Materials Conversion - Current Issues and Requests

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

Moderator: BK

Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
User avatar
TRRazor
Licensed Customer
Posts: 684
Joined: Sun Nov 03, 2013 10:21 am

Looking for feedback pls.
Just quickly set up a scene with G3M and Iray materials, because I wanted to see, if our RedSpec shaders now do work natively with them (we recommended applying 3Delight materials before applying RedSpec)
The Eyelashes materials still don't convert correctly, since the Opacity maps are converted as an "RGB Image". Opacity or alpha channel maps are never RGB but always black and white images. Hence it would make more sense to auto-convert them as a Grey Image node instead.

All other material zones are being converted correctly now - this means RedSpec now also natively supports Iray materials - which is great :)

Maybe this can be done in one of the next updates.

Thanks!
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Postby TRRazor » Fri Nov 27, 2015 6:03 am

Just quickly set up a scene with G3M and Iray materials, because I wanted to see, if our RedSpec shaders now do work natively with them (we recommended applying 3Delight materials before applying RedSpec)
The Eyelashes materials still don't convert correctly, since the Opacity maps are converted as an "RGB Image". Opacity or alpha channel maps are never RGB but always black and white images. Hence it would make more sense to auto-convert them as a Grey Image node instead.
TR, which character, I see eyelashes coming over correctly as Opacity Grey Image, with G3F Adaline and even the newly-problemed white characters, like G3F Arianna.
Maybe I have same character and can try too?
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Just an update on the new-problem with Iray mats and the white characters, like Arianna
Here is how to render properly as a workaround (may be of use to resolving bug also)

Using the Face material:
Comes into OcDS as a Mixed Material with Diffuse having 'RGB Color' of White
Comes into OcDS as a Mixed Material with Diffuse having 'RGB Color' of White
Change Mixed Material header to Diffuse, then change 'RGB Color' to 'RGB Image' and load an image
Change Mixed Material header to Diffuse, then change 'RGB Color' to 'RGB Image' and load an image
Using this method it doesn't appear you need to tweak anything else, such as amount, power, etc.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Just an update on the new-problem with Iray mats and the white characters, like Arianna
Can you pls post screenshots of all the variables in the Surfaces->Skin panel for Arianna - and I will find out why the material conversion is not working.
The Eyelashes materials still don't convert correctly, since the Opacity maps are converted as an "RGB Image". Opacity or alpha channel maps are never RGB but always black and white images. Hence it would make more sense to auto-convert them as a Grey Image node instead.
I cannot reproduce this error - eyelashes are converting to a Greyscale Image for me.
f- Therefore, this could be justification to fix the issue as follows:
If Normal Map = "None" (on DAZ), and there is no 2nd Normal Map (on Daz), then in OcDS set both Normal #1 and Normal # 2 in Mixed Material to "None"
In this case, I am getting a normal map with on texture plugged in - so there is something amiss. I will fix this.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Post by face_off » Fri Nov 27, 2015 8:25 pm
[url]Just an update on the new-problem with Iray mats and the white characters, like Arianna[/url]Can you pls post screenshots of all the variables in the Surfaces->Skin panel for Arianna - and I will find out why the material conversion is not working.
1 of 11 - General
1 of 11 - General
2 of 11 - Base 1
2 of 11 - Base 1
3 of 11 - Base 2
3 of 11 - Base 2
4 of 11 - Base 3
4 of 11 - Base 3
5 of 11 - Metallic Flakes
5 of 11 - Metallic Flakes
6 of 11 - Top Coat 1
6 of 11 - Top Coat 1
7 of 11 - Top Coat 2
7 of 11 - Top Coat 2
8 of 11 - Volume
8 of 11 - Volume
9 of 11 - Emission
9 of 11 - Emission
10 of 11 - Geometry 1
10 of 11 - Geometry 1
11 of 11 - Geometry 2
11 of 11 - Geometry 2
Let me know what else we need, thanks!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Can you pls post screenshots of all the variables in the Surfaces->Skin panel for Arianna - and I will find out why the material conversion is not working.
That's for posting those screenshots. I was actual after any one of the Surfaces->skin materials. In particular - I need to see the Property which contains the diffuse map. My apologies for not being more specific.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

I need to see the Property which contains the diffuse map.
LOL :D

Here are the 2 instances of a map in Diffuse for the Arianna face material...The Base Color map does not go over to OcDS, if it did it would render properly.
Diffuse Selection
Diffuse Selection
Base Color Map
Base Color Map
Translucency Color Map
Translucency Color Map
Let me know if we need anything else, thanks!
Last edited by Notiusweb on Sat Nov 28, 2015 2:55 am, edited 1 time in total.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

Update / Edit: added shader mixer comparison of Base Color Map.

