OBJ with textures included to BLENDER (not animation not avatar, only static image)
Hello everyone!
I'd like to render a static image (not animation) in Blender that I've previously created in CLO3D with all its fabrics, buttonholes, prints, etc. that my outfit I've designed.
I have exported it in .OBJ (Selected) format, an outfit with textures included, and I have attached images in case I didn't export it correctly.
When I import it into Blender (through Wavefront .obj) I see that the textures have been imported as well since I see all of them in "Material Properties" but they are NOT shown in the preview or in the render.
Am I doing something wrong? Do I have to activate something else in the import in Blender? I use version 2.9.
Am I using the correct OBJ format to export static images with textures (non-animation) or is it better to use another format?
Thank you very much.
Victor.
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Thank you very much for your prompt reply.
I have just received an email telling me that you have posted a comment and I have just read it in the email. For some reason the comment is not yet displayed on the forum.
Again, thanks for the information.On the other hand, I would like to tell you that there is a video on YouTube that someone posted on this forum:
https://www.youtube.com/watch?v=EmC7abd6fz8
At Min: 6:45
The user activates a "check" to show the texture (I can't find anything similar in the current version of Blender)
I'm an amateur user of Blender and I don't know how can I do the same steps in version 2.9.Any suggestion?
Thank you very much.
Víctor
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Victor, I read ottoline's message and I agree in that you need to understand what is that you are doing in Blender in terms of UV Mapping, PBR textures, etc. This is not a plug-and-play process. For instance, if you click on the Unified UV Coordinates you will get the same UV that is used in CLO into Blender. Then, you should manipulate the UV to your needs and plug in the textures you'd like to get realistic renderings in Blender. You can't work only with the diffuse and normal maps to get something realistic.
If you understand the fundamentals of working with shaders and UV maps in Blender you will be able to figure out the process of simulating the cloth in CLO and exporting the most of the work to Blender but do the shading there, irrespective of what is that you did in CLO for the textures (fabrics).
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You can use a plug and play library materials and bridge into blender > there is a free software called 'connector' > design connector that also has the drag and drop of all assets etc, from blender in realtime as you work, it will also open up PBR materials in realtime so if you use evee for fast onscreen viewing of PBR shaders you have a really fast workflow that is WYSIWYG. (What you see is what you get) And it can also read native obj, max, and blender materials, no need to open the app to see the materials eg: substance (and it can also manage CLO3D and MD files as well if you add that file format in). I wrote (scripted) my own CLO3D/MD asset bridge plugin (like they did below for use with blender) for that drag and drop feature into connector and between my clothing app softwares, CLO3D, MD, Optitex, Shima etc >> I suggest others do the same for drag and drop ease.
So that is perhaps something you might look at for scene building > for example when I do a blender set for animation and rendering that is what I use to manage that aspect of the process and hook that into the blender cloud, which has shared project resources if I am pushing through a fashion show between nations (you most probably don't need that studio setup). So again it's about getting your materials between systems organized for the shader types and render systems. However to manage that from one drag and drop location and toolset is very possible for free (as in 100%).
I have 95,000+ assets and materials in this setup and it handles with ease. Simply add a folder location and watch it do it's magic locating icons with datafiles. Has tagging and filtering which is essential for the process of building styled managed digital photo-shoots. You can mirror that location in both blender and CLO3D (folder pointing) so you have one common asset repository with a integrated management system (designconnected). So when I build a fabric material I can also add in my texture editor as well to the integrated assets manager, and also my hardware scanners (I have 3 fabric scanners non movable) and a handful of portable ones that dial in via wifi, so it all comes together in one server spot (or workstation if you want). So I can launch what ever app I need from this central location, sort via filters, make collections into projects, manage massive subset component inclusion to any number of scene builds. Which ends up really important if you batch out 70,000 images in 50 colorways for 80 designs each with 5 styles, so you need a decent system to manage that complexity as naming (prefixes and suffixes and common materials naming (normal, diffuse, AO etc all play into how you manage digital assets wrangling them into production workflows).
See designconnected asset management
See video on it's integration and use with blender
See release article here > 2019
So what you might want to give some thought to in not only the type of shaders you need to produce fabrics in (origination work) but also how to manage them. The good think about designconnected is that you can use it to organize a digital photoshoot ready for distribution into the production pipeline > eg: assets, fabrics, props, lighting rigs, studio HDRI's, etc, tagging those items into collections for against a job number > pass that into the styling session (eg: like I do with addidas or nike ) and then flick it onto animation as a simple scene collection with everything linked in by reference. When you work like this you will find life is very easy.
Do it once and do it right.
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Thank you both very much for the information.
My mistake was to believe that I could export it to Blender and that everything would be instantly recognizable to make the render.
I also imagine that this will also happen with other 3D programs, that is to say, I like C4D a lot but it's not free, that's why I chose Blender.
I'm going step by step in learning Blender, it's a program that requires time to master it when you start for the first time with it.
I've taken note of your advice, and of course, thanks a lot for the "designconnector" I'm sure it will help me a lot in my workflow.Thank you again.
Victor.0 -
Sure the eco systems can be huge but thankfully there are those out there trying to simplify it all as a scaleable simple integrated system . see Tangent Labs >> LoUPE, >> pending.
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Thanks again ottoline
I also wonder the following... how is it possible that no company / studio / individual has created a "plug in" or "add-on" to make the translation between the CLO3D / MD file and Blender as simple as possible...??
If it were an economic issue it is as simple as doing a "crowdfunding".Otherwise, Blender is a program with an incredible capacity; free for everyone.
Also, as I see it with a capacity of continuous improvements that make it a sure bet for it.Thanks!
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