arrowhead42 opened this issue on Jun 20, 2007 ยท 34 posts
AntoniaTiger posted Wed, 27 June 2007 at 8:04 AM
Open Poser 5, load up a figure with a texturemap, and switch to the Materials Room. You will see at least two boxes. These are nodes. Sometimes the colour choices don't show well, but they're linked by lines from the output (top-left corner of the box) to inputs (right-hand side). The leftmost box is the Base Node, and has most of the settings which would be used in Poser 4, plus extras. The texture-map is defined in an Image_Map node, which can do things such as tiling a texture. (Scale and offset inputs to the node.) Normally, the diffuse_color on the Base Node is set to white. You can darken and tint the texturemap by changing that colour. There is a huge variety of stuff which you can do with nodes, arranged in "shader trees". Mapps has some sets in the free stuff here. Get them. A key concept are the math nodes. Firefly can calculate the value at a point in UV-space from the value of a bitmap at that point. Such as a Transparency Map. Or it can generate the equivalent of a bitmap--look at the Tile node. It can get very complicated, or surprisingly simple. If you want diagonal stripes, there are complicated ways of doing it. There's also the way I did it Those boxes in the screen-grabs are the nodes. Some people never bother with the Materials Room. But it lets you do neat stuff. I've used shaders for camouflage clothing (the second picture in my gallery) and this is a sample of the scale-and-offset approach. And I've sometimes wondered why I've spent a couple of hours fiddling with math nodes. I guess it's the way I am.