You maybe want to export to obj format, and then you will probably have to adapt the textures delivered with the item to whatever formatting you need in your software X. Which can be reather time consuming, and in some cases it won't translate at all.
Though, why should the DAZ programmers solve the problem you have in other programs?
I mean, if you were asking for a converter program that could handle transfer to each and every other application out there... which I think will not happen.
EDIT: You also won't likely hear from a DAZ support speacilist here in the user forum. It would be best to directly contact DAZ customer support: https://helpdaz.zendesk.com/requests/new
Thanks.
Right, I understand .obj (I mentioned that in my post) =)
Of course I did not mean that daz should cater to every other program, that would be unrealistic. Maybe I heard wrong, but what I heard was something to the effect that the transparencies or whatever the eyes and eyelashes are made out of 'don't play well with other software" not the other way around, though I am certainly not saying that because I simply do not know. But if this *is* the case, then yes Daz *should* do something about it. On the other hand if it's not, well then there is nothing for them to do. Across the board compatability is a great benefit for these figures and could only help in revenue.
Sorry, I thought the daz support techs answered these posts as well, I did not know. My bad. =)
[edit]: Almost forgot; software X could be any of them; Maya, Max, Lightwave, etc, etc.
The one thing I can think of that will 'fix' transparency problems in other software will break Poser compatibility...and a huge library of existing content. Not going to happen.
It's best to think of it this way...any other software used is going to need to have the textures redone in their method of doing things, regardless of where the model is sourced from.
The problem with transparency is only having a single channel for it.
I'm most familiar with Cinema, and DS to Cinema translates the eyelash trans. map in a channel called called Transparency.
While it should obviously go into the Alpha channel. There's no way for Cinema to know whether the file is an Alpha or a Transparency.
I think we now a similar situation within Studio itself where Iray also differentiates between 'Transparency' and 'Cut Out Transparency' but I haven't looked into that too deeply.
The problem with transparency is only having a single channel for it.
I'm most familiar with Cinema, and DS to Cinema translates the eyelash trans. map in a channel called called Transparency.
While it should obviously go into the Alpha channel. There's no way for Cinema to know whether the file is an Alpha or a Transparency.
I think we now a similar situation within Studio itself where Iray also differentiates between 'Transparency' and 'Cut Out Transparency' but I haven't looked into that too deeply.
Yep...that's what I was talking about. It would break all Poser materials compatibility and be a royal pain to switch the huge amount of content over.
The reason it would break Poser is that instead of the problem being in software that expects the Alpha channel maps, Poser would be expecting them the way they currently are...Transparency.
You only need make an opacity map for the png textures with alpha in Gimp or photoshop with the opaque bit white and alpha bit black then stick it in your opacity channel in surfaces for those textures.
Comments
Well, that would depend on what "software X" is.
You maybe want to export to obj format, and then you will probably have to adapt the textures delivered with the item to whatever formatting you need in your software X. Which can be reather time consuming, and in some cases it won't translate at all.
Though, why should the DAZ programmers solve the problem you have in other programs?
I mean, if you were asking for a converter program that could handle transfer to each and every other application out there... which I think will not happen.
EDIT: You also won't likely hear from a DAZ support speacilist here in the user forum. It would be best to directly contact DAZ customer support:
https://helpdaz.zendesk.com/requests/new
.
The one thing I can think of that will 'fix' transparency problems in other software will break Poser compatibility...and a huge library of existing content. Not going to happen.
It's best to think of it this way...any other software used is going to need to have the textures redone in their method of doing things, regardless of where the model is sourced from.
The problem with transparency is only having a single channel for it.
I'm most familiar with Cinema, and DS to Cinema translates the eyelash trans. map in a channel called called Transparency.
While it should obviously go into the Alpha channel. There's no way for Cinema to know whether the file is an Alpha or a Transparency.
I think we now a similar situation within Studio itself where Iray also differentiates between 'Transparency' and 'Cut Out Transparency' but I haven't looked into that too deeply.
Yep...that's what I was talking about. It would break all Poser materials compatibility and be a royal pain to switch the huge amount of content over.
The reason it would break Poser is that instead of the problem being in software that expects the Alpha channel maps, Poser would be expecting them the way they currently are...Transparency.
.
You only need make an opacity map for the png textures with alpha in Gimp or photoshop with the opaque bit white and alpha bit black then stick it in your opacity channel in surfaces for those textures.
If I'm moving maps from one channel to another it is relatively trivial.
It just gets tedious if there are lots of them to do.