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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Help with wall textures, please...


IsaoShi ( ) posted Tue, 05 May 2009 at 6:36 AM · edited Sun, 01 December 2024 at 6:45 AM

file_430219.jpg

I just know this is going to be difficult for me to explain, but here goes...

The attached picture shows a nice freebie called Geisha Room. I'm having problems with the texture for the pink wall (and also the red lower surfaces, but I'll leave that aside for now). All the pink wall parts were one material zone, using an image map of a woven texture. This render was done before I started to try to fix it.

You see the main wall at the back has a nice even texture, but the top wall section, which is slightly closer, shows the texture at a much larger size. No matter what I do I cannot get it to show the same (in world space) on all surfaces. Setting global co-ordinates on the image map node created some horrible 'banding' effects that made it look ten times worse than this. Turning texture filtering on or off made little difference.

So I used the Group Editor tool (for the first time ever) to create a different material zone for the top part (which is a single large polygon, by the way), and then tried to get a nice evenly-sized texture on that part using the same image map. But I just could not adjust the texture mapping to give the same effect as on the back wall. I got that horrible banding again, and it just wouldn't go away.

So I decided to do away with the image map and try using a procedural texture instead, which would hopefully look the same in world space no matter where it was used. But I'm useless at creating procedural textures, and I can't get a nice underlying woven pattern with the random colour differences as in the orginal.

So, would anyone care to help a damsel in distress texture this bothersome (a euphemism for something stronger) wall, either using the original image map texture, or with a procedural, before I lose my cool and start kicking holes in it?

Thank you.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


Acadia ( ) posted Tue, 05 May 2009 at 6:43 AM

I don't know the answer to your question. 

But I would love to have the link to that "Geisha Room" :)

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raven ( ) posted Tue, 05 May 2009 at 8:00 AM

IsaoShi, have you played with the U and V scaling on the texture in the material room on your new material group to try and get the same size pattern as the majority of the wall? If it is showing the texture larger, try reducing the U and V scaling so it tiles more.



3-d-c ( ) posted Tue, 05 May 2009 at 8:02 AM

Hi,

are you using DAZ or Poser? Is the material applied to the walls you see correctly and the ones above the same shader or is it different? if the material has been designed for Poser and is using a specific U/V tiling ratio, DAZ may not be able to apply it.

O.

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IsaoShi ( ) posted Tue, 05 May 2009 at 8:38 AM · edited Tue, 05 May 2009 at 8:40 AM

Attached Link: http://dreamslayervisions.com/forum/index.php?action=store;sa=view;id=49

file_430227.jpg

Hello peeps... *waves*... thanks for your replies!

@Acadia: There's a link to it in Ladonna's Rendo freestuff, but the above link goes directly to the site where you end up. (Free site registration is required). if you get it, and if I figure out this texturing problem, I'll let you know. No... I mean when I figure it out!

@Raven: I did try adjusting the U and V scaling on the new material group, and that's when I got the horrible banding effects (see above), well before the scaling was anything like correct. So in the end I abandoned that idea. Maybe I need to explore this avenue with a bit more patience.

(edit: actually I think that image was when I was experimenting with UV but before I created the separate material group.. hence the banding on the main part of the wall as well).

@pgmeri01: I'm using Poser - that's why I'm asking the question in this forum!  ;O)
In the original model, both parts of the wall were in the same material group with the same shader, but I made a new material group for the top part.

I wonder..... does the top part of the wall being a single large polygon influence the way the texture shows up? Something to do with mip-mapping during the render, maybe? I'm wondering if placing a hi-res square in front of that part of the wall and texturing that instead would do the trick. I'll try it when I get home.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


3-d-c ( ) posted Tue, 05 May 2009 at 8:44 AM

i guess thats what it is, IsaoShi. The Polygon hasnt been remapped in its UV coordinates and therefore stretches the image to a wide map. I guess your way of approaching is probably ok.
If you create a new group, assing a new material set, copy the old shader and paste it to the material and then play with the U/V scale. that might help.

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ockham ( ) posted Tue, 05 May 2009 at 9:30 AM

Yes, it will be mismapped; in fact it may not have a mapping at all. 
The banding definitely suggests a zone with really way-off mapping.

First, try the Auto-Fit box in the material room.

If that doesn't help:  Export the room as OBJ (check only "use existing groups")
and run it through UVmapper.  Assuming each wall is separate, give each
wall and section a planar map. 

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hborre ( ) posted Tue, 05 May 2009 at 9:32 AM
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Is it possible to take this into UV Mapper, generate a template, and resize the material in a 2D Model?


bagginsbill ( ) posted Tue, 05 May 2009 at 11:51 AM

If I had time I'd download and check this out myself, but I don't.

I often see freebies with inconsistent UV mapping scale, which could be the problem here. It would help to understand the UV density better. Could you make a simple checkerboard texture image and apply it and render so we can see if there is a UV scale inconsistency?

