Ghostofmacbeth opened this issue on Oct 28, 2005 ยท 7 posts
an0malaus posted Tue, 01 November 2005 at 3:25 AM
I do hope you've loaded the P6 SR1 update as, at least on the Mac, it fixes some Material room problems such as hair shaders. When you refer to P6 MAT files, do you mean the .mt5/.mc6 files in the materials library or actual MAT pose .pz2 files in the pose library? Material collections are consistent (in my experience) in not having spurious nodes added when applied in the material room. MAT poses, OTOH, which have to be created by hand (such as stripping out the non-material information from a .cr2 or .pz3 file in a text editor) or some external utility, will typically have P4 compatible material information in them. In P6, for materials created solely within the material room's advanced tab, the P4 information saved to character or scene files is consistent with the subsequent shader tree. While trying to replicate the P4 style partial MAT pose functionality in P6, I discovered that if only some of the P4 information is present in a MAT pose, P6 will try to extrapolate the missing P4 material information from the existing P4 material settings. These are then converted into shader tree nodes, which is where the spurious links and nodes with non-default names like "color_map" arise from in the material room when viewed after the MAT pose is applied. The safest bet for MAT poses in P6, is to remove all the lines in the material section before the shader tree. I'm stuck on a Poser 4 only system till late tomorrow, so I have no access to my P5/6 machine to verify syntax exactly. I'll see if I can find a useful example file to post then.
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