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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: How to make a Poser Mat file that only applies transparency?


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SimonWM ( ) posted Sun, 06 March 2011 at 8:05 AM · edited Fri, 22 November 2024 at 8:35 PM

In DAZ Studio I can save Material presets and only save my opacity channels and I will have a mat file that only alters the transparency in my clothes so an item can look ragged with the new transmap.  How can I do this in Poser?  I have Poser Pro (not 2010) and when I create Mat files in the Material room I don't think I have the option to exclude all the other channels but opacity when saving a material file.


LaurieA ( ) posted Sun, 06 March 2011 at 8:17 AM · edited Sun, 06 March 2011 at 8:20 AM

You do, to a point.

You can make a material collection and change just one mat zone by checking just the mat zone you want to change, but it will change EVERY node on that material zone in addition to the transparency. There's no way to choose out just a given node in a particular mat zone (something that has driven me nuts in the past as well) ;o).

Laurie



SimonWM ( ) posted Sun, 06 March 2011 at 8:23 AM

That's what I thought, thank you.  Is there an outside aplication that will allow you to do that? Preferably a free phyton script.


markschum ( ) posted Sun, 06 March 2011 at 11:24 AM

I have a script that will change a image map by name. So if your transparency map name is known you can change it .

check this thread http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2822685

The script needs to be edited for the original and new file name. If you want to distribute it I would need to experiment a bit on a different script. When I wrote this I was getting full file paths returned and you really want relative paths.


SimonWM ( ) posted Sun, 06 March 2011 at 12:12 PM

Quote - I have a script that will change a image map by name. So if your transparency map name is known you can change it .

check this thread http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2822685

The script needs to be edited for the original and new file name. If you want to distribute it I would need to experiment a bit on a different script. When I wrote this I was getting full file paths returned and you really want relative paths.

I'm not sure I understand.  This is a script that would need to be distributed with my product in order to work?  No way to create a mat file that will only change the Opacity map like in DAZ Studio?


Victoria_Lee ( ) posted Sun, 06 March 2011 at 12:21 PM

You can create an .mt5 file in Poser Pro 2010 which will change only the material zone to which it is linked.  This is different from a .mc6 file which is a material collection affecting all the zones.

Hugz from Phoenix, USA

Victoria

Remember, sometimes the dragon wins. Correction: MOST times.


SimonWM ( ) posted Sun, 06 March 2011 at 12:32 PM

Quote - You can create an .mt5 file in Poser Pro 2010 which will change only the material zone to which it is linked.  This is different from a .mc6 file which is a material collection affecting all the zones.

 

I need to create a Mat file that will do this because it needs to work with older Poser versions.  Its good to know Poser Pro 2010 has this ability though.


Victoria_Lee ( ) posted Sun, 06 March 2011 at 12:58 PM

.mt5 files have been available since Poser 5 so there's nothing to stop it from working in previous versions as long as the version number is 5.  You can change that in a text editor.

Hugz from Phoenix, USA

Victoria

Remember, sometimes the dragon wins. Correction: MOST times.


SimonWM ( ) posted Sun, 06 March 2011 at 1:06 PM

But I need to change multiple Opacity maps leaving the difuse, bump, displacement etc. intact, I thought all the other nodes will change as well.  A mat file that will only change the opacity channel of several surfaces in a prop used as dynamic cloth.


hborre ( ) posted Sun, 06 March 2011 at 1:14 PM

The issue I see with distribution is variation between the regular and Pro series Poser available.  The Pro series have Gamma Correction as a default in the render settings, which means the transmaps must have their own custom Gc reset to 1.  Easily done with Pro's built-in Gc changing script.  Users must be alerted to this difference.  Regular Poser versions do not have this feature and the mapping can be used as presented.


SimonWM ( ) posted Sun, 06 March 2011 at 1:30 PM · edited Sun, 06 March 2011 at 1:33 PM

file_466403.jpg

> Quote - which means the transmaps must have their own custom Gc reset to 1. 

