Request Help - imported obj color all black
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I imported an obj file created by myself into Studio 4.8. The resulting object shows up as all black even though the "mtl" files shows seven different values. These were the colors assigned in the modeling software. When rendering all I get is a black object even with massive amount of light applied. If I apply IRAY shaders to the surfaces the model still shows as black, but renders correctly with the right colors in the brightness ranges expected when I vary the lights.
So my question is, why is the model all black in the working window, and what can I do to fix it? Other models show up correctly in the scene. Every model of my own is black. Why?
I should add the following information. Using the 64 bit version of Studio on a windows 7 sp 1 machine with all updates except those that relate to windows 10.
AMD 9370E processor with 16 gigs of memory and no overclocking. Object was modeled in Pro/Engineer Wildfire 4 and exported as an obj file. That file, as such, will not load into Studio, but will load into Hexagon, Sculptris, Blender, Creo Elements, Poser 10, and Autodesk 123d design. Using the a new obj output from these programs produces the same result of a black model, even after assigning new colors to the model before exporting. Studio shows the seven surfaces and allows me to change them, but they still show as black in the working window.
It's probably something very simple I'm just overlooking. Have made several models I'd like to make available as free if I can solve this little problem.
Any help would be appreciated.
BronzeDragon
Comments
It may seem an obvious question, but di you UV map the OBJ to give it UV coordinates.
If you mean, did I do anything special, then no, but the exporting software does ask for a specific coordinates before it will create the obj file. I selected it's base world coordinte system that I used as the base for all the modeling I did to make it (the 0,0,0 point where all planes meet). I didn't know I needed to do anything else with the the file.
BronzeDragon
I am not a modeller at all, but I od know that sometimes when I have had problems with an obj not taking textures it was due to the lack of UV coordinates. I will see if I can find one of our CVs who does modelling to help you.
Hello,
If you look at he surfaces in the surface tab, do you see the surfaces it should have? And does the .obj like correctly to the .mtl file (with the path in the file)?
Chole,
Thanks very much. I'll be waiting.
BronzeDragon
Totte,
Hi. Yes, it has the surfaces. I've attached a screen capture of the surfaces tab, working window, and scene tab. The srface tab has one of the highlited with the various settings shown. As you can see in the window, model is all black, but if I send it to the renderer then it works and the correct colors show.
BronzeDragon
Here is a not completed render of the above file. Although the object in the working window shows as black, the rendered files is correct. As far as I know, the working window should look like the render (more or less). Thought maybe this would help.
BronzeDragon
Sometimes parts of items show up black when normals are flipped.
Ah, you are using shaders? They often do not show up in the working window, but will render correctly afaik.
PBR materials usually don't show up correctly in the OpenGL view, specially if they have transparency or translucency.
And another question, do you have the camera light turned on in the workbench?
Wendy, Chohole, Totte,
I will look into the normals and see, thanks.
That example does show shaders, but the model looks like that before any shaders are applied, and if rendered at that stage the render shows up as black also.
I will try resetting every back to what it was before and try removing the what, if anything, that came in with the model. The render settings are such that the headlight only shows if no lights are set, and I have added none, as shown in the scene file, so it should be on, right, or am I making assumptions again?
Thank you all so much. And here I thought I knew something about modelling. Guess not, at least this kind. I've been a drafter, designer, modeller for over forty years. Started out on the boards doing ink drawings in the early '70's, moved to CAD in the mid '80's, with some modelling done in plain 2D views linked together to create a generated 3D image in 2D of the object (Medusa software), then switched to Pro/Engineer in the mid '90's which I used from version 18 through Wildfire 4 which I was using in Nov 2013 when I got retired about 6 months early. Thought that this might be a nice hobby to get in to. Man, have I got a lot to learn!
Anyway, thanks again.
BronzeDragon
I tracked this thread down from your other post, flipped normals even Stonemason has done it on a set and I had to fix for using emission shaders in Octane render, is something easily missed as many rendering apps not fussy.
As for UV mapping, that is needed to apply textures, it is a 2D projection on the U,V axis like unwrapping a present,
you can check in UV viewport in DAZ studio selecting whole model or domains/ surfaces
if your model a dot or line, it has none and is collapsed.
to fix this in Hexagon select a surface, apply a UV projection, planar usually easiest and validate, can do each surface or lot by selecting.
hi,which set was that?..thanks
Sorry, the ceiling lights on the Scifi crew quarters, it is not an issue except as a duf import in carrara using Octane render plugin and an easy fix, I just did not know why my emitters cast no light until I realized.
It may not be an issue in DAZ studio which you made it for, I have not tested and the iray shader has 2 sided emission as an option anyway.
I don't know about Octane but usually you can set emitters to two-sided to solve those problems.