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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Can you setup Poser 6 to use two textures on the same material?


Jim Burton ( ) posted Sat, 11 February 2006 at 1:38 PM ยท edited Thu, 28 November 2024 at 8:52 PM

file_325815.jpg

I little something I'm making for Glamorous Jessi... Got a question, though. I very cleverly set up Glamorous Jessi to have a "stocking" material, so you could add a little black to the body texture and add a little highlite, as you see here, but... Does anyone know a way to add a second transparency map, as an overlay over the main map? Sort of a layer, as you could do in Photoshop. I'd like to put seams in her stockings. I guess I could just include an RTE encoded variation of the GJ texture, but it would be so elegant if you could just have a transparency overlay.


SamTherapy ( ) posted Sat, 11 February 2006 at 1:47 PM

Well, you can overlay a secondary texture by masking - that's more or less how Clother works, I believe - but I dunno about transparencies. I can't think why it wouldn't work in principle, though.

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Tyger_purr ( ) posted Sat, 11 February 2006 at 2:19 PM

Clother doesnt use trans maps, it is a stand-alone program that takes your textures and puts them together and saves a new texture for you. Yes what your asking for can be done. I have done it and it is in a thread around here somewhere. let me see if i can find it or recreate it.

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ockham ( ) posted Sat, 11 February 2006 at 2:25 PM

file_325816.jpg

Could you use a Blender node to mix them? Works nicely for main texture, but again I don't know how well it would do for trans. Here's a dumb example of mixing a chrome-y reflection with woodgrain.

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Lucifer_The_Dark ( ) posted Sat, 11 February 2006 at 2:27 PM ยท edited Sat, 11 February 2006 at 2:31 PM

You could try the 2nd skin program here www.ralf-sesseler.de/d3d looks like it might do what you're asking jim :D http://market.renderosity.com/mod/bcs/index.php?ViewProduct=36265

Message edited on: 02/11/2006 14:31

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Tyger_purr ( ) posted Sat, 11 February 2006 at 2:31 PM

here it is. http://www.renderosity.com/messages.ez?Form.ShowMessage=2020478 the solution is in post 7 to change the transparancy of the clothing you would adjust the blending value in the blender node. if your looking to make a distributable product you would need Shaderspider to make an fx6 wedge file and your customers would have to use ShaderSpider LE (free) to apply it. or you would have to set mat or mc6 up to use a specific (default?) jessi texture and the users would have to swap out the texture file to one they want to use manually.

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Little_Dragon ( ) posted Sat, 11 February 2006 at 3:01 PM

file_325818.jpg

If the stocking map is greyscale, you could simply use a Color_Math node. A little displacement and bumpery wouldn't hurt, either ....



Jim Burton ( ) posted Sat, 11 February 2006 at 3:03 PM

Thanks Tyger purr! That looks like what I was hopeing to do, I'll give it a spin!


bagoas ( ) posted Sat, 11 February 2006 at 3:08 PM

AFAIK, Poser has no elegant ways to do this. You can indeed take a secons Jessi and conform her to the first, but I found this slows down rendering dramatically since Poser has to find out for every facet which of the two geometries is visible. It may help to add a small displacement value to the 'cloth' figure. By all means clip off any limbs you do not use, or at least set them invisible. Do not rely on transparency only. Real 'layered textures' apparently are not supported by Poser.


svdl ( ) posted Sat, 11 February 2006 at 4:11 PM

A blender node, with the blending ratio driven by a B/W image map could do the trick. You can use grayscale too. The color math trick also works. And if you don't have a grayscale image, just run it throug ah Math node (Add, first argument set at 1.000, second argument set at 0.000) to make it grayscale. If it is just adding a seam to stockings, you can simply use the stockings transmap and the seam transmap, and combine the maps using a Math_Add node. Real layered textures are not supported. But you can get the same effect with blender nodes driven by B/W masks.

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AntoniaTiger ( ) posted Sat, 11 February 2006 at 5:19 PM

svdl has just about hit all the different methods I know of. The hsv node is another way of getting a greyscale -- set the saturation value to zero. Any Math node will do the conversion, in addition to any math. Subtract the texture from 1 to give a negative, for instance. If you want to get a sharp black-and-white use the Step math-node as part of the chain. You can combine two colours by using the colour boxes on the Blender node, but using an external node, such as Simple_Color, makes it easy to cut-and-paste the colour to a different material. I prefer to use the colour picker, but there is a node which lets you set RGB values. The angle of the pattern is wrong for stockings, but the Tile shader node is another way of generating a mesh pattern, setting the two tile colours to be not-mesh, and the mortar as the mesh. You can. however, tile a small texturemap to cover a large area with reasonable texture resolution. Garment edges become a problem, but a specific texturemap for the top hem of the stocking could be applied using the offset settings to put it in the right place. Possibly misremembering, but there's something about alpha channels and the background input to an imagemap node. Can you feel the skin texture into the Background input of an alpha-channeled (and offset) stocking texturemap?


