compatibility with DAZ 4.5

2

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    Just a guess but it might be UNDER the grass. It will not Replace the grass just load in place. You might need the edit the Grass in the main prop to get it to work the way you wish.

  • edited December 1969

    Jaderail said:
    Just a guess but it might be UNDER the grass. It will not Replace the grass just load in place. You might need the edit the Grass in the main prop to get it to work the way you wish.

    Yes that's the first I thought of but I moved the addon upwards and It is without any trace of the motive you see on the icon above

  • JaderailJaderail Posts: 0
    edited January 2013

    Have you loaded that item in a clean New render to look and see if it loads properly? Also check the Surfaces Tab and see if the settings might be wrong. I've had items load but be set to 0% Opacity at load time. It could be a few things.

    Edit: If it uses Poser Shaders for the Texture it will not work in DS. The Shader systems are different.

    Post edited by Jaderail on
  • edited January 2013

    Jaderail said:
    Have you loaded that item in a clean New render to look and see if it loads properly? Also check the Surfaces Tab and see if the settings might be wrong. I've had items load but be set to 0% Opacity at load time. It could be a few things.

    Edit: If it uses Poser Shaders for the Texture it will not work in DS. The Shader systems are different.

    I open a new scene with the tile alone after having saved my other scene.

    1/ As you may see the tile is perfectly visible, but I must not use a distant light because then you cant see it. I checked the opacity it must be set at 100% otherwise the tile is not visible.

    2/ I noticed since I use DAZ 4.5 that after reloading a scene I had properly saved, all my settings positions of the different elements are changed as you can between the two pictures the first of my previous post and this one after reloading the scene. I just don't understand why this happens.....Moeover before saving I had locked all the objects in the scene as to make sure nothing would move!

    2013-01-19_17h48_07.jpg
    1277 x 793 - 193K
    2013-01-19_17h46_13.jpg
    1188 x 689 - 72K
    Post edited by jvdesuit1_582de7c548 on
  • edited December 1969

    I have checked the Ambient variable and I should have set it with color at 255 255 255 and strenght at 100% then with or without the distant light the tile is visible.
    Here is a first test without the skeleton for the moment. I'd like to put it in one of the side galleries

    test_palestre_et_mosaique.jpg
    2000 x 1125 - 492K
  • JaderailJaderail Posts: 0
    edited January 2013

    Hmm.. never seen the save files do that before, but with Ambient at 100% your tile will glow in the dark. The Ambient set to just White 255,255,255 should fix it for your needs. To put it where you like you will need to Scale then size it, and ZOOM in as you move it into place. I can not help much more with out useing the same Items on my PC.

    Post edited by Jaderail on
  • edited January 2013

    Jaderail said:
    Hmm.. never seen the save files do that before, but with Ambient at 100% your tile will glow in the dark. The Ambient set to just White 255,255,255 should fix it for your needs. To put it where you like you will need to Scale then size it, and ZOOM in as you move it into place. I can not help much more with out using the same Items on my PC.

    I quite understand. For yhe moment all my scene looks more lihe a sound and light performance than realistic although I attended the Sound and Light in Pompei in 2009 and it was rather without any interest because they were probably short of money to do this. Either you have the financial means to do it or you don't . The most fantastic one and very impressive I saw was in 1983 in Karnak near Luxor in Egypt . You walk into this huge site and temples and colums appear suddenly like ghosts and you have the feeling at the next corner of one the temples some priest or the pharaoh will come to you. It is something not to be missed if you go there.

    Final set for tonight. I'm too tired to go on!

    test_palestre_et_mosaique.jpg
    2000 x 1125 - 2M
    Post edited by jvdesuit1_582de7c548 on
  • edited January 2013

    Hi,

    I need some new explanation.
    Now that my scene is ok, I'd like to modifiy the grass floor of the Palestra. I downloaded the grass from the shop here and even though I chose the shortest one , it has still too much thickness. Is there a way to modify this aspect of the prop?

    Post edited by jvdesuit1_582de7c548 on
  • frank0314frank0314 Posts: 14,056
    edited December 1969

    What do you mean it has to much thickness

  • SzarkSzark Posts: 10,634
    edited December 1969

    I am suspecting Depth/height of the grass Frank.

    Have you tired Scaling the grass down on the Y axis only?

  • edited December 1969

    Szark said:
    I am suspecting Depth/height of the grass Frank.

    Have you tired Scaling the grass down on the Y axis only?

