problems with multi-shader

Started by child@play, March 31, 2007, 12:05:01 pm

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child@play

i want to import a poser-model into tg to render it there, but when exported as obj in poser, and imported in tg afterwards, i have more input for the multishader than it can handle. how can i get the missing parts into the multi-shader? tried importing/exporting via blender with various options, but i still have too many groups

anyone got experience with this?  :)
perfection is not when there's nothing more to add, it's reached when nothing more can be left out


Kevin F

Hi, I've had the same problems but, as far as I know you can't with this preview version. Future versions should have no such limits.
Sorry
Kevin

child@play

ah, no problem then, already thought i was too dumb ;)


cheers...
perfection is not when there's nothing more to add, it's reached when nothing more can be left out


neon22

In this instance you could try exporting it from Poser in several sections.
These would be imported as separate obj files into TGTP.
Therefore you would have 16 for each part.

not sure if Poser allows this but Daz Studio does

Aenea

It works also with blender.
Just save a part of your model with no more than 16 textures, then the next etc.
Once imported into TG make sure they have all the same transformation, rotation etc. they get all together again - perfectly fitting.

Aenea

rcallicotte

I've done this in Poser and it works.  But, how do you do this in D|S?


Quote from: neon22 on April 01, 2007, 05:56:33 pm
In this instance you could try exporting it from Poser in several sections.
These would be imported as separate obj files into TGTP.
Therefore you would have 16 for each part.

not sure if Poser allows this but Daz Studio does

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