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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 12 9:36 pm)



Subject: when head and body textures don't meet


mystmaiden ( ) posted Wed, 02 January 2008 at 10:22 AM · edited Sun, 12 January 2025 at 6:52 PM

I haven't used just lots of different textures, but I've run into a problem a few times now of having the head and body textures not quite meet, leaving a jagged black area under the chin. Is this that normal, or is it just the particular  textures I've used? And is there a work around for it? 
Thanks
myst


Paloth ( ) posted Wed, 02 January 2008 at 12:07 PM

Does the jagged line actually appear in renders? Sometimes a texture that appears to have a visible border in the OpenGL preview will render perfectly. It certainly isn't normal for there to be texture gaps under the chin.

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mystmaiden ( ) posted Wed, 02 January 2008 at 2:59 PM · edited Wed, 02 January 2008 at 3:03 PM

file_396694.jpg

Yes, in this case, it does. This was rendered without casting shadows. I love this texture, wonder if its something I'm doing wrong. Can't get his lashes to show either, so it may be I really am doing something whacky

edited to add a missing 'be'


Miss Nancy ( ) posted Wed, 02 January 2008 at 3:15 PM

see if it still looks like that when the joints are zeroed.



mystmaiden ( ) posted Wed, 02 January 2008 at 3:46 PM

as in remove the pose?


mystmaiden ( ) posted Wed, 02 January 2008 at 3:57 PM · edited Wed, 02 January 2008 at 4:02 PM

file_396698.jpg

okay, I tried this. Here he is 'straight out of the box' applied to an unposed M3. What  I did to the image in the second post was tweak the mouth a bit and use one of the male poses, and added a tiny bit of age. Now, there is just the faintest black shadow on one side of the chin in this newer render.


adp001 ( ) posted Wed, 02 January 2008 at 9:09 PM

For me it looks like a broken morph resulting in "Posers Desaster with Normals".




mystmaiden ( ) posted Wed, 02 January 2008 at 9:20 PM

"For me it looks like a broken morph resulting in "Posers Desaster with Normals".

ohh sounds serious.. but what does it mean?  and is it fixable? For now I tweaked the pose and changed the camera angle which pretty much hid the trouble spot.  I like the original one though if I can fix it.


adp001 ( ) posted Thu, 03 January 2008 at 3:57 AM

Quote -
ohh sounds serious.. but what does it mean?  and is it fixable?

  If a geometrie has to deep "gaps" between the seems (where bodyparts are connected - head and neck in this case), Poser isn't able to fill this gaps correct. Those gaps often apear if the maker of the morph isn't familar with internal things while modifying the geometry (not Poser fault so far). Depending on the distance between the two "bridged" parts of the geometry, direction of the normals may become unclear to Poser. Poser renders polygons with normals pointing to the wrong direction gray to black (this IS Posers fault).

To fix this, you have to modify the morph. No other chance to fix this issue.




mystmaiden ( ) posted Thu, 03 January 2008 at 11:54 AM

thanks adp, that makes sense.what I am puzzled about is which morph would it have been that caused the difficulty. I changed the way he was standing a couple of times, (not drastically, just different stand poses) that didn't really help. Not sure how to determine which morph it is. The mistake I make in thinking seems to be that I always thought Poser would do pretty much anything that wouldn't be spectacularly unnatural for a human body.


mystmaiden ( ) posted Thu, 03 January 2008 at 1:27 PM · edited Thu, 03 January 2008 at 1:39 PM

I went through as carefully as I could and had a look at each morph. I think I see the problem. There are a empty dials now that were not there originally. No name..just the dial. Would those be the culprits? As for the neck itself,  under transform, all the scale dials are set to 100 percent.. the rest set to 0 and the problem is still there.


SamTherapy ( ) posted Thu, 03 January 2008 at 3:22 PM

If I remember right, texture filtering can cause gaps to appear along texture seams.

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mystmaiden ( ) posted Thu, 03 January 2008 at 3:27 PM

file_396751.jpg

I'll pay close attention in the future, to the texture filtering and what happens when I change a morph so that I can change the trouble spot right when it happens. In the end, I decided to start over and just add each tweak to the character one at a time. I usually have awful luck recreating a model but today, the morph gods were smiling upon me. I redid it as closely as I could.. and it turned out fine with no jagged spots. In fact, I like this version even better than the first one I did. This time, also, I did not try to replace the eyes and the result is..yay! he has lashes. Thanks to all for the input and helping me to understand how it works.


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