Winterclaw opened this issue on Oct 12, 2010 · 7 posts
Vestmann posted Wed, 13 October 2010 at 10:36 AM
I created a VSS setup for V4 that I think applies to your situation Winterclaw...
I created 3 new material zones:
Template Face
Template Torso
Template Limbs
You can fill these templates anyway you like. You could apply the VSSPR3 material to them or use your own setup just as long as each template has the right texture maps. The VSSPR3 material has a lot of nodes and the Color, Bump and Specular nodes are somewhere in the heap. I like to drag them out of the heap and place them next to the Main PoserSurface node. This saves time when loading in the texture maps.
Victoria 4 has a numbering system for her materials. '1_xxx' is for face and lips, '2_xxx' is for torso maps, '3_xxx' is for limbs ets.
In Shader Rules delete all the nodes that are connected to Copy Template Skin and create these three rules:
1_*
2_*
3_*
I then create a copy node for each of the 3 Templates I created and connect the 3 rule nodes to them. So:
1_* connects to Copy Template Face
2_* connects to Copy Template Torso
3_* connects to Copy Template Limbs
IMPORTANT. For VSS to apply the new texture maps you have to strip V4 of all her existing maps. There is mat pose in V4's folder that does just that. Also, because there are no texture maps on V4 before you Synchronize, make sure you put texture maps in the templates like Template Iris, Template Teeth etc. but leave Template Skin blank (no texture maps) .
Once you have the texture maps where you want them you can connect the 3 Rule Nodes to Copy Template Skin. That way you can adjust the Shine, Bump etc. from one place.
This may seem complicated but it's really not :) I like this setup because it gives control of every material zone when I hit zynchronize. Of course you could take this further and add a node for every material on Vicky for even greater control.
I can share this Control Prop with you if you like but that would deprive you of experimenting on your own ;) Let me know if this helps at all.