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Vue F.A.Q (Last Updated: 2024 Dec 13 6:58 am)



Subject: Got it and some questions


Hdrider ( ) posted Mon, 12 June 2000 at 7:16 PM ยท edited Tue, 24 December 2024 at 11:15 PM

Well, I got VUE3 last Friday. It took ten days exactly from when I ordered it. Not bad, speed wise. Okay, I've been trying to import Poser's Victoria into VUE3 and the transparent maps are giving me fits. I got a couple of tutorials on the process and have had limited success. This is the way I understand it. Everything that is transparent in the models UV has to be flipped vertically and the material also. I've got hair,upper eyebrows, and eyelashes to work but the outer eyeball isn't right. It has no shine/reflection and looks clouded. Now if I'm doing something wrong (which is intirely possible) could someone give me some hints or tips. Number Two: I bought the vegatation pack from e-on and the haven't e-mailed me the codes. Does this take a couple of days or what? Number Three: I tried a couple of underwater scenes starting from scratch. When I add the water plane(moved to the top) after some models, they disappear from the main screen. Is this a bug or something I'm overlooking? Okay, 'nuff for now. Thanks, jJ

No good deed goes unpunished ...


bloodsong ( ) posted Mon, 12 June 2000 at 7:39 PM

heyas; you would try to load millie in first, wouldn't you? first, the trans maps have to be inverted... not just flipped vertically, but... in the transparency tab, after you click mapped values and load the trans map in the function and flip it... when you get back to the trans tab, there are two graphs next to it. the bottom one is gain, i think, you can ignore that. the top one has to be inverted, so vue reads the black as white and white as black. (poser uses white for opaque, which is backwards from everybody else.) secondly, there are some strange geometries in millie's eyes. if you exported groups, open the head and look for all the eye parts. the outer eye has to be set to transparent. (there was a more detailed thread on this a few weeks ago. brows the archives, or do a search.) #2: sorry, i don't know. #3: this is normal. the views 'hide' everything below the first plane in your scene. either drag the water plane down under the ground plane in the world browser, or go to the options and uncheck 'clip below first plane,' or whatever it's called.


Hdrider ( ) posted Mon, 12 June 2000 at 7:59 PM

Okay, that may be my problem. I was using UV-Mapper and selected the transparent parts and did a CTRL-Y (I think that's it) that flipped them and then re-saved the model. I'll try something different and see what happens. Thanks, jJ

No good deed goes unpunished ...


KateTheShrew ( ) posted Tue, 13 June 2000 at 1:01 AM

Actually, with the beta 6 3.1 update, if you export directly from poser in obj format, you don't need to flip the maps. Also, the first "glass" material works very well for the outer eye on vickie, gives just enough reflection to the eyeball to make it realistic looking. If you haven't gotten the vegetation codes by tomorrow, drop them a note and remind them. They're usually really good about that sort of thing. Kate


smallspace ( ) posted Tue, 13 June 2000 at 2:21 AM

Kate - I didn't know that about 3.1b6. I've always exported to 3DS and therefore avoided the "flip" problem. I'll have to try it now with OBJ. - Thanks I've found that unparenting props (including hair) makes things much easier in Vue. Hdrider- About #2. You should definitely contact E-on Support. It took me less than an hour to get my veggie codes. - SMT

I'd rather stay in my lane than lay in my stain!


Hdrider ( ) posted Tue, 13 June 2000 at 2:50 PM

Okay, I think I have it figured out. Here's my process: 1)In Poser, loaded up Vickie. Posed and added props and hair. 2) Saved as a new character for safe keeping. 3) Export the object file using default settings. 4) Use UV-Mapper and save flipped. No mtl library though. 5) In VUE3 load the object and apply the standard maps. 6) For the transparencies, do the trans/invert stuff. 7) Render it and see the pretty picture. 8) Pat myself on the back for being so damn brilliant 8-} I think I will try a different approach that I used in Bryce that worked pretty good. Export the main model with the ground attached and the same for the props. Then import each one and group them deleting the ground from each. This way I could work on each individual mesh for trans and texture. Anyways, thanks everyone for the help. Might figure this out yet. Oh, bloodsong, that option 'clip below first plane' doesn't seem to work. I just set up the scene and add the water plane last. Thanks, jJ

No good deed goes unpunished ...


bloodsong ( ) posted Tue, 13 June 2000 at 6:08 PM

heyas; do NOT flip the uvcoordinates in uvmapper. flip the texture map in your image editing program. :) actually, what i usually do is the vue flip trick like this: load the image in the colour channel... hit the mirror y checkbox. now find the offset y box, and read the picture's y size (it should say x## x y##). type in the y number there, and it will be flipped for you. (remember to do the same with any bump/trans maps.)


Hdrider ( ) posted Tue, 13 June 2000 at 6:24 PM

Hmm...there seems to be more than one way to do this. The method I described works but it is rather time consuming. I'll try your suggestions. Oh, the other method I mentioned doesn't work very well. The objects aren't imported to the same area so it is really messed up. Thanks, jJ

No good deed goes unpunished ...


Hdrider ( ) posted Wed, 14 June 2000 at 1:02 AM

Bloodsong, I tried your suggestion and it worked like a charm. A LOT easier than what I was doing. Guess I was making it just too complicated. One thing I noticed about VUE3 so far. It has such fine detail that it is showing all the flaws in the texture maps that I have made. It will make a half way descent artist out of me yet. Later, jJ

No good deed goes unpunished ...


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