[SOLVED] Simplifying Daz Studio Human with FlatIron

[SOLVED] Simplifying Daz Studio Human with FlatIron

Postby skavan » 21 Jun 2016 14:46

Hi,

Just bought flatiron. very cool. a great step up in workflow speed and quality from max uvwunwrap! Need some pointers about optimal use though:
Here’s what I’m trying to do:

1. Export Daz 3D model in OBJ format with maps. Working!
2. Import OBJ into max. Working!
3. Cleanup troublesome maps. Working!
4. Test Render Working!
5. Simplify model and reduce # of objects Working!
6. Run FlatIron to reduce # maps to a small # Almost Working – but not quite!
- discard shell objects.
7. Export to OBJ (now with reduced object and map count)
8. Alternatively, Export to vrmesh.
9. Load into Sketchup and render in v-ray.

When I run flatiron, it seems to create the UV Maps, but the resultant baked maps (diffuse and opacity) have a couple of problems:
a. For some items (like hair) the diffuse map has the alpha channel set (value 0). If I manually toggle it off (value 2), all is good.
b. For most maps, there is a speckled dirty appearance to the maps.

Attached are some renders of the cleaned up obj fil (in max) and then the post flatiron result.
Here is the max project file (pre-flatiron):
https://www.dropbox.com/s/hdqgfa9ypn7o00d/g2%20beau%20pre%20flatiron.zip?dl=0

Finally, I attach a sketchup v-ray render of some manually created Daz meshes…
BEFORE:
obj version.jpg
pre flatiron scanline render
obj version.jpg (453.05 KiB) Viewed 11097 times


AFTER:
flatiron version.jpg
post flatiron render #1
flatiron version.jpg (311.62 KiB) Viewed 11097 times
Attachments
Shower 2-Scene 4.jpg
Sketchup v-ray example
Shower 2-Scene 4.jpg (130.99 KiB) Viewed 11097 times
skavan
 
Posts: 2
Joined: 21 Jun 2016 14:30

Re: Simplifying Daz Studio Human with FlatIron

Postby Igor Posavec » 28 Jun 2016 16:09

Hello Suresh,

we have discussed it our mail conversation, i just wanted to copy/paste the solution here so everyone can read it:

Hello Suresh

Thank you for your report.
We have loaded the scene and we have detected the problem.

I have created a short video explaining the wrong scene setup. Basically, the unit scales are not correct: the object is 2 km large, and the system units are set to Milimeters (Autodesk is US company, it has been programmed in core in Inch – each re-calculation causes render approximations and errors expecially at this size). Practically you should always leave Max to the default and not play with system unit core changes – this causes always mess, not only in flatiron but in precision and render times in Vray, MR, simulations etc.

You can check the correct workflow in the video.
I have simply loaded your object, changed the system scale to inch, scaled object back to 2 meter, resetXForm to delete the history and baked it. Everything works fine and renders fast and clean, just as it is usual.

http://cg-prototype.com:8000/f/4601b01e3a/

Hope this helps for the start 

thanks
best regards
--
igor posavec
CEO, 3d-io games & video production GmbH
igor@3d-io.com
Igor Posavec
3d-io staff member
 
Posts: 710
Joined: 02 Oct 2008 14:25

Re: [SOLVED] Simplifying Daz Studio Human with FlatIron

Postby skavan » 14 Jul 2016 03:41

Hi,

I have worked through your solution --- but it still has problems. Your video deletes the head --- but the problem is actually with the head! Particularly hair and eyes. The body is fine.

I have max setup with default inches and the object I import is correctly sized (object properties and measure utility both report correct scale).

So. I am still stuck! I can send you another example if you would like.
skavan
 
Posts: 2
Joined: 21 Jun 2016 14:30

Re: [SOLVED] Simplifying Daz Studio Human with FlatIron

Postby Igor Posavec » 06 Oct 2016 13:15

hello Skavan

yes please, Keep me with the new Scene updated so i can take a look at this
thanks!
--
igor posavec
CEO, 3d-io games & video production GmbH
igor@3d-io.com
Igor Posavec
3d-io staff member
 
Posts: 710
Joined: 02 Oct 2008 14:25


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