Now this isn't at all normal as I've had great luck with PoseRay conversions. I'm at my wits end with this so I've attached a zip called text files which has a naked tgd with the Tin Garage added, the .mtl for the Tin Garage and another for Station and Trailer which although TG presents a Parts Shader, she won't fetch the parts. Any help would be greatly appreciated....thanx in advance
There's no object in the zip, just 2 mtl files and the tgd, so I can't really test it.
Quote from: buzzzzz1 on May 08, 2009, 10:24:08 PM
There's no object in the zip, just 2 mtl files and the tgd, so I can't really test it.
Well what I was hoping for was that someone who knew about .mtl files could have a look see in the text files and maybe tell me why these can't be found in TG Final..that's the error message it gives 'Can't find the matlib files I think it says....I could upload the model as well if you want to have a go at it cuz I built it myself...
If it says that it can't find the MTL file, the problem is the mtllib statement in the OBJ file. I noticed that your paths contain blanks: I don't know whether OBJ files specification handles this case; you might retry using a blank-less path.
Bye!!!
Hi Bobby,
MTL files shouldn't have spaces in their names. I wrote something up about this in another thread. To get it to work open the OBJ file in a text editor, find the name of the MTL file ( IIRC it will be on a line starting with mtllib, but I may be wrong and can't check it right now ) and rename it so it doesn't have spaces. Then rename the MTL file to that same name. The model should now load correctly.
We are going to have to look into some ways to make TG2 guess at the MTL file when an incorrectly formated OBJ file is being loaded.
Regards,
Jo
Really? Is there a good way to do that?
Quote from: jo on May 09, 2009, 06:29:33 AM
We are going to have to look into some ways to make TG2 guess at the MTL file when an incorrectly formated OBJ file is being loaded.
Hi Calico,
Quote from: calico on May 09, 2009, 07:20:04 AM
Really? Is there a good way to do that?
Well, you can look at the whole mtllib line and if it has spaces and there happens to be an MTL file which matches that name then it's reasonable to assume that's a match. There may need to some user interaction as well to confirm it, something like that. We'll see when we are able to look into it more.
Regards,
Jo
Thanks Jo, for taking the time to look and reply. I have eliminated all spaces, as near as I can tell, so what I'm going to do is zip the whole shebang up with all relevant files, post it to sendspace as it'll be too big for the forum and post the link. As I built this model from scratch, anyone who wants can have it, but if y'all solve the problem please post how the heck y did it. This is a garage for a truck I also built in the same program which I had zero problems with so I went ahead and converted the tin garage. I will also include the truck for comparison's sake...well if y fix the garage you can park it there...LOL...thanks again for all the help.. ...
O K...here's the whole directory...about 33M so I've put it up on sendspace...very handy free service...good luck to any and all who try this conundrum on for size.. ...
http://www.sendspace.com/file/yc7dj8
I am having a similar problem. I am new to Terragen, and I am trying to learn objects. I am currently making simple shapes in 3D Max with just colored textures and exporting them as .obj files. When I import them into Terragen the object imports but the texture doesn't. The warnings box says "OBJReader: could not open mtlib". I can only see the bounding box but not the object itself, but when I render it's there only completely black.
Any ideas what could be causing this? Thanks!
Your mtl file must also not have any spaces in its name.
@bobbystahr
I took your files you uploaded, and just took the 3ds file (Assumed it was the source)
In poseray, i just went to obj output, had save normals, save texture, and fix material and group names checked. When I exported I exported to Tin_Garage (note, underscore instead of a space ;))
Basically process the obj's or original files through poseray, and when you export the obj, make sure you rename it to to something with no spaces in it.
below is quick render of that object (not all black).
and here is also the internal of the parts shader below (crazy number of materials in your file :P)
A million thanks neuspadrin...that damn underscore in the object name was indeed the culprit...dunno why I never tumbled to that..again thank you...hope you can use the models..all original from Imagine3D, coverted to 3ds in accutrans and then to obj with U/V mapping in PoseRay. I use identical methods as you but it was that silly_...LO .. ...
my file names are one word names only, no spaces.
Also, is it possible for a model created in 3D Max go straight into Terragen?
