Added additional impressions after doing some more tests with the 2.24.2.4 version.
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I am not sure if this is already working as intended:face_off wrote:The have refreshed the installer at the top of this thread with:
2.24.2.4
- Removed the creation of material mix nodes when there are both normal and bump maps. Normal map is used if there is one, otherwise the bump map is used (if there is one)
Installed 2.24.2.4
Tried with Victoria 7 and there still are bump and normal maps and a mix material in the scene:
Update / Edit:
Currently it seems the "normal map priority" rule only applied to non figure objects like props, wardrobe, environments.
It seems that figures have special more detailed auto conversion rules that may exclude them from the rule being applied.
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We now spent a week having a very close look at material auto conversion and it is truly impressive how many issues were already solved in this very short time. As far as I am able to judge it face_off did an amazing job and solved so many complex issues in such short time!
Some users also had another look at how to save DAZ Studio materials, how to use templates and how to use the replace map functions.
Because it cannot be expected to read trough ALL those long posts spread over different threads I try to give an overview of my personal conclusion AFTER I have looked at all those OcDS features:
In general after I had a look at how this is all connected and actually working I am a bit worried if it is even possible to implement simpler auto conversion rules without breaking how templates and features like "replace maps" work.

Maybe there was a reason why t_3 added all those maps and this whole system would not work with simpler auto conversions that do not load all maps by default?
Update / Edit:
So far I did not notice any issues with templates and the reload map function.
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Nevertheless if it is possible to implement simpler auto conversion rules without breaking other features I am curious about the following:
Is it possible to add more than one set of auto conversion rules?

My personal preference would be to have three set of rules:
1) A Complex Auto Conversion that gives the user the option to load ALL available maps as it was with 2.24.2.3.
This complex auto conversion may not necessarily yield the best result BUT it gives a necessary overview over which maps are available.
In addition this setup is a great starting place to apply templates and to make use of the "reload map" features.
2) a simple auto conversion that uses BUMP map priority
Remove the creation of material mix nodes when there are both normal and bump maps. Bump map is used if there is one, otherwise the normal map is used
3) a simple auto conversion that uses NORMAL map priority
Removed the creation of material mix nodes when there are both normal and bump maps. Normal map is used if there is one, otherwise the bump map is used
Having those three options would offer the following workflow:
- Set a checkmark at auto conversion rule 1)
- trigger the auto conversion
- check the results
- Set a checkmark at auto conversion rule 2)
- trigger the auto conversion
- check the results
- Set a checkmark at auto conversion rule 3)
- trigger the auto conversion
- check the results
That way the user has a very quick workflow to decide which auto conversion looks best for the specific object.
There are many different DAZ3D artists who create products with very different map combinations.
- A lot of products may look better when only bump maps are used because the artists placed the important detail on the bump maps.
In general it is possible to quickly add a bump map to a displacement slot.
- Some other artists may prefer the normal maps and place all the detail there. In that case the minor detail on the bump maps would not be missed.
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If it is NOT possible to have more than one set of auto conversion rules I would prefer
2) a simple auto conversion that uses BUMP map priority
Remove the creation of material mix nodes when there are both normal and bump maps. Bump map is used if there is one, otherwise the normal map is used
The main reason for that choice is that it offers a quick way to add bump maps to the displacement slot.
I am not a fan of normal maps because they offer fewer options how to use them.
With photohop you can get creative and transform bump maps into something usefull very quickly.
With normal maps you are just stuck with what you got.
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Update / Edit:
I made a test series to compare what the consequences are of the 2.24.2.4 auto conversion rule that prioritizes normal maps over bump maps:
viewtopic.php?f=44&t=51418&start=70#p257033
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Other users please add your opinion.
Maybe some users would actually prefer not to have the mixed material removed and keep both bump and normal maps?
Maybe someone has a very good reason why they actually prefer normal maps?