Khai-J-Bach opened this issue on Aug 27, 2010 · 1684 posts
rty posted Mon, 13 September 2010 at 10:25 PM
Quote - #-----> Victoria4/2_SkinHead <-----
Color_Texture
Texture "ImageMap_5" "color" "imagemap"
"string filename" ["E:Poser V4M4 ClothingRuntimeTexturesV4 Body TexRMTHAdriRMTHAdriTo.jpg"]
"float vscale" [-1.0]
"float uscale" [1.0]
"float gamma" [2.2]Texture "Color_Mul_6" "color" "scale"
"texture tex1" ["ImageMap_5"]
"color tex2" [0.583333333333 0.583333333333 0.583333333333]MakeNamedMaterial "Victoria4/2_SkinHead" "string type" ["matte"]
"texture Kd" ["Color_Mul_6"]
The first two parts are declarations, like "texture to use = this". The line which interests us is the final material declaration "MakeNamedMaterial".
In the LuxPose exporter .lxm files they are always the last ones last before a row of "#####", so they are easy to spot (Good, clean work).
The declaration syntax is easy to guess: MakeNamedMaterial "Figure/Poser_material", followed by "string type" ["type"], where "type" can be any one of the Lux materials (see list).
In our case, you just replace the type from "matte" to "mattetranslucent"; You obviously keep the "texture Kd" line, that's the one telling it what texture to use (keep it as is, with the "Color_Mul_xxx" declaration). But you'll need to add a "Ks" line, as I said above, the setting for the color/amount of light transmitted, something like:
"color Kt" [0.1 0.03 0.01]<br></br><br></br><br></br>