 

How would you do that.  I'm only connecting the Opacity map to transparency and transparency edge and giving them both a value of 1.


nomuse ( ) posted Sun, 06 March 2011 at 2:56 PM

This is why I love text editor.

All Poser files share this habit; if there isn't a line referring to a node/channel/actor, that node/channel/actor remains unaltered.

Here's how I would do it (keeping in mind I'm VERY old-fashioned); I'd make the change I wanted and save as a cr2 (or maybe an mt5).  Then I'd delete everything but the material I was trying to alter.  Then I'd delete every line but the one that set the transparency.

The big trick is making sure you keep the right number of nested brackets going, and you leave the header intact (just open another MAT-pose or mt5 for reference to make sure you have the right stuff up there).

Sounds fiddly, I know.  But I love the power it gives you.

(Plus it is the ONLY way I know to create MAT-DIV poses -- which are the only way you can change an otherwise global material on just a single Actor).


grichter ( ) posted Sun, 06 March 2011 at 4:00 PM

If I get what you are trying to do is allow the user to set the dress to blue and then if they want it shorter apply a mini-skirt transmap and leave the color alone vs supplying a Blue long mat pose and mini skirt blue mat pose.

The only way I know to do this is via the method supplied-described by markshum which is use a python script.

I have created a my own pantyhose scripts that allow me to set the color and then apply different masks to make them all sheer or give them a panty (add a darker mask to the panty part) and I did it by scripts as markshum suggests and it does not effect anything else attached to the poser material surface tree in my case the hip zone.The color remains the same as do all other settings.

The only alternative that I know of is break the skirt into zones, Short, mid, long and then apply a mat pose that hids those zones. But if you are short and want to go to the long style you then have to supply a mat pose for every color. Via the script method that markshum supplied you don't.

 

Hope I understood your intended goal-objective.

 

You can call the script from a mat pose with the knowledge that a poser bug will cause the script to fire-run twice if it is called from a pz2. If it is called from a cr2 it only runs once. Which isn't an issue unless you are checking to make sure the proper item-prop-figure is selected and throw up a dialog if it is not. Because if you do the dialog will appear twice when you call the script from a pz2.

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


hborre ( ) posted Sun, 06 March 2011 at 7:50 PM

file_466414.jpg

Under texture editor for your mapping, there is a selection for Gc as established by your render settings and custom Gc.  This is illustrated in the posted image.


lmckenzie ( ) posted Sun, 06 March 2011 at 8:53 PM

Attached Link: Mat Pose Edit

*"Then I'd delete everything but the material I was trying to alter. Then I'd delete every line but the one that set the transparency"*

I've done that before and it works, at least with MAT files, don't know about the mc/mt stuff.

If you're willing to use MATs, You can do it easily with Mat Pose Edit. Load your prop and (you can delete any materials you don't want to effect) -  under Edit, select Disable all material properties. Then double click on Transparency Map to enable it, add your trans map and save. You get a MAT that only affects transparency.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


SimonWM ( ) posted Sun, 06 March 2011 at 9:23 PM

Quote - "Then I'd delete everything but the material I was trying to alter. Then I'd delete every line but the one that set the transparency"

I've done that before and it works, at least with MAT files, don't know about the mc/mt stuff.

If you're willing to use MATs, You can do it easily with Mat Pose Edit. Load your prop and (you can delete any materials you don't want to effect) -  under Edit, select Disable all material properties. Then double click on Transparency Map to enable it, add your trans map and save. You get a MAT that only affects transparency.

 

I think I will try this first.  My only worry is that I have Windows 7 and don't know if Mat Pose edit will work with it.


markschum ( ) posted Sun, 06 March 2011 at 10:41 PM

I have never been able to get partial mat files to work. It always seems to replace the shader tree completely.

 

If you get it to work please post the result .


hborre ( ) posted Sun, 06 March 2011 at 10:47 PM

I don't see any reason why MAT Pose Edit shouldn't work under W7.  Several programs on my W7 64 bit machine still work rather well.


lmckenzie ( ) posted Sun, 06 March 2011 at 11:36 PM

It (MPE) uses the VB6 runtime files which are supposed to be supported on Win7. There's also an imaging dll he uses. I can only say try it and see. Perhaps someone else could create the MATS for you as well.

