Forum: Poser - OFFICIAL


Subject: VSS Skin Test - Opinions

bagginsbill opened this issue on Apr 23, 2008 · 2832 posts


Spanki posted Sat, 31 May 2008 at 10:57 AM

Quote - A prop or mesh that contains multiple material zones in Poser is similar to a Multi/Sub object Material in Max. But they work completely differently. In fact, Poser can't read Max's Multi/Sub materials if they go over 10 zones. But Max can read Poser's without problem (most of the time).

I'm guessing that you're referring to importing .3ds files from Max?  Try exporting/importing with .obj format instead - I have .obj files with multiple dozens of material zones on one mesh (100+) and Poser imports them fine.

Quote - So I can see how your shader system is an extreme benefit. But what I'm not getting is, for example, VSS; when applied to a human mesh, adds things like freckles, a kind of SSS (even if its not real just simulated) and redness. Things you wouldn't necessarily want added to let's say a concrete wall.

Re-read what he posted above a few times until it sinks in... - "VSS" (Versatile Shader System) is the set of python scripts that reference a prop in the scene to get rules/instructions and material/shader templates.

Quote - So, I'm a little confused that's all. VSS has a lot of Math functions (I have no idea what these things do, Max doesn't have Math functions).

The math functions that you see in the shaders in the Material Room are part of the example shaders he happened to provide with the VSS - if you brought up one of his his example shader templates and deleted all those math nodes and just created a really simple image->diffuse channel shader/material, the VSS would copy that new template to your figure, based on the rule-set (which is basically just material-name pattern-matching).

Does that help?

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