RobynsVeil opened this issue on Jan 24, 2009 · 490 posts
RobynsVeil posted Fri, 22 May 2009 at 6:18 PM
Quote - Actually I planned to release a small script which plugs this GC-module in the actual shader. The script plugs the original diffuse input in the first node, plugs the specular input in the second node, multiplies the original diffuse value with .9 and puts it in the diffuse node, transfer the specular values to the specular node and puts zero in the original specular and diffuse value.
It does that for every material which does not have a node connected to alternate diffuse, all in a given actor.
I noticed that often-times the only shader is the colour in the PoserSurface Diffuse_Color channel. This colour needs correcting... would your script take that colour into account, Uwe?
I've been copying that colour into the first colour_Pow value_1 channel... then leaving the PS Diffuse_Value at 1 and *don't change the colour in that channel to white, but attach a math_Functions add node to the diffuse_Value channel which adds 0 + 0, thus rendering that node group ineffectual for the renderer (a BagginsBill trick - see, I am learning some things, Bill!). I leave the textureMap node attached to the diffuse_color channel as well. So, the user can see the textures but that info doesn't go on to the renderer: it gets all its info from the Alt_Diffuse channel using properly-processed colour and textures.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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