Exporting surface properties t…
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Exporting surface properties through texture atlas

in The Commons
When I am combining and exporting a texture from Texture atlas tool for a character, any surface property changes like diffuse skin color etc. are not getting reflected in the texture output. Is there any
specific process for transferring the surface properties to the texture or there is a limitation in the texture atlas tool?
Comments
texture atlas is a texture tool(as in, not a material or shader tool). all material/shader settings will need to be done in the software you plan to use the new assets in.
If you want to add a tint to the skin material, I would do that in photoshop.
I assume you are using texture atlas so you can export the figure for use in another program, so it only makes sense that those other settings would not translate.
Hi Lars, thanks for your prompt reply. Yes I am trying to take the daz characters to unity, so I am exporting them in .fbx format from Daz, and of course photoshop for texture editing is always an option.
But getting the exact look of the surfaces / skins asin daz is a bit tough in photoshop.
One thing to try...before using Texture Atlas...try Shader Baker.
http://docs.daz3d.com/doku.php/artzone/pub/software/shaderbaker/start
I don't waste time adjusting the materials/shaders before going to target application. Textures you can work with because those are not render engine specific. Shader baker is an option if you want to start incorporating that into your workflow, but I don't use that myself as I have other ways to create normal, AO, spec maps etc. But it may be worth a try.
I just make sure in DS I have all the textures assigned as I want, including the secondary maps like specular, normals or bump etc. Then when you go into the target application you can spend time adjusting all the variables there. Personally I wouldn't want to bake anything in DS, as I like the power to manipulate things like AO later.
Stated differently. You have to spend the time setting up materials/shaders in Unity. Don't try to make Unity look like Daz. Don't spend time in Daz making materials(just basic texture setup, ie get textures into the correct place). Shader baker is still not going to be a complete solution because you still need to set up materials in Unity. If you added a tint to the diffuse color in Daz, you could do that in Unity. But things like specular/normal work very differently in Unity so it would be a waste to expect it to match anything you get in Daz.
I always expect to have to set up materials when swapping between programs/renderers. I've not been disappointed yet...
I threw the ShaderBaker idea out there, because, well, it's there and some people do like 'baked' textures...it may actually be more useful, if we had simple ways of changing the OpenGL shaders and doing a bit more with the built in OpenGL renderer.
I hear ya, but maybe not everyone realizes that. I mean we still have people using tools like Lux/Octane and wonder why Daz materials don't look right automatically.
Fair enough. There are certain things I bake elsewhere, so that's probably why I'm aprehensive to shader baker. I couldn't get it to work and gave up.
I basically would prefer just the raw maps and setting everything up myself...I'm endlessly 'tweaking' the presets.
One of the things that really leaves me scratching my head is that so often the presets are setup, not to a 'generic' set up, but to a very specific lighting setup. So, if you don't have that set or use it, well...it's just not going to look right. Theoretically, the basic materials should be set up in such a manner that they look decent, no matter what lighting is used. And then tweak from there.