Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 1:08 pm)
What the modelers who make the figures really ought to do is to make the palms and
soles a separate material zone. In the DAZ figures, V3, M3, YT, David, Steph, etc.
the whole hand and foot is a separate material zone, as in the fingernails and toenails.
If they were thinking they also should have created a palms and soles material zone.
Anybody looked into the idea of using the grouping tool to create separate material
zones for the palms and soles? Then you wouldn't have to mess with the materials
for all of the different body parts to get them to match the hands and feet.
Like I noticed in your example you were showing the setting for the nipples.
This way you could save the character with the new palm and sole material
zones and then when you want to apply a skin texture, you just apply it to the
whole body at once with a mat pose, and then you only have to tweak the palm
and sole material setting.
Some people are inclined to rant about too many Materials--I've seen them get all snotty about Aiko 3 and her legs. (Personally, I think that DAZ 3D are crap at writing useful readme files.) Aiko 3 is, I think, reasonably balanced, with the zoning of legs and arms. Likewise, the use of zones for lips and nostrils. The problem is that the underlying mesh has to be in the right place for the zone boundary. Look at all the character textures which have multiple full-head maps to give different make-up styles. You could, instead, have a single full-head map with the normal skin tonex, a control map showing where the makeup went, and the makeup colours done by shaders. I think it would be possible to extract three different control signals from a single full-colour image, using Component math_nodes, but that might be seen as being clever for the sake of being clever.
Now that's an approach I'd never have thought of!
But now it's been aired, I can see lots of applications and variations...
Many thanks AntoniaTiger:-))
PS - Having separate matererial zones for the palms (and soles of feet) would be a PITA for me, 'cos it'd be more trouble than its worth trying to bet the blend right between the zones. It's bad enough as it is...
And as for using the grouping tool, you'd just end up with a distinct seam where the two colours joined.
Cheers,
Diolma
Never knew it bothered anybody else, thought that was just me. For now, I'm stuck Photoshopping a lighter pair onto the texture with the darker skin; but once it's done the first time, I have that for future uses.
I have never seen, as a matter of fact, brown palms in my entire life. Unless they were really dirty. lol
Just a (probably not very useful) thought....
With AntoniaTiger's existing setup, you could change the math node (the bottom Left one) to subtract, switch the texture to the 2nd input (with a relevant value, to be decided by experiment), and change the 1st value to 1. That would invert the image (like a negative). The result would have the opposite effect, lightening the rest of the texture and darkening the bright bits...
Might be useful in getting rid of unwanted "built-in" highlights, tho..
Or for exotic Sci-Fi effects..
Cheers,
Diolma
Small sneaky trick. Set up a single sided square. Scale it, and position the camera square on and aimed at the centre. Make a copy of the Material, and apply it to the square. Now you can render a modified copy of the texture, with a suitable render size. You might have to do some careful cropping. In this case, it saves you the memory used by one of the texturemaps.
Re: small sneaky trick...
Use the "front" camera to make sure everything's "square on". Make the ground invisible, and all shadows off.
Also, set the square's size to the same (relative) dimensions as the original texture's (IE, keep the same aspect ratio). If the texture is square (most of them are), then all you need to do is use the main "scale" dial on the square.
And, if it's possible, reset the render dimensions to exactly the same ratio, then zoom the front camera in til the texture fills (but doesn't overflow) the square...
Just trying to make life easier..:-))
Cheers,
Diolma
(Antonia, feel free to slap me if you think I'm butting in where I shouldn't...I'll quickly shut up, with absolutely no hard feelings..)
If anyone is looking for a V3 dark-skinned character with paler palms, check on Pem for V3 at PoserPros. It's in their Freebie list, if you have any picks spare after the last run of that offer.
Pem for V3
by dolfijntjes
$6.45 / €5.09
Not exactly a freebie by my estimation. Nice product though!
It's a sales promotion Poser Pros do from time to time. They have a pretty long list of items you can have for free, one for every item you buy while the offer is running. But you don't have to make your selection until later. I've still a couple of picks left. There's some very good stuff in that list. You might not be seeing it's there if you're not registered and logged in.
Go to the Store page. Look at the righthand side of the screen, below the PoserPros banner and menu. There are four links, "View Cart" at the top, followed by purchase, wishlist, and freebies. If you have qualified for any freebies, you pick them, and download them, from that "My Freebies" page, not by going through the normal purchase system.
That's brilliant. I can do basic things in the Mat Room, but have no idea about using different nodes in conjunction with each other to achieve these types of effects.
Thank you for posting this. I've saved the tutorial and will try this out myself next time I'm in poser.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Quote - It has also just occurred to me that, for those who are competent using 2D apps, you could probably get the same effect by layering two different textures together, with a little careful use of the erase brush...
Cheers,
Diolma
Or make a mask that can be used to drive a Blender node in the material room.
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