Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)
Starkdog; Take a good look at the top of the material field. You have the texture set to load into the =preview= channel. That will display exactly what you have, because you are trying to load the texture into a field that does not actively display except in the library tabs. There should be at least one entry beneath preview, and that will be the actual dress. Just hold ctrl, click to highlight both poser surface and image map, go to the right pointing arrow in at the top of the material window, click to open, and choose copy. Then click on the Material downpointing arrow, and switch to whatever exists below the preview entry, which should bring up a Poser Surface panel with no shader plugged into it. Go back to the right arrow, click, and select paste. That should load the image map and all the connections and settings onto the Poser Surface interface.
Hi Dog I've had that problem once or twice myself. I change the material completely to a more neutral setting (maybe one of the p5 people textures in imagemap), then re apply your own image map. John
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The use of the "Preview" material looks to be the problem. While it doesn't affect the renders, the Document Display Mode you've chosen doesn't show the texture. For something this simple, click on the rightmost of those buttons and you should see a texture. More complicated shader trees still need to do a render, and you won't see the effects of adjusting scaling and such. Poser 5 can still have problems (some sort of caching?) with showing Material changes. Switching to another material and back will sort that, or doing a render. It can be useful just having a primitive Prop visible as a switching target. Maybe the sphere, it can help set up lights too.
Wow! Thanks for the feedback. Here is what's happening. I created the dress in Shade. While I was making the dress, I changed the color of the dress, as a contrast against Madison, to check for breaks. When I exported the obj, Shade can also save mtl's, which I did. I then brought the dress into Poser to align and fit a smidge larger, since it will be dynamic. I then exported the obj back out, and re-imported it back again. I then took the dress into UVMapper, and made a template. Next, I went into PSP, and used the template to make a texture. I then attached the texture to MTL001 in the cloth room(the dress). I then rendered and rendered, and still no texture. Just out of curiousity, I tried applying the texture in the preview screen to see what would happen, -nothing! Anyways, I tried a different obj, and I was able to toggle between textures, and just plain colors from the color selector thingee. It really makes me mad, because I am so close to getting my first pack together to sell, and I keep getting these little hangups that derail whatever progress I've made. I sure hope that Poser6 is user friendly. Unfortunately, there is a lack of feedback mechanisms in Poser5, other than your clothing simulator runs past 4000 frames. -The Starkdog
Either that, or have Preview do something. It could be useful to have an approximate colour for the preview instead of the plain white which underlies some shader trees. Might let you spot a pokethrough more easily while posing. But if you look, I think it's the first Material in the file, .cr2 or whatever, which is the default. SkinTorso on Vicky, for instance. So it's not a problem that needs new program code to fix.
'But if you look, I think it's the first Material in the file, .cr2 or whatever, which is the default' Yep. The material order in the poser model is defined by the order which the materials appear in the obj file. Nothing you do in poser can change that order (short of inserting a dummy part in the obj with all the materials listed in the order you want). The only real reason for having a Preview material is for an obj with no materials assigned to it. In that case, everything gets lumped under Preview. But if CL could be bothered, I'm sure they could figure out a way to have it NOT display when other materials are present. It's the old story. Minor irritation. Not important enough to fix. And so these things accumulate from one version to the next. mac
It doesn't matter the the texturemap is plugged into the ambient. Ambient_Value is set to 0 so it isn't doing anything. Could it do that your dress uv's are all 0? That would explain the texture not rendering. How does the dress look in uv mapper? Also, maybe the normals are pointing inwards, so the texturemap is on the inside.
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What you do is make the material in the Pose room, using the grouping tool. Create a new group. The name doesn't matter, I just use the default name. Use the Add All button. You now have a group comprising the whole object. Make a material (and the name does matter for this), and then delete the group. If you want to make an item with several materials, you need to keep the temporary groups. If you wanted to have some buttons, for instance, assign the burrons to a group. Then make a new group, Add All, and remove the button group. Each group can now be made into a different material. It can be useful to make material groups which match the seams of clothing. Think of some sports shirts where the sleeves might be a different colour of fabric. Or the material could be set transparent.
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