If there is, you have two choices - remap the props or abandon UV based patterns altogether and go with procedurals driven by model coordinates or world coordinates. Model/world coordinate based patterns can be applied without much difficulty, but I generally find it better to start with good UV coordinates. For cloth type materials, its easier to work with UV coordinates, even if you intend to use a procedural pattern generator, such as my Loom.

Once we understand what we're dealing with, then it will be easier to suggest how to proceed.


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IsaoShi ( ) posted Tue, 05 May 2009 at 1:40 PM

Just got home from work. Thank you guys, you're too good to me!

Hmm, UV Mapper? That's a Windows-only program, right? I have a Windows XP VM but I get more than enough of Microshaft stuff at work, so I'll need to find a Mac equivalent of UV Mapper.

I like the idea of procedurals better. Loom sounds good for a woven tex.

Anyway, I'm going to have some tea and then make a checkerboard texture map and see what happens. I'll be back.

By the way, bb, as you're here... OT.... can we get Parmatic from somewhere now? I've searched RDNA and drawn a complete blank.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


bagginsbill ( ) posted Tue, 05 May 2009 at 2:55 PM

Quote - By the way, bb, as you're here... OT.... can we get Parmatic from somewhere now? I've searched RDNA and drawn a complete blank.

RDNA is working on recovering all my txt file attachments. Meanwhile, I've zipped it and uploaded to my website.

http://sites.google.com/site/bagginsbill/free-stuff/parmatic


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


hborre ( ) posted Tue, 05 May 2009 at 3:05 PM
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Thanks for the re-up on the Parmatic, BB.  I seemed to have lost it somewhere on my computers (yeah, several retired machines); glad it's back up.


IsaoShi ( ) posted Tue, 05 May 2009 at 3:25 PM

file_430270.jpg

Oh my. This looks bad. But I get the feeling someone is about to tell me it's worse than that.

Thanks for the Parmatic link, bb.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


hborre ( ) posted Tue, 05 May 2009 at 3:29 PM
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I'm definitely not going to tell you that.  It does look bad though.


manoloz ( ) posted Tue, 05 May 2009 at 3:54 PM

You don't need to use uvmapper. You can use for example Hexagon, Silo, etc. Basically, a program that lets you edit 3d models, and their UVs. I don't have a Mac, but I'm sure there are proggies out there that can do it, even freeware ones.

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bagginsbill ( ) posted Tue, 05 May 2009 at 5:26 PM

Aaaa hah. Houston, we have a problem.

OK that is classic noobish UV mapping there. I've never seen it this bad on a hard prop. I've seen crap like that on clothing, but not simple walls. Wow.

So you can see that the U scale and V scale on various areas do not agree as to aspect ratio or overall scale. There are 4 different densities as far as I can see. (Nice AO render job there, BTW).

So we have three choices:

  1. Remap all those areas

  2. Abandon UV-based techniques. Using an image texture will become tricky then but it can be done. The issue here with procedural techniques is they are 3-D, but we really want a 2-D pattern here. 2-D is much easier with a proper UV map, even for procedurals such as my Loom.

  3. Hide that crap and add new polygons (wall sections) that you design to do the job right.

Which way? I can't help with UV mapping - never done it except when I procedurally generate geometry using a script. (Geomatic - never released it - similar to matmatic, but it generates 3D geometry and matching UV coordinates using scripts.)


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


IsaoShi ( ) posted Tue, 05 May 2009 at 6:06 PM

file_430279.jpg

AO? Ah yes... that's my default two-light set. I forgot to switch off the IBL AO for my testing.

Well, this might work. It was quite easy to separate out the wall parts into five separate material zones and play with the UV settings until I got this, which I think is close enough to a dimensionally consistent pattern. Next step is to re-apply the texture and see what happens. I'm very hopeful!

Of course it was sooo much easier to see what was happening and set it up correctly using the checkerboard pattern. One of those simple things that makes one ask "why on earth didn't I think of that?"

Thanks, bb, and everyone. I'll post again with the result. but maybe not tonight, I'm nearly asleep.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


IsaoShi ( ) posted Tue, 05 May 2009 at 6:52 PM

file_430283.jpg

Yay!

There's some texture 'banding' at the extreme angle in the corner, but decreasing the shading rate a bit more (I used 0.4 for this) should sort that out. I never use texture filtering anyway - it's never done anything good for me, so I have a single-click button that turns it off everywhere.

And so to bed... thanks again to all!

PS: Ooh, I nearly missed something back there... Geomatic hey? When? When?

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


bagginsbill ( ) posted Tue, 05 May 2009 at 7:29 PM

Until I get "GUI for Poser plugins" sorted out, I'm not going to publish Geomatic. But I've published some things I made with it. I used it to make my morphing smoke plume, morphing glassware, the environment sphere and hemisphere, the orb, and a few other odds and ends.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


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