Hey all,
Is there any way to make DAZ Hair (Like Duke Hair, Dream Hair etc.) look good when using the octane plugin? Everytime I apply some kind of Hair from within DAZ and Render it, it has no transparency at all and just looks like some hard piece of wood on the head.
Is there any way to solve this? Thanks and best
DAZ Hair Problem
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hm, hm, i think i have read that once or twice, but why not as floatimage?SimonJM wrote:Check that the transparency and bump maps have been applied correctly (or at all!) in the Octane materials and that they are defined as image, not floatimage.
sry for asking such a dumb question, but i hardly have the time to try render sthg; afaik floatimage is the ideal type for opacity maps; maybe only exception from my pov if the opacity map is i.e. a .png and has the opacity not as grayscale but as alpha channel (this of course won't work with floatimage).
@richertmx
and on a general note: if the auto chosen map type more often doesn't fit, as otherwise, you should select the map type in the preferences tab, down there in the texture settings from "auto" to i.e. "image"...
„The obvious is that which is never seen until someone expresses it simply ‟
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Very good question ... I have not done a lot of in-depth checking (in fact, none!) on how maps work for transparency, but have assumed that floatimage produced a differently scaled result to 'plain' image - regardless of file type (greyscale or colour). I almost certainly should try and understand the manual (which I have looked at, it's just that I really do not understand a lot of the technical stuff with graphics ... go much beyond green crayons and I get lost!t_3 wrote:hm, hm, i think i have read that once or twice, but why not as floatimage?SimonJM wrote:Check that the transparency and bump maps have been applied correctly (or at all!) in the Octane materials and that they are defined as image, not floatimage.
sry for asking such a dumb question, but i hardly have the time to try render sthg; afaik floatimage is the ideal type for opacity maps; maybe only exception from my pov if the opacity map is i.e. a .png and has the opacity not as grayscale but as alpha channel (this of course won't work with floatimage).
@richertmx
and on a general note: if the auto chosen map type more often doesn't fit, as otherwise, you should select the map type in the preferences tab, down there in the texture settings from "auto" to i.e. "image"...

well, IF the opacity map is indeed a color bitmap, this might happen. imo usually they aren't but that is a good point.SimonJM wrote:Very good question ... I have not done a lot of in-depth checking (in fact, none!) on how maps work for transparency, but have assumed that floatimage produced a differently scaled result to 'plain' image - regardless of file type (greyscale or colour). I almost certainly should try and understand the manual (which I have looked at, it's just that I really do not understand a lot of the technical stuff with graphics ... go much beyond green crayons and I get lost!)
btw, the update will read the bitmap data directly to check if the image is actually grayscale before adjusting the auto selection; but there won't be a magic formula, that enables the plugin to apply all and every map as ideal type, etc

„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400