    Yes Szark is right tha's what I meant. I did not try scaling the grass and I don't see how I can do that; but I found another free addon which is looking better as you can see here. It remains now to built the ruins of the walls surrounding the pool which bottom is the mosaic you can see.
    I have found another free set of ruined wall but they have not the old roman textures. Is it possible to apply a texture on them to follow the pattern of the object and make it look like i want. What would be the tool to use in Daz to do so?

    new_pompei.jpg
    2000 x 1125 - 934K
  • SzarkSzark Posts: 10,634
    edited December 1969

    Scaling< Rotation, and Translation (in all 3 axis) can all be found in the Parameters Pane when the item is selected.

  • edited December 1969

    Szark said:
    Scaling< Rotation, and Translation (in all 3 axis) can all be found in the Parameters Pane when the item is selected.

    Yes I know that, but I don't think It can be applied to the individual constituant of the field of grass which is a whole set, but may be I'm wrong. I'll check.

  • edited December 1969

    Now that the scene is approximately ok, I have to set part of the walls of the pool around the mosaic. I've found in Sketchup warehouse a set of roman ruined walls which could be used. I have succeeded to transfer them to DAZ but the result is a global prop as you can see in he picture below. What I'd like to do now is to disassemble the different elements of the object as to keep only the 2 curved yellow elements which are the actual walls I'd like to use. I need those 2 elements also to be individuals as to be able to position them separately and properly around the mosaic. In fact the wall around the pool as it is today is not complete. Only three sides remain.

    Is this possible, and with which tool can I do that?

    roman_walls.jpg
    1642 x 791 - 549K
  • SzarkSzark Posts: 10,634
    edited December 1969

    jvdesuit1 said:
    Szark said:
    Scaling< Rotation, and Translation (in all 3 axis) can all be found in the Parameters Pane when the item is selected.

    Yes I know that, but I don't think It can be applied to the individual constituant of the field of grass which is a whole set, but may be I'm wrong. I'll check.Sorry I missed the bit of information about scaling a portion/part of an object. Wihout knowing what product it is I have no why of knowing if it has separte parts that can be scaled...or you could use the D-Former tool.

  • edited December 1969

    Szark said:
    jvdesuit1 said:
    Szark said:
    Scaling< Rotation, and Translation (in all 3 axis) can all be found in the Parameters Pane when the item is selected.

    Yes I know that, but I don't think It can be applied to the individual constituant of the field of grass which is a whole set, but may be I'm wrong. I'll check.

    Sorry I missed the bit of information about scaling a portion/part of an object. Wihout knowing what product it is I have no why of knowing if it has separte parts that can be scaled...or you could use the D-Former tool.


    You're speaking here of my problem with the grass, are you?

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yes I was

  • edited January 2013

    Szark said:
    Yes I was

    what about the following problem I'd like to solve with that set of walls

    Post edited by jvdesuit1_582de7c548 on
  • SzarkSzark Posts: 10,634
    edited December 1969

    I will try

    I take it the the Walls etc are one model, meaning when selected in the Scene Pane it doesn't have a tree of bones that can expanded?

    If it is one model/mesh and you want to split parts then option 1 is to take the model in to a modeling program eg;Blender and do it manually.

    Option 2t can be done inside Daz Studio 4.5 but is not so much splitting and removing parts but a case of Hiding want you don't want via the use of the Polygon Group Editor Tool http://www.daz3d.com/forums/discussion/14082/#204267

    Option 1 gives you the freedom to move the separated parts individually
    Option 2 does not. :)

  • edited January 2013

    Szark said:
    I will try

    I take it the the Walls etc are one model, meaning when selected in the Scene Pane it doesn't have a tree of bones that can expanded?

    If it is one model/mesh and you want to split parts then option 1 is to take the model in to a modeling program eg;Blender and do it manually.

    Option 2t can be done inside Daz Studio 4.5 but is not so much splitting and removing parts but a case of Hiding want you don't want via the use of the Polygon Group Editor Tool http://www.daz3d.com/forums/discussion/14082/#204267

    Option 1 gives you the freedom to move the separated parts individually
    Option 2 does not. :)


    Yes it's only one model , that's the first thing I checked. On one of my attempts to convert the collada file from Sketchup , I had a series of mesh shown after the import in DAZ. Could that be a solution if I am able to identify which mesh relates to?

    Post edited by jvdesuit1_582de7c548 on
  • SzarkSzark Posts: 10,634
    edited December 1969

    Also if for example one wall had its own Material Zone then setting that surface to 0% Opacity will hide that wall.