I should have mentioned that you will need to 'Disable all material properties' for each material individually and when you enable transparency, you will  also probably want to enable the transparency min/max/falloff in order to be able to set and apply those as needed. If you're making several different MATs, you can reuse the first one and just change the transparency file reference saving under a new name as needed. If you save in P4 mode you get for each material (assuming 100 for max). You can also save in P5 mode and get the shader tree.

        material your_material
                 {

                  tMin 0
                  tMax 1
                  tExpo 0
                  transparencyMap "your_TransMap.jpg"

                                     0 0
                  }

I don't know whether that will work for hat you're wanting or not.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


SimonWM ( ) posted Mon, 07 March 2011 at 9:02 PM

Quote -         material your_material
                 {

                  tMin 0
                  tMax 1
                  tExpo 0
                  transparencyMap "your_TransMap.jpg"

                                     0 0
                  }

This format seems to have worked to replace the transparency.  Now I need to make a mat pose that will turn off the sleeves of the clothes.  each sleeve is a surface.


nomuse ( ) posted Mon, 07 March 2011 at 11:08 PM

The MATpose trick for that is to use "off" to hide the body part (exactly as you would hide it by ticking the "hidden" checkbox in the Inspector:

 

{

version
    {
    number 4.01
    }

actor rFoot:2
    {
    name    rFoot
    off

    }

}


SimonWM ( ) posted Tue, 08 March 2011 at 5:49 AM

That would work on a character but since this is a prop, actually a dynamic cloth prop.  I made mat poses for the DAZ Studio version that hide the hood and another one that hides the sleeves and I want to duplicate it for the Poser version.


nomuse ( ) posted Tue, 08 March 2011 at 1:44 PM

Kind of pointless hiding sleeves and hood if you are going to drape it....whether they are invisible or not, they will continue to interact in the cloth room.

If what you are trying to do is have a dynamic cloth with different options as to sleeves/no sleeves, hood/no hood, I'd suggest the simplest method is have more than one prop.

You can use alternate geometry on props, but there are problems with it...I wouldn't suggest it.  Having several props is the simplest solution.

 

If this ISN'T dynamic, but is a smart prop, consider making it a psuedo-figure.  The trick is, instead of having a full rig, you have a stand-in for one single body part, and the rest of the figure depends from that. 

I've made several hats and similar this way.  It acts like a smart prop (with the exception that you do have to hit "conform to..." after loading it), except that it is fully poseable; since for my hats the hat is a child of the "head" object, and only the "head" conforms, the hat, and even a feather in the hat, can be rotated independently whilst still remaining attached to the figure's head.

 

 

Always the key when solving problems is first make sure you have defined the problem adequately.  It is almost always a mistake to reduce prematurely to the narrowest definition of the problem, one which only admits to restricted solutions.


SimonWM ( ) posted Tue, 08 March 2011 at 2:50 PM

Quote - Kind of pointless hiding sleeves and hood if you are going to drape it....whether they are invisible or not, they will continue to interact in the cloth room.

And that's OK, since I'm giving the cloth item another option.

Quote - If what you are trying to do is have a dynamic cloth with different options as to sleeves/no sleeves, hood/no hood, I'd suggest the simplest method is have more than one prop.

Another geometry, another set of textures, that's duplicate work for an extra that I'm giving away.  I want parity with the features I've given the dynamic clothes in DAZ Studio, that's all. 

  The solution you gave me before to simply replace the opacity map worked excellent, thanks.  I know this has to be simpler to do, just gotta find the right code I guess.


nomuse ( ) posted Tue, 08 March 2011 at 3:11 PM

Hmm.  Last outfit I was working on, I made it the full length and UVmapped it there.  So when I made the alternate versions (shorter, etc.) the bulk of the UVmap (and the textures) remained compatible.  Only the hems had changed position.

Just mentioning!  Sounds like you have a solution for your specific item already.