Did also another test series with OctaneRender_for_DazStudio_2_24_2_3.

- Yesterday Victoria 6 was converted to white diffuse without map. Today a diffuse map was added.

I cannot yet see a logic behind it.

- - -

At first I thought it might be the Base Color Effect because Chiyo is working with it set to Scatter and all the others who are not working have it at Scatter & Transmit. But toggling to Scatter does not make the others work. And now I also found one who converts to white with Base Color Effects: Scatter.

It seems most characters who work have Base Color at 0.90 0.90 0.90 but changing it from 1 to 0.9 does not make the others convert properly either.


- - -

http://www.daz3d.com/henryk-for-michael-7

is converting with the diffuse maps.
Shader Mixer Henryk.jpg
G3M Henryk for Michael 7.jpg

- - -

http://www.daz3d.com/michael-7

has the diffuse maps missing when converting.
Shader Mixer Michael 7
Shader Mixer Michael 7
M7 retested.jpg
Just by looking at the Base Color Node in the Shader mixer I was not (yet) able to tell which difference is causing the map not to load in OcDS.

- - -

Maybe developers at DAZ3D can be of assistance by comparing on mass scale the node layouts and values of those material setups who do work with those material setups who do not work?
Maybe there is a script available who makes it possible to compare node layouts for similar and different values?
Attachments
G3F Chiyo for Victoria 7.jpg
G3F Danique for Victoria 7.jpg
G3F Bethany 7.jpg
G3F Arianna.jpg
Last edited by linvanchene on Sat Nov 28, 2015 2:47 am, edited 6 times in total.
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

And Paul, look at this, it (G3F Arianna's face material) comes over in OcDS under the Mixed Material header, with 2 instances of a Diffuse Material..this is how you fix it, keeping it as a Mixed Material

Instance #1
Ariana Mix 01.jpg
Instance #2
Ariana Mix 02.jpg

So to fix in OcDS, keeping the Mixed Material header, you have to load the image in both Diffuse Mat instances:

Here is me changing 'RGB Color' to 'RGB Image' and loading image into just the 1st instance...yields a 50% rendered face map
Ariana Mix 03.jpg
Here is me then also changing 'RGB Color' to 'RGB Image' and loading image into the 2nd instance too...properly rendered face map
Ariana Mix 04.jpg
Now, if you change the master header from a Mixed Material to a single Diffuse ("Diffuse" in the drop-down), it gives you only one Diffuse instance, so you only had to load it once.
Master Header to a single Diffuse, only need to change 'RGB Color' to 'RGB Image' and load image in the one instance
Master Header to a single Diffuse, only need to change 'RGB Color' to 'RGB Image' and load image in the one instance
So a fix could work either way, depending on if you keep it as a mixed material, or switch it to a single diffuse.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Post by linvanchene » Sat Nov 28, 2015 2:00 am

Maybe developers at DAZ3D can be of assistance by comparing on mass scale the node layouts and values of those material setups who do work with those material setups who do not work?
Maybe there is a script available who makes it possible to compare node layouts for similar and different values?
@linvanchene - Hmmm...this is very interesting. Do you believe that there may be a 'trigger', that causes a Daz material set to convert into OcDS 'poorly'? I wonder if the materials at Daz change too fast, and unless there is a single translation bridge that can unite any future Daz set of materials to OcDS, we may see these bugs arise from time to time. Like, we may be forced to find a new 'culprit' when a new material from Daz arrives, and initially translates weird. :|
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Post Reply

Return to “DAZ Studio”