Quote from: Phoenixf2b on May 09, 2009, 11:44:17 PM
my file names are one word names only, no spaces.
Also, is it possible for a model created in 3D Max go straight into Terragen?
If you export it from 3dsmax as a obj its possible. But terragen sometimes is a little picking on formating of the obj file, as theres tons of different ways to write one really. So if that fails often putting it through poseray just loading and then saving will fix problems.
What files are you having trouble with? can you upload them so we can take a glance.
right now all I am trying is making a sphere in Max and exporting it as an .obj and trying to import that into a new terragen file. Trying to keep it as simple as possible since I am trying to learn. Do you know what settings are needed in max to export as an .obj?
Quote from: Phoenixf2b on May 10, 2009, 12:01:06 AM
right now all I am trying is making a sphere in Max and exporting it as an .obj and trying to import that into a new terragen file. Trying to keep it as simple as possible since I am trying to learn. Do you know what settings are needed in max to export as an .obj?
Sorry I'm just a poor college student ;) Don't have that kinda expensive software.
Perhaps someone else here can help. Even if it does export obj it might not be a way that terragen reads properly. Really the best thing to do is always run things through poseray to doublely make sure it works on terragen as it seems to almost always fix issues.
I am playing around with Poseray now, and I am noticing that when I use the material editor in Max and apply a color or map pattern to it, it's getting stripped when I bring it INTO Poseray. Poseray is importing everything as a whitish/silver finish. do I have to do all of the mapping and textures in Poseray?
Its possible. I dont understand everything fully but 3ds max materials might not be compatible with a obj material and such and thus impossible to really transform and read.
/shrug.
If you are modeling in 3ds max then I'd suggest just model in there, then texture in poseray and then send it to an obj for tg.
the unfortunate thing about that is that Poseray can't to a lick of texturing and mapping that Max can. I have some models that I ultimately want to use but I cannot remap them in Poseray.
Does anyone know how to maintain maps and textures in Poseray?
Texture baking? I believe the term is? Doesn't it just basically render the textures to an image to be used in other programs thinking about it now? Perhaps that will do it?
Well it's a step closer. After I texture bake the material, I bring it into Poseray and it applies it, but so far it's not applying it properly. I will have to play around and get familiar with poseray to make sure I am using it correctly. Thank you for the help :)
Have you explored the U/V Tab in PoseRay's Material editor? I find it very useful as my modeling app, Imagine3D doesn't do U/V mapping. I've found cubic solves most problems I have, but I do use cylidrical for cylinders and spherical for spheres. The trick is after you've selected the mapping mode you have to click the Update button and it draws the map in the white area. I then go back to the material and if it hasn't updated in the preview I do the Update again and it always works.. ...
Basically agreeing with bobbystahr. When you have textures that don't match up it's usually something to do with UV, and you mess around with those settings to get it placed right. I don't know much specifics I just kinda know thats where the issue comes from and thats how to usually fix it.
As far as I know TG2 doesn't actually load simple colors from an OBJ. It needs a texture. It also does not import material properties like transparency, reflectivity, etc. So that may be why colors you specify aren't coming in. You can easily specify colors in TG2 however.
- Oshyan
The Poseray materials section seems rather limited. I have a very simple box shape, with a baked textured of just the wooden sides. Very basic model, about as basic as can be and it still won't apply right in Poseray. I try cubic, planar, sphere, cylindrical, and neither of them apply it right.
Well as promised, here's a WIP of the Tin Garage and My Truck...again, thanks for all the help.. ...
Quote from: Phoenixf2b on May 10, 2009, 10:40:27 PM
The Poseray materials section seems rather limited. I have a very simple box shape, with a baked textured of just the wooden sides. Very basic model, about as basic as can be and it still won't apply right in Poseray. I try cubic, planar, sphere, cylindrical, and neither of them apply it right.
Have you looked into Un-Wrap UV's modifier in Max? Once you have that understood, you'll be able to output exact textures to the object UV's, and TG should be able to read them straight in as export .obj's from max.
Quote from: bobbystahr on May 11, 2009, 05:02:46 PM
Well as promised, here's a WIP of the Tin Garage and My Truck...again, thanks for all the help.. ...
