Sun, Nov 24, 10:33 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: Vicky 4 texturing problem? Can anyone help?


diolma ( ) posted Sat, 08 December 2007 at 4:18 PM · edited Sun, 24 November 2024 at 8:37 PM

file_395126.jpg

The above (partial) pic is rendered in Vue 5 I. Vicky4 SR1 with one of Mask's textures added. Set up in Poser and saved, then the PZ3 imported directly into V5I

What is causing the very obvious line between the "Arm" and the "Forearm"?

It's almost as if the mesh wasn't welded at that point, but I can't believe that.

The Arm and the Forearm use an identical texture map and settings for bump, specularity etc. The same thing happens at one other point (although that may be my fault), but other than that all the "joins" seem to be working perfectly.

Any suggestions??

Cheers,
Diolma



diolma ( ) posted Sat, 08 December 2007 at 4:47 PM

file_395127.jpg

While I was waiting for a reply, I ran a check in Poser6. The same thing happens there (although to a much lesser degree). The attached pic is one I enhanced(?) in PSP9 to try to display the problem. The discontinuity can just be discerned..

It would seem that there may well be a problem with my version of V4. Off to check the mesh (tomorrow...)

Cheers,
Diolma



estherau ( ) posted Sat, 08 December 2007 at 6:18 PM

I know I know. hehe. In vue look at your colour for the highlight in your materials editor. Make the colour the same as for the rest of the body. You can copy and paste it in the material editor in vue. It's easy. Let me know if you don't understand this. Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Morgano ( ) posted Sat, 08 December 2007 at 6:42 PM

I don't think it's the highlight that is the issue, but the demarcation line between the forearm texture and the arm texture (it's not just the highlight affected).   I have to say that I can't see the same in the Poser 6 example.


estherau ( ) posted Sat, 08 December 2007 at 7:22 PM

It is, the hilight in vue is the problem and is probably different because of some minor difference in poser textures that translated differently in vue. All that needs doing is changing the highlight in vue. go to the hilight window of the texture part you are happy with like her torso or something. click on the hilight colour then copy, then open the texure of the forearm in vue and click on the highlight colour and go paste. And voila - problem is solved. This is the problem. I am really certain of it. Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


diolma ( ) posted Sat, 08 December 2007 at 7:26 PM · edited Sat, 08 December 2007 at 7:28 PM

@estherau: I've been through everything in the V5I Mat editor (including colour, bump, reflection....) checked them all.
And the Mat for the forearm WAS copied from one of the other "limbs" mats (in fact they all were - they're all clones - I don't trust anything). I'd be a lot less worried if the problem had shown up between different areas of the texture map (eg between "Torso" and "Limbs") - but this is all in the same area..
The mats for the forearm, the arm and the hand are identical. That's the 1st thing I checked. That's also why I posted - I don't quite understand what's going on..

@Morgano: I agree. I think there's something happening. The Poser 6 example is extremely subtle, but I couldn't get PSP9 to show things more clearly than I could already see on he screeen.. - will try harder soon.. But the fact that I can see it (even if I can't graphicically show it yet) in P6 seems to prove that it' something underlying within the V4 mesh as provided.

OTOH - I'm not too worried. I'd always intended to put "Bracers" on the arms, which would totally hide the problem anyway:-)). But it's an intellectual problem that will continue to intrigue me..

Cheers,
Diolma

But (again OTOH), Maybe I should check everything again.. tomorrow..

(Which reminds me - must change my avatar...- too realistic.)



estherau ( ) posted Sat, 08 December 2007 at 7:30 PM

Okay, well keep us posted. Love esther PS yes, that avatar is a bit scary. hehe

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


Tguyus ( ) posted Mon, 10 December 2007 at 10:00 AM

I've had that issue crop up too.  I've usually found that there is more than one material zone defined for the oddly textured body part or segment.  Faced with your situation, I would go to the Group editor and see if there are multiple materials groups with separately assigned textures for the forearm.  For example, one of my stock figures has a "Glove" group defined as well as the standard rForearm defining the entire mesh for the right forearm.  Even if I apply the identical texture for the SkinBody (which includes the forearm) to rForearm that is assigned to the adjoining body parts, if the texture applied to Glove is different, that is the one which defines the look.  So... I suggest selecting the figure's forearm, hitting the Group button, and seeing if there is more than one group in the forearm body part.  Apologies if you know all this already and/or have already checked this.  cheers...


diolma ( ) posted Mon, 10 December 2007 at 2:18 PM

Thanks, Tguyus. That makes sense - I hadn't tried that.
And given the set-up I'm using it's more than possible, although in a slightly different way..

Will check it out. Much more likely than a non-welded body part..

Cheers,
Diolma



Privacy Notice

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.