Blender to Daz: UV mapping not scaled properly

elusivealbumselusivealbums Posts: 0
edited December 1969 in Daz Studio Discussion

Last night I finally learned how to get my model to import into Daz with all the textures loaded onto the correct surfaces. I have my model UV mapped and everything. The problem is that I tell Blender to repeat the UV texture by changing the size to a higher number, like in the screenshot attached to this post. (The area of interest is circled in red.)

When I import into Daz, however, this information seems to be lost and the scale is brought back down to 1:1. It's not hard to go back into the materials in Daz and reapply a value to Horizontal Tiles and Vertical Tiles, but as the scene becomes more complex I can imagine this becoming a bit more tedious. For anyone who is more familiar with importing from blender into Daz, is there an easy solution for this? Will I just need to forget about using Blender's UV size option and just scale up the UV map itself?

Here are my Blender export settings:

Selection Only
Include Edges
Include UVs
Write Materials
Polygroups
Keep Vertex Order
Scale: 1.00

Thanks!

blender.png
1885 x 997 - 965K

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,739
    edited December 1969

    Does the OBJ .mtl file even support tiling? If not then there's not much Blender or DS can do.

  • SickleYieldSickleYield Posts: 7,641
    edited December 1969

    You can't export that specific information from Blender to DS, no. You'll need to scale the UV, or use the tiling repeat option in Surface Tab.

  • Richard HaseltineRichard Haseltine Posts: 101,739
    edited December 1969

    Of course if it's something you do a lot you might be able to write a Python script to save the tiling values from Blender, and a DS script to apply them in DS.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yep it works but you need to do it in the Image Mapping section in Blender and not Mapping.

    blenderTileImport.jpg
    1680 x 1050 - 675K
    BlenderTileexport.jpg
    1680 x 1050 - 653K
  • SickleYieldSickleYield Posts: 7,641
    edited December 1969

    Szark said:
    Yep it works but you need to do it in the Image Mapping section in Blender and not Mapping.

    (-- That. ;)

  • SzarkSzark Posts: 10,634
    edited December 1969

    LOL I don't do short hand Sickle. :)

  • SickleYieldSickleYield Posts: 7,641
    edited December 1969

    Szark said:
    LOL I don't do short hand Sickle. :)

    Sorry, just me trying to agree wih you on an iPhone. ;)

  • SzarkSzark Posts: 10,634
    edited December 1969

    LOL Thanks I was only joking. IPhone what's that then. ;)

  • SickleYieldSickleYield Posts: 7,641
    edited December 1969

    Szark said:
    LOL Thanks I was only joking. IPhone what's that then. ;)

    Mainly it's for having something for the cat to knock onto the floor.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Arr that explains it, or in my case something for the dog to chew on.

  • edited December 1969

    Hi

    I made a headgear in Blender, exported as obj, then imported to DAZ, and everything was ok, but the UV, that was missing, even the box “Export UVs” in Blender is checked. I have no idea what get wrong.

    Thanks

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