Francemi ( ) posted Sat, 11 February 2006 at 9:14 PM

WOW! Little Dragon, this is great! I suppose the math argument menu is connected to the Diffuse Color? Is it connected to the specular color too?

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Little_Dragon ( ) posted Sat, 11 February 2006 at 9:48 PM

I suppose the math argument menu is connected to the Diffuse Color?

Yes.

Is it connected to the specular color too?

No.

Actually, I had a hideously-convoluted shader-tree structure growing out of that fishnet map, which for simplicity's sake I didn't show in this example. Multiple math nodes were used to generate appropriate masks for the specular, displacement, and bump channels.



Francemi ( ) posted Sat, 11 February 2006 at 9:55 PM

Thank you for the quick explanation LD. ;o)

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Jim Burton ( ) posted Sat, 11 February 2006 at 9:56 PM

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file_325819.jpg

Many thanks guys, it worked! I wound up using a math mode and mutiply (as I'm familiar with what that does in Photoshop). It does work as advertised, the white part of the map is changing nothing. I plugged the new map into the highlight and displacement nodes too, while I was at it. I'm not sure if the displacement is going the right way, though. The hard part was making the map, Jessi (or at least Glamorous Jessi) isn't mapped all the linear, the seam varies from 2 to 7 pixels wide to make it a uniform width on the figure.


lesbentley ( ) posted Sun, 12 February 2006 at 9:18 AM

Little_Dragon, those are the most sexy legs I have ever seen on any cat!


Gareee ( ) posted Sun, 12 February 2006 at 12:52 PM

BTW, Jim, I love the texture on the chest area in that first image!

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Little_Dragon ( ) posted Sun, 12 February 2006 at 1:29 PM

I'll pass the compliment along to Tierra, lesbentley.



diolma ( ) posted Sun, 12 February 2006 at 3:54 PM

Hi Jim. "I plugged the new map into the highlight and displacement nodes too, while I was at it. I'm not sure if the displacement is going the right way, though.". Errm - unless I'm mistaken (not an uncommon event), no, it's going the wrong way. For displacement, 0 (black) is no displacement, 1 (white) is full (outward) displacement and -1 (no colour equivalent) is full (inward) displacement. Your crafty use of a -ve value for the displacement's value (wish I'd thought of that - it'd have saved me an extra node on more that one occasion - but now I know) will not, alas work in this instance. What it will do is to turn the map from an "extrude" one to an "indent" one. (you can check by re-setting the displacement value to 0.9 and doing a test render. The differences will become blindingly obvious... but don't forget to set the min-displacement in the render settings to a slightly larger number, like, errrm, 1). Suggestion: As mentioned above, to invert (negativise, if there is such a word) a greyscale map, just use a math function "subtract" node, set value 1 to be 1 and plug the texture into value 2. This will invert it. Then plug the output of the subtract node into the displacement.. Cheers, Diolma



diolma ( ) posted Sun, 12 February 2006 at 4:35 PM

I've just done a quick comparison using 2 cubes. The bottom one is just a reference cube. No displacement at all applied. I've also used a "spots" node instead of an image, but the effect is the same. Also, I set the displacement value to 0.5, 1.0 proved excessive. (And don't forget to turn "Displacement on" in the render settings and set the minimum disp bounds to a larger value than the maximum displacement you have, in this case I set it to 1. Just in case anyone who doesn't know that looks in on this thread..) 3 images follow....



diolma ( ) posted Sun, 12 February 2006 at 4:38 PM ยท edited Sun, 12 February 2006 at 4:39 PM

file_325820.jpg

This is with the image used "as is". You can see how the displacement aligns with the reference cube by looking down the sides. The black parts align, the red parts are extruded.

Message edited on: 02/12/2006 16:39



diolma ( ) posted Sun, 12 February 2006 at 4:43 PM

file_325821.jpg

This is using a -ve value for displacement. Here, the red parts are indented. The black parts still match the refernce cube



diolma ( ) posted Sun, 12 February 2006 at 4:48 PM

file_325822.jpg

Using an inversion node. This time the RED parts align with the reference cube, and the black parts are extruded. So, to cut a long story short, .... Jim, you need to use an "inversion" node on "image map 2" before plugging it into the displacement node :-)) Cheers, Diolma (And hope that helps..)



Jim Burton ( ) posted Mon, 13 February 2006 at 10:07 AM

Thanks Diolma!- Yep, it sure does! I'm pretty much a babe-in-the-woods with this P5/6 material stuff, but I'm learning!


Jim Burton ( ) posted Mon, 13 February 2006 at 12:33 PM

file_325823.jpg

Here is the lead-off pic redone with the new stocking texture.


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