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Subject: combine 2 transparencys in poser on one dress


beos53 ( ) posted Fri, 09 November 2007 at 1:50 AM · edited Mon, 23 December 2024 at 4:01 AM

Content Advisory! This message contains nudity

file_392965.jpg

I have searched to find out how to combine 2 different transparencys on one piece of

clothing in Poser (not Photoshop or PSP) and couldn't find anything
I worked the last two hours trying to do it and finally came up with this

the first pic is no transparentcy
the second pic is  lace
the third is a  center
the fourth is a combination of the lace and center

Has anyone came up with how to combine 2 transparencs? in Poser...because the way I did just doesn't seem right

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


Anthanasius ( ) posted Fri, 09 November 2007 at 4:03 AM

As i see you've find !

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jonthecelt ( ) posted Fri, 09 November 2007 at 4:29 AM

Well, the way I would do it is to use the blender node, the two transparency maps, and a third mask map to differentiate between the different areas I wanted to be transparent... how did you do it?

JonTheCelt


pjz99 ( ) posted Fri, 09 November 2007 at 5:42 AM

I'd say Blender node also...

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bagginsbill ( ) posted Fri, 09 November 2007 at 6:50 AM

Hah - multiply them.


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beos53 ( ) posted Fri, 09 November 2007 at 9:24 AM · edited Fri, 09 November 2007 at 9:27 AM

file_393002.jpg

I am sorry it was so early this morning when I posted this I forgot to put how I did it Above is a pic of how I Did it I used the Edge Blend with only one transparancy attached to it and set it to White and (on the other set it to black) I attached the other pic that I wanted as a transparancy to the Bump node and set it at 0.05

I tried to use the blender and math nodes, but that nothing worked (gave a clean transparancy)

If you know how to do this a better way please let me know, cause as I said this way just  doesn't seem right

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


EnglishBob ( ) posted Fri, 09 November 2007 at 9:50 AM
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As bagginsbill says - multiply them. Plug both maps into a math node set to multiply. Each one's value ranges from 0 = black = transparent to 1 = white = opaque. 0 x 1 = 0, so the transparent parts of both will appear in the output.


AntoniaTiger ( ) posted Fri, 09 November 2007 at 12:20 PM

That's fine for black-white transparency, but less good if you have intermediate values in both transparency maps. For instance, one map giving 90% transparency and another giving 50% transparency. Minimum will give you the most transparency at a particular point, so where the two transparent areas overlap you get the 90%, rather than the 95% a multiply would produce. This is probably more useful for variations in the specular intensity or reflection size. And remember that a hole doesn't have a specular reflection, while a piece of glass does.


jonthecelt ( ) posted Fri, 09 November 2007 at 1:52 PM

Surely you mean 45%, not 95%?

JonTheCelt


AnAardvark ( ) posted Fri, 09 November 2007 at 2:28 PM

Quote - That's fine for black-white transparency, but less good if you have intermediate values in both transparency maps. For instance, one map giving 90% transparency and another giving 50% transparency. Minimum will give you the most transparency at a particular point, so where the two transparent areas overlap you get the 90%, rather than the 95% a multiply would produce. This is probably more useful for variations in the specular intensity or reflection size. And remember that a hole doesn't have a specular reflection, while a piece of glass does.

 

Minimum would be best if what you are doing is applying a lace transparency and a "missing birts" transparency at the same time.


AntoniaTiger ( ) posted Fri, 09 November 2007 at 5:14 PM

Jon, the quirk in this is that black is 100% transparency, but the math nodes, and the rest of the shader system, work on BLACK = 0


beos53 ( ) posted Fri, 09 November 2007 at 5:35 PM · edited Fri, 09 November 2007 at 5:37 PM

I want to thank you for the infor about the Math node (Multi and Min)
I know I tried them last night, but I guess I didn't have them set up correctly.
I retried them today and I couldn't be happier with the results on both.

Just one question how did what I had set up , the edge blend and using the bump create a sorta transparency on the lace. I had the center part attached to one value of the edge blend (as white, the othere value nothing attached set as black, it was attached to the Transparency set to 1) and the lace was just attached to the bump...how did the lace get to be transparent?

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


bagginsbill ( ) posted Sat, 10 November 2007 at 4:08 PM

A bump map changes the effective direction that a surface is facing. You programmed the transparency to be dependent on direction, when you used the EdgeBlend node. The result was that variations in direction from the lace bump map resulted in variations in transparency.

As you note, this is merely a happy accident and only works to a limited degree.


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ThrommArcadia ( ) posted Sat, 10 November 2007 at 7:17 PM

BM


beos53 ( ) posted Sun, 11 November 2007 at 12:20 AM

bagginsbill
Thank you for the infor on the bump map and the EdgeBlend, that is good to know

PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti


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