Texturing Issues

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Viewing 15 posts - 61 through 75 (of 87 total)
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  • #561024
    Drazzilkniks
    Participant
    Rank: Rank-1

    @drgnmztr select the part of the bridge you want to add textures to, go to the view settings top right and select UV view, then change the dropdown top left to be 'view by node'
    if you are not seeing a UV unwrap of the floor or whatever you selected then its the model itself that is broken your end and perhaps a redownload would help.

    Edit: Top right and top left of the viewport window I mean

    #561042
    Drazzilkniks
    Participant
    Rank: Rank-1

    addition to above post, I downloaded it and loaded it up, bridge base only has UV maps for screen tracking so its not just you

    #563124
    Dragon
    Participant
    Rank: Rank 4

    @Drazzilkniks but others WERE able to load textures. Thats what I'm not getting. And I did do a re-download and re-install. same thing. I even tried in poser and same thing.
    If NOBODY was able to, I could understand.

    Thank you for checking that.

    #563131
    Drazzilkniks
    Participant
    Rank: Rank-1

    I wonder if the others are using the same daz version ? because I didn't find proper UV's in most of the obj files included either but maybe I did something wrong/missed something. either way I started the process of remapping the items and converting them to daz props but that'll probably take me a while.

    #563293
    Dragon
    Participant
    Rank: Rank 4

    I don't know. Rob and Norbertz are the ones who were able to add shaders.

    I don't know how to do all that remapping and converting to daz props stuff.

    I was figuring that "I" did something wrong too.

    #563316
    Dragon
    Participant
    Rank: Rank 4

    @norbertz sorry. I didn't see your post abut the troublshoot and logfile..

    Here's the result I just did after seeing your post and trying to add a plaid texture. I noted the time in order to get the correct entries..

    2018-04-08 17:37:57.008 WARNING: QAccessibleWidget::rect: This implementation does not support subelements! (ID 3 unknown for QWidget)
    2018-04-08 17:37:57.492 File loaded in 0 min 0.1 sec.
    2018-04-08 17:37:57.570 Loaded image bump.jpg
    2018-04-08 17:37:57.586 Loaded file: FF 02-Blush Blues.duf
    2018-04-08 17:37:57.852 Loaded image plaid02.jpg
    2018-04-08 17:37:57.914 Loaded image plaid02.jpg

    #563327
    Aftyrbyrn
    Participant
    Rank: Rank 4

    @drgnmztr Did you figure it out? In the shader library, you can use the DAZ Uber item, !Iray Uber Base to convert w/o messing up a current material.

    What i do is ctrl-shift-m (Material Selector) and click on the material, or i right click select all, can't hurt to convert them if you are rendering in iray. With that said though, save first.

    So i select all materials on a new project that has mixed shaders, basic, 3delight and Iray, and apply the !Iray Uber Base.

    From there you should be able to convert all the materials you want. Just remember if you are going to use them over and over, create a preset in your personal library folders.

    #563439
    3Danimenut
    Participant
    Rank: Rank 4

    Did a quick test myself also, no problems here just like Rob and Norbertz

    only let it go to 20% rendered, everything i messed with Textures, Iray Uber, Emitters...all good...head stumpier for sure.

    #563614
    Dragon
    Participant
    Rank: Rank 4

    @aftyrbyrn - I've done the whole conversion to Iray. It won't accept any pattern textures. Doesn't matter how many times I apply the uber base and then shader of choice, it refuses to add a texture pattern.
    Example.. I apply the base and convert it to Iray. Then I apply a plaid texture. It only changes the surface to the base color of the plaid texture and I don't get a plaid pattern.


    @3danimenut101
    I only see a shiny metal. Can you make it plaid or a square tile pattern, or add a flower pattern to everything just for shits and giggles?

    #563622
    Dragon
    Participant
    Rank: Rank 4

    @aftyrbyrn I just figured out what you were saying. LOL.. You're talking about converting the MATERIALS/TEXTURES to Iray. LOL.. DOH!!!
    Shaders are already Iray aren't they?

    My brain is uber Irayed with all this. LOL

    #563712
    Anonymous
    Inactive
    Rank: Rank-1

    @Dragon

    See this topic to rid yourself of that error,

    https://stackoverflow.com/questions/24275210/combobox-selection-warns-this-implementation-does-not-support-subelements

    I read what others had suggested but I thought you had already converted all
    textures and materials to Iray.

    The bridge flooring area still won't accept patterns only solid colors regardless of how the materials are tinkered with.

    #564149
    Dragon
    Participant
    Rank: Rank 4

    The image is NOT mine. Its a friend whos been helping me. She's been able to add a texture to the carpet in Poser. I can't even do that. I get the same result as in D/S. Just a solid color.
    SO, the flooring CAN take a texture without being modified. Just not on MY PC for some reason.

    I was thinking the subelements error may have been a reason I couldnt get the texture to appear. That topic doesn't address any materials not being applied. But Thank you.

    #564193
    ADAM
    Participant
    Rank: Rank-1

    Do you thing if someone were to send you a converted file it would work?

    #564804
    Dragon
    Participant
    Rank: Rank 4

    @d0gg0d I honestly don't know. Either would or it wouldn't. LOL

    #564968
    Anonymous
    Inactive
    Rank: Rank-1

    @Dragon

    I auto UV mapped the Bridge in 3DCoat and saved it as an OBJ to replace the original but converted for DS OBJ. You can see the way the Bridge is mapped and it will only take solid colors without showing the UV seems.
    The entire Bridge carpet area would have to be re-UV mapped for any texture such as the Camo shader to look unbroken.

    Hope this helps you understand the issue 🙂

    UVmap
    Camo1
    Camo2

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