  • edited December 1969

    Szark said:
    Also if for example one wall had its own Material Zone then setting that surface to 0% Opacity will hide that wall.

    I think I've found the way to solve the problem; I've exported the object to Bryce and made as many seperate objects as necessary deleting the elements to leave just one on the screen to save under an other obj name, etc. Normally it should work when I import the new objects in DAZ.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Nice one. Yeah as you can see Bryce and Daz Studio read the same object differently...lucky the model maker made it in such a way that this was possible...good luck with your project.

  • edited January 2013

    Szark said:
    Nice one. Yeah as you can see Bryce and Daz Studio read the same object differently...lucky the model maker made it in such a way that this was possible...good luck with your project.

    Yeah, I've made one part remains 2 others to do later; I'm tired having woken up at 3am and could not sleep after. I'm a bit anxious with a surgery I have to undertake on feb 5th...:-S. I'll take a little nap now.

    Post edited by jvdesuit1_582de7c548 on
  • edited December 1969

    Here is another problem I face.
    Once I have created the different roman walls above I intsalled manually the different files in DAZ folders as below:

    in My doculents/DAZ 3D/Studio/My Library/Runtime/Geometries/Mur Romain/ all the obj. and mtl files
    in My doculents/DAZ 3D/Studio/My Library/Runtime/Textures/Mur Romain/ all the Textures files and png icons

    When I checked in the Content Library where the "Mur Romain" folder was, I was unable to find it. Obviously I have missed or made something wrong in my installation. I still of course can import each time the set by going manually into the proper folder but this is
    rather ridiculous and I should prefer to use the usual content method.

    What should I correct?

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    What did the Mur Romain item consist of. The usual way is for a CR2 (Character file), or a PP2 (PropFile) to call the OBJ file, and load it that way. If you do not have one of those, then just save your item as a Scene or Scene Subset, and load it that way.

  • Richard HaseltineRichard Haseltine Posts: 100,926
    edited December 1969

    The folders inside Runtime are mostly hidden inside DS - only the actual Poser library folders in \Runtime\Libraries show - though you can reach them using the vrowse... button for textures or File>Import. As Jimmy says, you would be best off saving the things as a DAZ Studio Sceen Subset, or even as a Figure/Prop asset (File>Save as>Support Asset) as that saves embedding the geometry in each scene you use the item in. Using the native format will also do a better job of preserving material settings than exporting to OBJ or to a Poser file.

  • edited January 2013

    The folders inside Runtime are mostly hidden inside DS - only the actual Poser library folders in \Runtime\Libraries show - though you can reach them using the vrowse... button for textures or File>Import. As Jimmy says, you would be best off saving the things as a DAZ Studio Sceen Subset, or even as a Figure/Prop asset (File>Save as>Support Asset) as that saves embedding the geometry in each scene you use the item in. Using the native format will also do a better job of preserving material settings than exporting to OBJ or to a Poser file.

    Thanks Richard and Jimmy. Then if I get it right, I should not use the export obj option in Bryce when I transfer the files after I have ungrouped the elements of the sketchup initial object? Or is it once I've imported the files inside DAZ that using the Figure/Prop asset (File>Save as>Support Asset) that the transformation will occur. Does it mean that I should change manually the place I put the folders? If so where should they go?

    Those questions may seem awkward to you but I really I'm a beginner and learn on the spot the basics without any knowledge of the way those things developed as far as programing is concerned. Sometimes when I read some of the tutorials here i have the impression to read chinese!:-) so be so kind as to be very basic in your explanations, the only way for me to get it rignt and retain the method is to get the basics of the operation I should do. Sorry to bother you like that.

    Post edited by jvdesuit1_582de7c548 on
  • SzarkSzark Posts: 10,634
    edited December 1969

    This is how I do this sort of thing.

    1: Bryce save out adjusted model as OBJ to a folder of your choice meaning File > EXPORT
    2: Open Daz Studio and IMPORT your adjusted model File > Import > navigate to where the model is.
    3: If you want to save these parts so they can be loaded in to any new scenes then use the File > Save As Scene Subest command

  • edited December 1969

    Szark said:
    This is how I do this sort of thing.

    1: Bryce save out adjusted model as OBJ to a folder of your choice meaning File > EXPORT
    2: Open Daz Studio and IMPORT your adjusted model File > Import > navigate to where the model is.
    3: If you want to save these parts so they can be loaded in to any new scenes then use the File > Save As Scene Subest command


    Ok So I don't need to have a set of folders for the files themselves in that case?
Sign In or Register to comment.