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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: simple texture effect in animation, is it possible to add things


beos53 ( ) posted Mon, 02 January 2006 at 12:53 AM · edited Mon, 03 February 2025 at 11:47 PM

Attached Link: http://webpages.charter.net/swieg123456/alldivx.avi

I am still working with that Special texture effect which at first I thought was great, until I figured out how I did it,

The link above is a small animation (1.1MB) I did using that texture effect. This was 4 animation renderings, then put together in a video program.

My question is.
Is it possible in any way to somehow add a node or change the main colors in the Material room during an animation?
Also on the last 30 frames look at her arms, how and why is the color changing by it self? I didn't do anything to it.

Message edited on: 01/02/2006 00:58

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


svdl ( ) posted Mon, 02 January 2006 at 1:24 AM

It is very well possible. Most node parameters can be animated. Cool little animation and very nice shader effect! I don't know why the color changed, however.

The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter

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nruddock ( ) posted Mon, 02 January 2006 at 1:26 AM

You can animate Material Room settings by clicking on the key icon next to whatever parameter you want to animate.
A new dial will be created in the Figure's Body or the Prop for that value, which you can then animate as you would any other value.

Adding (or removing) nodes during animation may be anywhere from very tricky to impossible.
One way to get the same effect is to setup two Shader networks, feed them in to a Blender node, and drive the Blend_value using the appropriately modified output from a Frame_number node.


beos53 ( ) posted Tue, 03 January 2006 at 12:47 AM

Thank you for the information As soon as I got home from work I tried it and found key icon for the animation of the nodes and it worked great. I want to go from this effect to an actual skin texture, while still in poser, I'll try that Blender and see if that will work This isn't a shader effect, all it is is a hair transparency instead of a skin texture. I explained how I did it here http://www.renderosity.com/messages.ez?Form.ShowMessage=2518509&Form.sess_id=1200656&Form.sess_key=1136270723 Thank you again

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


svdl ( ) posted Tue, 03 January 2006 at 12:55 AM

An easier way than a modified Frame_number output would be to animate the Blend_value itself. That way you have complete frame-by-frame control over the blending.

The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter

My gallery   My freestuff


beos53 ( ) posted Tue, 03 January 2006 at 1:08 AM

Thanks That does sound easier. I am working on a project and I am going to put music behind this and I want to fade from this to real skin at a certain point. I can do in in a video editor, but I need to do as much as possible in Poser and using the Blender and then animate it, that sould work I do thank ya'll very much

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


beos53 ( ) posted Thu, 05 January 2006 at 1:17 AM

Attached Link: http://webpages.charter.net/swieg123456/alldivx1.avi

nruddock and svdl This is what I did using the Blend node The only problem I had was the blend node on the Aiko figure, I set it up for the Torso and then applied it to the complete figure. Only the Torso worked, I had to go in and set the blend nodes for each part of the figure. I tried it several times, but still the same thing. Is there a way to set up the animation for the node for all parts of the figure? I hope I made myself clear

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


nruddock ( ) posted Thu, 05 January 2006 at 5:41 AM

"Is there a way to set up the animation for the node for all parts of the figure?"

If you use a Frame_number node to drive the material network you shouldn't need to keyframe anything.

Another way would be to create a version of the OBJ/CR2 file that only has one material.

A more complex way would be to edit the PZ3 to modify the shader network to use a single dial.

(Couldn't see the animation my computer doesn't seem to like DivX stuff)


beos53 ( ) posted Thu, 05 January 2006 at 8:08 AM

Attached Link: http://webpages.charter.net/swieg123456/allmov.mov

nruddock here is that animation in Quicktime it is 2.44MB I tried the Blender node attahed it to the Frame_number node, but It looks like I will have to still reset the Blender node for each body part. Working with nodes in this way (animation) are something new to me, so I have a lot learn The other 2 ways edit the PZ3 and the OBJ/CR2 are still way beond me for now.

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


nruddock ( ) posted Thu, 05 January 2006 at 8:38 AM

I see from the animation (thanks for the format change) that your using a normal texture, so the modifying the OBJ file thing wouldn't apply.

If you have P6, it should be possible to write a Wacro script to do the changes, though whether doing so would be quicker than doing them all by hand depends on the nodes that need changing being named the same.

If you want to do this kind of thing more than a few times, you should look at getting ShaderSpider from DAZ (P6 only).


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