I think you need to get a better grasp on texturing if you're going to use this model as the scene focus. Nothing wrong with the model itself, but you've got stretched maps and a lot of repetition in the texture. The great thing with TG, is that you can use a bitmap to create real displacements, which would help a lot with your image adding more real depth to your wood paneling along the grooves for example, or tread on your tyres. In fact, what really shows off CG models are all the subtle shadows that displacement through either geometry or maps give, with or without colour from diffuse maps.
Quote from: Hetzen on May 11, 2009, 05:36:31 PM
Quote from: bobbystahr on May 11, 2009, 05:02:46 PM
Well as promised, here's a WIP of the Tin Garage and My Truck...again, thanks for all the help.. ...
I think you need to get a better grasp on texturing if you're going to use this model as the scene focus. Nothing wrong with the model itself, but you've got stretched maps and a lot of repetition in the texture. The great thing with TG, is that you can use a bitmap to create real displacements, which would help a lot with your image adding more real depth to your wood paneling along the grooves for example, or tread on your tyres. In fact, what really shows off CG models are all the subtle shadows that displacement through either geometry or maps give, with or without colour from diffuse maps.
RE: my grasp on texturing is certainly in need of improving but as I've worked mainly in Imagine3D since the late 90's and it had no U/V mapping I know nada. The facility provided by PoseRay is the closest I've come to getting U/V mapping happening so far.
RE: displacement...I am aware and generally use it well but as I had been having a hard time earlier in this thread even getting the parts list to show in TG I considered this a major success.
I, as a graduate of the Imagine3D app [it's no longer with us], from the start have preferred using procedural textures, but as a math dislexic, high school drop out from the '60's, was fortunate to have Imagines native .itx textures available. These were entirely procedural and there was over 100 native with Worley's Essense textures as well having their genesis in Imagine as 3rd party add on, and the RJJ series later, so I'm spoiled and even tho I have tried Functions etc. the math whacks me up side the head and I go back to maps which TG does indeed use well. So to get back to the point, I agree, the garage in particular could use displacement. Other than breaking the wheels into 2 parts, tread and side walls, so they could be textured seperately I'm at a loss as to how I would map bump to the tyres.
Thanks for your constructive comments Hetzen..it's appreciated.. ..
Here's a further update of this experiment. All models except the veg by me. Sidewalks and road displaced with paint shaders and image mapped. You'll noticed this time I have displaced various surfaces...note about repeating tiles...the only place I could find obvious repeats is where they belong, above the Garage door. This is a tin covered garage circa 1940 and that part was often a 'repeating' tile...twas done on purpose. I have attempted to reproduce the 'tin siding' with limited success...I need a better bump map of the correct type of siding to really pull this off short of actually modeling the 'boards' individually.. ...
That's a good start. I'm by no means a dedicated modeler or texturer, so I'm learning myself, especially in this app. What UVs will give is full surface coverage which wrap around edges, if you do it right. It will allow you to paint in specific weathering etc right into the corners where two surfaces connect for example, like the edge of your roof with the wall, and allow you to make unique textures per surface rather than relying on repetition from tiling. To do it really well is a tremendous skill in itself and commands a good wage if you're good.
Have a look at this gallery....
http://www.mapzoneeditor.com/?PAGE=GALLERY.RENDERS
Aspirational stuff eh? The great thing is that the basic program is free. It won't sort out UV's, but shows you what you can achieve with good mapping.
I'd be tempted to make dedicated displacement maps for your wood panels on your garage for example. You may want to start at dark grey for the bottom groove with a slight grad up to white on the raised top 4/5s of a horizontal panel, then apply a wood grain with multiply and subtle opacity as it's blending mode, so that the dark grain just cuts back into the white/greys. Then use that built image as a layer in a new image off set on itself to build up the wall as a whole bitmap..... and build from there. That's just the displacement map.
Using the same method in your diffuse map you'll be able to paint in subtle items like mildew/water stains, flaking paint etc..
Sorry if this sounds like sucking eggs, it really isn't meant to be. Just giving an honest opinion and any help I may be able to offer. Just as I would appreciate from others for me.
Cheers mate
Jon