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Wrong texture type assigned to imported characters. They turn out mostly black. #5

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Antmax opened this issue Jan 13, 2022 · 2 comments

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@Antmax
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Antmax commented Jan 13, 2022

I did some investigation after all my characters show up black with only their face textured. It looks like Daz to Max Bridge is parsing textures incorrectly.

It creates a multi material in max with 10 material ID's. When I scroll through each of the ten materials, I see that the base color slot has a MultiTile material instead of a bitmap. So none of the bitmap textures are loading. If I replace the MultiTile texture with a bitmap texture, then the material works properly in both viewports and the renderer.

I use the default Arnold Renderer, don't have Vray to test there.

@Antmax
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Antmax commented Jan 13, 2022

DazM1

Here's a quick screen grab of the material editor showing where the problem is. No idea how to fix it in code.

@LFA-GameplayMechanics
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LFA-GameplayMechanics commented Jul 28, 2024

In case you're still looking for a solution, I'd figured out this is happening because the script is assigning a multi tiles material but the tile option is unchecked. Therefore there's an UV offset for each texture map as if the character UV were based of UDIM tiles. Just select the mesh, go to Materials, Edit Material, select the first green node linked to the base color map (any bitmap node that is showing a black preview image), let's say, torso, go to coordinates, you'll see an offset in the U channel greater than 0, however the checkbox "Tile" is unchecked. Here, check the "Tile" checkbox in the U channel. This will fix G3, 8, 8.1 and G9 and this issue seems to be affecting only base color maps and only in the viewport because the renders are correct.

image

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