 3d print it :) Make mesh in Carrara, then Studio displace it, then 3d print it. Of course the beauty of some displacement in Carrra is that it is 3d not just surface - eg the wod parameters in the shader room 

  • HeadwaxHeadwax Posts: 10,385
    edited May 28

    Squishy said:

    Headwax said:

    What I would like to do is export the obj from studio with the displacement embedded into the mesh.

    the short answer is, D|S cannot do this. some other apps can do it, e.g. blender or zbrush or maya or rhino, but this is not treated as an import/export feature. I don't know anything about cararra but that kind of import/export dialogue has never referred to what you want to do with converting a displacement map to hard geometry that I have ever seen, skinning refers to weight mapping and rigging.

     

    thank you Squishy for that. Much obliged! It only works in Carrara if you have 'show displacement in 3d view"  ticked. Perhaps Carrara is referring to the displacement as a morph, which is silly as you have a choice of subdivision which would change the geometry of the mesh and nullify the morph.  Thanks again. Cheers :)

    Post edited by Headwax on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042

    might be helpful

    I can do it in Zbrush but that's no help to you

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042

    this might work too

    https://sites.google.com/site/mcasualsdazscripts/mcjelevate

     not tried it, sadly cannot right now or I would be trying out the 3Delight option too

  • HeadwaxHeadwax Posts: 10,385

    WendyLuvsCatz said:

    might be helpful

    I can do it in Zbrush but that's no help to you

    thanks Wendy

    :)

    I had a go in blender yesterday but joining up all those node things did my head in, plus I hade version 134529872987935738761547680.0 and the othere guy had version  134529872987935738761547680.06

     

    ill check out that link thanks !

  • HeadwaxHeadwax Posts: 10,385

    thanks @WendyLuvsCatz 

     

    works very well, the convert to mesh via right clicking is the gem

    cheese :)

  • HeadwaxHeadwax Posts: 10,385

    WendyLuvsCatz said:

    this might work too

    https://sites.google.com/site/mcasualsdazscripts/mcjelevate

     not tried it, sadly cannot right now or I would be trying out the 3Delight option too

    thanks will have a play :)

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042
    edited May 28

    I also found a thread with a shadermixer set up but the asker Szark couldn't get it to work so probably not helpful

    https://www.daz3d.com/forums/discussion/comment/748008/#Comment_748008

    Post edited by WendyLuvsCatz on
  • HeadwaxHeadwax Posts: 10,385
    edited May 28

    WendyLuvsCatz said:

    I also found a thread with a shadermixer set up but the asker Szark couldn't get it to work so probably not helpful

    https://www.daz3d.com/forums/discussion/comment/746512/?srsltid=AfmBOorwfep77UPncSG2nadCcyguAPvvpnbey7qUflxdSZy2vI0tRN-k

    thanks Wendy the Blender worked fine, even managed to get Carrara to reload it.!!! Obviously the parameters need tweaking in blender but that's for another day 

     

    main displacement on humans 

     

     

    arrarender.jpg
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    Post edited by Headwax on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,042
    edited May 28

    you were quick 

    I also edited that shadermixer link between you quoting it

    as those Google Site search ones often sign you out

    Post edited by WendyLuvsCatz on
  • HeadwaxHeadwax Posts: 10,385

    thanks!

  • SquishySquishy Posts: 707

    blender can do evvvvvvvvvvvvvvvvvvverything these days, I am pretty comfortable with my 2017 era Cinema 4d license but if I was going to change I'd 100% switch to blender.

  • lilweeplilweep Posts: 2,746

    Headwax said:

    I had a go in blender yesterday but joining up all those node things did my head in

    I just skimmed through this thread (and have not read this in full) but just wanted to say that "applying" Displacement in Blender does not need nodes.

    To "apply" displacement in blender, you add a Displacement Modifier in the Modifiers panel, and then add your Displacement texture in the related texture for the modifier.  

    This is distinct from adding a displacement to a shader in shader editor.  Shader displacement only works during render (much like in Daz Studio).

  • HeadwaxHeadwax Posts: 10,385

    Squishy said:

    blender can do evvvvvvvvvvvvvvvvvvverything these days, I am pretty comfortable with my 2017 era Cinema 4d license but if I was going to change I'd 100% switch to blender.

     

    yes blender is scary good and stable, i usually use it for sculpting detail into meshes , 

  • HeadwaxHeadwax Posts: 10,385

    lilweep said:

    Headwax said:

    I had a go in blender yesterday but joining up all those node things did my head in

    I just skimmed through this thread (and have not read this in full) but just wanted to say that "applying" Displacement in Blender does not need nodes.

    To "apply" displacement in blender, you add a Displacement Modifier in the Modifiers panel, and then add your Displacement texture in the related texture for the modifier.  

    This is distinct from adding a displacement to a shader in shader editor.  Shader displacement only works during render (much like in Daz Studio).

    Ah tha k you for that, nice and simple! Appreciated ! 

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