dasquid opened this issue on Dec 09, 2006 ยท 47 posts
AntoniaTiger posted Sun, 10 December 2006 at 5:30 AM
I'll be glad when DAZ finally get around to properly documenting this sort of thing, rather than leaving it to the rest of us. A few things to add to PhilC's description, though some won't work in P5. 1: I call these things Control Maps rather than Transparency Maps, because they can be used for so much more than just Transparency effects. For instance, if your wet skin is from the specular reflection, you can control that from the same texturemap. Use a math_node, set to Subtract, with value_1 set to 1 and the texture fed into value_2, if you need to invert the black and white. 2: If you have a PNG format texturefile in Poser 6, you can use the alpha channel as a built-in transparency map. Feed the skin texture into the Background input of the eyebrow texture. Though you can't easily get at the alpha channel to provide other effects. 3: PhilC uses a full-size texturemap. You can cut it down to just the area around the eyebrows, and use the Scale and Offset settings on the image_map node to position it at the correct place in UV space. You don't need huge texturemaps just to change lip colour or make a tattoo. You could also provide very high resolution texture areas without hitting Poser's limit on imagefile size. All this is stuff which is a bit of hassle to set up; not something for every user. Once it's in a MAT pose (or a P6 material collection) it's as easy as any other to use. But things like wet skin are going to be awkward; I don't think you can easily automate the rearrangement of node connections that would be needed. Maybe a P6 wacro?