Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 12:36 pm)
Yes, you make it the same way as you create any other textures, just get you template and
take it to your favorite paint program and apply your colors to the template.
For making MT5s just go to the Material Room, select the article you want to make
an MT5 of and press the + sign at the bottom of the library list.
It will give you a pop-up window called New Material Set.
Put a name in the Set Name box and then select Single Material and press OK.
And now you have an MT5.
If you want to, you can also do a Material Collection, which is an MC6.
Just press Material Collection instead of Single Material in the pop
up window and then press Select Materials.
In the next pop-up window check all the parts you
want in your MT5 and uncheck the parts you don't want to be in it.
Hit OK. Then hit OK again for the New Material Set window.
And now you have a Material Collection, an MC6.
This is useful if your clothing item has more than one set
of colors or patterns on the various parts of the cloths, such
as if you have a belt or buttons and you want them to be
a different color than the dress itself.
Thanks Fazzel that is the information I was looking for. One other thing comes to mind besides the Material Collection, what other advatages can I take with textures in the material room after I have textured them in my photoshop program.
For example is there ways to make them look more silky, faded or worn, etc? sorry if this sounds noobish, I havent really played around with the rooms to much, sad i had poser 6 for about a year now, and so much more to learn. figure i will master it one thing at time.
Thanks again for your help
I haven't really played around with it that much in regards to creating cloth textures,
but for satin you could plug Noise into Bump and set the bump value very low.
Then plug the Clay node into Alternate Diffuse and use the clay Color for
your fabric color. Then plug Blinn into your alternate specular and make
your Specular color in your Blinn node a lighter color.
Silk is probably just a variation on that.
For faded, on your texture map just make the Texture Strength at the bottom
of the node something less than 1.000.
Worn you can create trans maps to simulate holes and frayed edges,
You'll have to play around with in your paint program to create holes and
frayed material trans-maps. Just remember in your trans map white
is visible and black is tranparent.
thanks thats alot to take in and should keep me busy for the next few days. Never really made a bump map so to speak, i started out with poser 4 pro and it didnt require a bump file so not sure if poser 6 is the same.
what exactly intails to make a bump file i seen them in many of my texture packs but like i said with poser 4 pro you just used the jpg file for bump in that version or atleast that how i was taught.
Bump maps are grey-scale images (if the original .jpg is in colour it gets converted to grey-scale when applied to bump-mapping) that provide a way of simulating "bumps" on the rendered image. Simply put, the brighter the value (of each individual pixel) the higher the bump appears to be.
Input for bump-mapping dosesn't need to be an actual image in P5/6, anything that can provide a variation in brightness can be used for bump-mapping, although for very specific results, then an image may be required. It depends on the model....
For clothing then you can probably use the noise node (or the granite node - probably better as it gives more flexibility) as bump-map sources. Both of these can be found in the 3D texture nodes. To access them, in the Mat Room (advanced in P6), R-click on a blank area of the room (not in any of the dialogues.) and from the pop-up menu select:
New Node->3D textures->(whichever you want)..
Connect the noise/granite node to the bump "input" (drag from the "Plug" next to the name of the node to the "input" of the bump "socket" in the root node. The root node is the big one on the left..
As for colour, for satin you might try looking at the Edge Blend node (same procedure except select Math Nodes->Edge Blend). Edge Blend varies the colour depending on the angle that the camera is looking at it. You get to be able to set the Inner Colour (surfaces facing towards the camera) and the Outer colour (the remaining surfaces). Attenuation controls the "curve" of how the colours fade into each other.
The possibilities of the P5/6 Material Room are endless, and very powerful. I've only scratched the surface...
But getting to know it will definitely enhance "Your Poser Experience". (Sheesh - I should have been an ad-blurb-writer!)
Hope that helps,
Cheers,
Diolma
Thank you Diolma that helps alot in getting me started in playing with some of the nodes in the material room, hehehehe i just discovered the materail tab that addes diffrent effects to object, and it blew my mind, then again im eaisly entertained :D
But again thanks for the info and giving me hours and hours of personal entertainment in trying what you suggested :D
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I interesting in makeing a texture for a free dynamic dress I downloaded. It didnt have any templates with it or what not, and curious how do you create textures for dynamic clothing for poser.
Is it the same process as regular clothes, make a template via uvmapper then just texture it and apply or is it more complex and have to use mt5 files as well? Any tips or links to tutorials on this subject will be helpful and greatly apprecaited.
On the same subject sorta I would be interested in tutorials on making my own mt5 for conforming clothes and other objects so any links to tutorials on that will be helpful as well