Forum: Poser - OFFICIAL


Subject: Mc6 MT5 From Jpeg formats and texturing.

ariasparkle opened this issue on Mar 22, 2010 · 27 posts


bagginsbill posted Tue, 23 March 2010 at 10:12 AM

I think you're over-complicating things, or have some internal model that doesn't reflect how things actually work. That's why we're not understanding your questions.

For example, you said:

Quote - I could just use mc6 or mt5,  but i don't think the orignal mt5 ,mc6 are redistirbutable so do i need then to create only pz2s?

I don't know what you mean by original files, since you're going to be making new textures from your own assets, i.e. images that you create, loading them into the material room, and then simply save the resulting material, using Poser. Saving the material does not include the texture maps you made. It simply saves instructions on the names of those files and how to incorporate them into a material. For example, a bump map should be connected to the bump channel, not some color channel, because it represents bumpiness, not color. So if you were to make a bump map for some prop, you'd open the prop in the material room, select the material upon which you want to apply the bump, load the bump into an Image_Map node, and connect that bump to the Bump channel on the Poser_Surfacde node.

Another word we use is "shader" - the collection of nodes used to define the characteristics of a material. Every material has a shader, even if it is a simple one-node shader. Materials that include image assets, such as color maps, bump maps, specular maps, displacement maps, etc. have these assets mentioned somewhere in the shader and hooked up to the shader. When you save a material, you're not saving those assets - they are already there. You're saving the shader.

An MT5 file is a single shader with no name. It can be loaded onto anything by the user.

An MC6 file is a collection of shaders, each with a material group name. When the user loads such a file, each shader goes into the correspondingly named material on the prop or figure that the user is loading it onto.

You do not create MT5 and MC6 files from other MT5 and MC6 files directly. You create them from shaders that you've built in Poser, or using other tools such as my matmatic script or Shader Spider.

Storing shaders in PZ2 files is also possible, but they are nearly identical to MC6 files. MC6 files are material collections introduced in Poser 6 - thus the name MC6.

Some people still prefer PZ2 files. These are called MAT-POSE because they are materials masquerading as a pose. They work, but you cannot make them from Poser alone. They were created not by the makers of Poser, but by users who found out that you could sneak a material collection into a pose file and Poser would load it even though it had the wrong kind of information in it. The creators of Poser have never officially acknowledged this trick, in the sense that there is no simple button in the Poser UI to let you save your materails in a mat-pose file.

However, as you've found, other tools can do it. Shader Spider and matmatic both can make mat-pose files.

Now the question regarding redistributable shaders is a valid one. But from the things you're saying, it seems to me you're not at a point where you're actually dealing with non-trivial shaders. Trivial shaders (those that simply identify image assets and hook them to the Poser Surface inputs) are not copyrighted. There isn't anything to them that represents "intellectual property". On the other hand, the kinds of shaders I make, usually involving dozens of nodes, are very nearly programs in their own right, and are intellectual property with a meaningful copyright.

Now you didn't actually ever talk about shaders, just material files. There is a case that if you're starting with somebody else's shader and just replacing the image assets with your own, you really should not redistribute the shaders if they're non-trivial. But you don't seem to be talking about that, or even aware of it.

I'm going to assume that a merchant resource texture kit isn't really about shaders, but rather about color patterns and bump patterns that you can use to assemble more realistic looking cloth. In which case, the issue of redistribution is moot. The merchant resource is probably not set up with non-trivial shaders, and not set up for the particular names of particular material groups or zones or a particular prop or figure. All of that is what you will be dealing with in making ready-to-use add-on texture sets for other people.

So - there's no tutorial needed on how to make material files. Just go to the material room, switch your library to the materials category, pick a folder, and click the + button at the bottom indicating you want to save materials. You will be given a dialog that will let you save a single material or a material collection, and give it a name.

If you want to convert the MC6 file to a PZ2 file, you can do so afterwards, but I would not bother. There are dozens of threads where this is discussed. There are pros and cons to both, but the main reason for wanting PZ2 is to be compatible with DS and Poser 5, and because the vast majority of Poser users fear going into the material room, even if all they plan to do is load a material. Of course, with Poser 8, you do not have to go into the material room, but not everybody has that.

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2794815

The reason to NOT do PZ2 is they don't always work properly, and they don't work if there's no figure in the scene. Also, I'm not sure that Poser 8's material drag-and-drop works with materials pretending to be poses.

You're going to have a much harder time dealing with seams and texture scale and stretching than saving the materials as files.

I see that you posted a question related to this here:

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3611852

I see from that thread that you don't seem to undertand how shaders and images interact in Poser. I hope this at least starts to clear things up.


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