Fri, Jan 10, 4:27 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)



Subject: Applying Mat and Material confusion


Zev0 ( ) posted Fri, 05 November 2010 at 2:14 AM · edited Tue, 23 July 2024 at 8:20 AM

Hi people.  Is it possible to just save the shader of your figure without the textures so you can apply another texture set to that particular shader? I know how to do it manually but isn't there a more automated technique? Also if I have a shader and I click on a mat group from the mat folder will it overwrite the existing shader settings or will it just swap out the mats?

My Renderosity Store


BeyondVR ( ) posted Fri, 05 November 2010 at 2:21 AM

Your first question could only be addressed by a Python script, as far as I know.  Such a script probably exists.  Someone will know and post here.

On the second question, appling an MT5 or MC6 file in the material room will just replace the existing mat(s).  If it is something that you could only get back by reloading the figure, just save them to the library first.

John


bagginsbill ( ) posted Fri, 05 November 2010 at 2:27 AM · edited Fri, 05 November 2010 at 2:28 AM

Poser has inextricably intertwined the shader with the textures. It's a pity.

This is why I built VSS. While VSS isn't finished, it does a credible job of dealing with this problem.

My usual problem is not the same as your post. You asked about swapping textures while keep shaders. Mine is swapping shaders while keeping textures.

To that end I built VSS. It keeps the shaders, sans textures, in a separate prop. You click a button to Synchronize the shaders, copying them onto a prop, while preserving the textures that are already there. Thus - I am able to tweak a skin shader over and over and copy that to a dozen material zones, while preserving the fact that those various zones have different texture files in them.

When I want to swap textures while keeping shaders, I use whatever mat-pose or mat collection the vendor supplied to load their texture+shader. This loads the textures in one click, but also loads undesirable shaders. Then I use VSS Synchronize again to re-apply my shader onto the figure while keeping the newly loaded textures.

Whenever I finally get around to finishing VSS, there will be a fast way to change textures alone, shaders alone, or both.

Meanwhile, it's free. See my signature. Not only does it make it easier for you to manage shaders, but it comes with some pretty good ones for you to use out of the box. Search the galleries for "VSS" to see examples of people using it. Some are merely good, and some are outstanding.

And there are a jillion posts about it in this forum.


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)


Zev0 ( ) posted Fri, 05 November 2010 at 2:44 AM

Cool BB. I have Vss already. I will look into it. Can't wait for the pro version. Keep up the good work as always. :)

My Renderosity Store


Zev0 ( ) posted Fri, 05 November 2010 at 3:04 AM · edited Fri, 05 November 2010 at 3:06 AM

BB I have a question regarding Vss. Do you need it when using IDl and envirosphere in your scene? Because I find the lighitng on all object including the figure pretty accurate when using that combo along with an infinite light source and a specular light. What effect will vss have on my figure if I synchronize it? Is it needed for an outdoor scene?

My Renderosity Store


bagginsbill ( ) posted Fri, 05 November 2010 at 8:19 AM · edited Fri, 05 November 2010 at 8:20 AM

I need to separate the question "Do you need it when ..." into two.

VSS (the script) and VSS Template Skin (the shader) are really two separate things bundled together. You can use VSS (the script) with your own templates or with other templates by me such as the Vargas shader and its purpose and value is in making it convenient to apply a common shader to many material zones in one step. So the question of needing VSS with IDL implies that VSS has something to do with rendering and it doesn't. VSS is a way of editing materials without doing all the zones by hand.

So now I think your question really is do you need a complicated skin shader, such as the one I published in VSSPR3, when using IDL and the EnvSphere?

The answer is complicated, but for the most part, yes. Could you use a simpler shader? Yes. Could you get good results with a simple P4-style shader? Yes to that as well. But it won't be as good with so many of the shader elements missing.

The shader I supply has a number of features. Some are completely still needed, some can be applied at a lower strength, and some can be eliminated altogether with no loss of quality.

Let's take the shader elements one-by-one:

Skin-tuned specularity with conservation of energy: You need it - without this the skin will not quite look so much like skin, but rather more like bad computer graphics doing plastic or rubber. The built-in Specular effect is not right for skin - must use Blinn and must configure it correctly.

Shader GC: No question you need it unless you have Poser Pro 2010 with render GC enabled. In that case you not only don't need shader GC, you must not use it. You would set the shader gamma to 1.0 in that case. When using it without render GC, and without IDL, you want it just as I shipped it, set to 2.2. When using it with IDL but not render GC, you want to tone it down to around 1.3.

Fake SSS: With IDL this is almost unnecessary and can be left out or turned off with great success. However, a small amount still enhances the look of translucence, making the skin look more real. When IDL is on I reduce the strength to below .5.

Boost: This is a final luminance amplifier and not at all necessary, but incredibly convenient for fine-tuning the overall brightness of the skin versus other things in the scene that, perhaps, are a little bit in disagreement about what the "nominal" correct "exposure" (light level) is. If everybody would agree to use my light meter before publishing their shaders, then everything would be calibrated to the same amount of "correct" lighting and you wouldn't need the boost option. You use it to raise or lower the skin luminance relative to everything else. For maximum utility I really should have divided this into pre-amp and post-amp, but it's pretty useful as is.

Shader AO: Not needed at all with IDL and will automatically be shut off when IDL is enabled.

So I would summarize the answer as; you can get away with a simple skin shader, but you can do better with VSS PR3 Template Skin, provided you adjust parameters a little. Note: The precise adjustments for P8 IDL use are found in my free "Soft Studio Lighting" tutorial scene. It's in my free stuff.


The only thing VSS affects on your figure is it changes the shaders in the materials. Once changed, you can save the materials and recall them without having VSS involved.


VSS is needed for any scene in which you're tired of manually editing shaders.

My shaders that come with VSS are needed at all times in all scenes for that last 5% of realism, getting you within 95% of the best that is possible in Poser. But you can get 80% without it in P8, and 90% with PPro 2010.  That last 5% is all about you and not the tools. grin

 


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)


Zev0 ( ) posted Fri, 05 November 2010 at 8:55 AM

Perfect!! that makes all the sense in the world. U R the man:)

My Renderosity Store


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.