Texture atlas not exporting every map

Hello
I'm trying to use the texture atlas but some maps are not getting exported

And as a result when i try to render with iray or export to unreal engine the model keeps some of the old maps and appears bugged

Is there a way to fix this issue?

 

 

missing maps.png
1029 x 814 - 368K

Comments

  • jestmartjestmart Posts: 4,449

    The new textures no longer watch the original UV mapping.  Does Texture Atlas generate an alternative UV set?

  • Yes, a new UV set is created.

    The problem is the texture atlas only generates a bump map and a diffuse map

    And since the other texture maps are missing it uses the original maps with the original UV

  • Catherine3678abCatherine3678ab Posts: 8,328
    edited September 2021

    1. First make yourself a "collapsed uv set" for whichever figure or character you're planning to use Texture Atlas with. [unless you already have one of course]

    2. Set the appropriate uv set to the figure [Surface Tab option].

    3. Now try running Texture Atlas ;-)

    4. Yes it makes a new uvset and if you want to keep it, Save the new uvset {File > Save As option}

    5. It's been awhile since I used TA but I think you may wish to apply a 3Delight shader to the figure as well. Once TA has done its task, then you can reapply the Iray materials.

    Post edited by Catherine3678ab on
  • Thank you for the reply.
    I had already done the first 3 steps, I'm still very new to daz and I don't fully understand what you mean by "reapply the Iray materials".
    I've found a "Iray Uber base" shader in the content library, and even after applying the shader some of the texture maps are applied incorrectly, and I never get back the original quality (i'm not talking about texture resolution).
    It is even more apparent if I export to unreal engine, 2 texture maps are missing and I get some weird misplaced normal maps.

    I still think the core of the problem is that the texture atlas process loses some of the texture maps, and I can't find a way to get them back, or maintain them during the process.

  • Catherine3678abCatherine3678ab Posts: 8,328
    edited September 2021

    Okay, load a fresh figure/item as you want it - but do 'nothing' to it as far as TA is concerned. Select each the figure(s) [one at a time] and File > Save As > mat preset to a sensible location.

    Then do whatever with TA. After saving the new uvset, apply those mat presets you made. That will reapply the Iray textures with all the images where they should be. Then check on the Surfaces Tab and change the uvset to the new one made by TA.

    Then change the texture images from the original load to the new ones made. And I just recalled that yes, somebody did get all the other textures made as well - by running TA several times - each time applying the 'other' texture maps to the base/diffuse channel.

    Once all are done and looking to be correct, save out some more mat presets ;-)

    ...............

    Texture Atlas was made well before Iray was even dreamed of, hence it's requirements on how to use it.

    Post edited by Catherine3678ab on
  • also Texture Atlas was made in the days before Genesis so it assumes body parts are separate which causes a few issues with later figures and their alternative UVs for different parts on the same mesh

    pretty much try to avoid using different UVs on different surfaces on the same model if you can (mostly happens with eye options or alternate skins such as creatures)

    I think Geografts create issues too

  • margravemargrave Posts: 1,822
    edited September 2021

    Many features of Daz Studio were made with 3Delight in mind, which is now deprecated. I suspect the missing maps were not part of the 3Delight shader, so Texture Atlas doesn't know what to do with them.

    I've never used Unreal, but every time I've tried to export textures from Daz Studio it has been an unmitigated disaster. You're much better off just exporting the mesh/rigging itself and reconnecting the texture maps inside the engine you'll actually be working with. Unreal has a node-based shader system; I'm sure it has a way to shift UVs coordinates like all the other big bois.

    Post edited by margrave on
  • margrave said:

    Many features of Daz Studio were made with 3Delight in mind, which is now deprecated. I suspect the missing maps were not part of the 3Delight shader, so it doesn't know what to do with them.

    3Delight shaders can have whatever maps the designer gives them.

    I've never used Unreal, but every time I've tried to export textures from Daz Studio it has been an unmitigated disaster. You're much better off just exporting the mesh/rigging itself and reconnecting the texture maps inside the engine you'll actually be working with. Unreal has a node-based shader system; I'm sure it has a way to shift UVs coordinates like all the other big bois.

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