Ghostofmacbeth ( ) posted Tue, 08 March 2011 at 3:28 PM

Check the bump map for when you do the partial map. I have found it always strips out other maps whenever I try to do a partial mat pose. Diffuse is normally safe but bump and displacement seem to go away whenever I have tried in the past. But it has also been a while since it was always breaking. It actually used to work before Poser 5.



Winterclaw ( ) posted Tue, 08 March 2011 at 4:15 PM

Quote - In DAZ Studio I can save Material presets and only save my opacity channels and I will have a mat file that only alters the transparency in my clothes so an item can look ragged with the new transmap.  How can I do this in Poser?

Do you have a different "ragged" transmap for every piece of clothing?  Do some of the clothings you are going to use already make use of transparency in them?

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


SimonWM ( ) posted Tue, 08 March 2011 at 5:05 PM

Quote - Check the bump map for when you do the partial map. I have found it always strips out other maps whenever I try to do a partial mat pose. Diffuse is normally safe but bump and displacement seem to go away whenever I have tried in the past. But it has also been a while since it was always breaking. It actually used to work before Poser 5.

 

The bump map stays but the value is changed; that will be a problem.  In some instances is just by a decimal but others the change is bigger.  This is Poser Pro, though, I don't have Pro 2010 or Poser 8 to test on those.


SimonWM ( ) posted Tue, 08 March 2011 at 5:07 PM

Quote - > Quote - In DAZ Studio I can save Material presets and only save my opacity channels and I will have a mat file that only alters the transparency in my clothes so an item can look ragged with the new transmap.  How can I do this in Poser?

Do you have a different "ragged" transmap for every piece of clothing?  Do some of the clothings you are going to use already make use of transparency in them?

This rags mat is meant to only work on the texture designs that does not have already a transmap.


SimonWM ( ) posted Fri, 11 March 2011 at 8:33 AM

file_466636.jpg

OK, big problem now with transparency.  This doesn't happens in DAZ Studio.  How can I get rid of the ghosting effects.  i've tried different settings for transparency and transparency edge.  Tried having both with a value of 1 hooked to the opacity map, all the area showing the ghost is black so I don't know why it still shows some ghosting in rendering.  The OpenGL shows it transparent 100% as it should but not with rendering in Firefly.


bagginsbill ( ) posted Fri, 11 March 2011 at 8:55 AM · edited Fri, 11 March 2011 at 8:56 AM

Transparency is undone by specularity. You have specular effects that must be drawn, because you did not tell Poser otherwise.

Think about the difference between these two ideas:

  1. A material that isn't there at all - a void - a hole - a figment of our imagination.

  2. A material that is clear - see through - transparent - but is still a real surface that reflects light. For example, clear plastic.

You get #2 by default. To get #1, you must connect your transmap to the specular value as well.


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)


SimonWM ( ) posted Fri, 11 March 2011 at 9:10 AM

Thank you Bagginsbill, that worked perfect! I knew there was a way because I had done it before.  I haven't developed for Poser in awhile can't believe how many things you start to forget. :(


SimonWM ( ) posted Fri, 11 March 2011 at 9:36 AM

Quote - > Quote -         material your_material

                 {

                  tMin 0
                  tMax 1
                  tExpo 0
                  transparencyMap "your_TransMap.jpg"

                                     0 0
                  }

This format seems to have worked to replace the transparency.  Now I need to make a mat pose that will turn off the sleeves of the clothes.  each sleeve is a surface.

 

Now I should modify the partial mat files so they include the specular value too, but how would I do that??!!


nomuse ( ) posted Fri, 11 March 2011 at 1:00 PM

Almost exactly the same way.  Go look at an untrimmed MAT file.  Look for the lines for specular value.  Paste those in, in the order they are found in the MAT.

 

figure
    {
    material cloth
        {
        KdColor 0 0 0 1    /* this is the Diffuse color.  Set it to black
        KaColor 0 0 0 1      * this is the Ambient color. Same.
        KsColor 0 0 0 1      * this is the specular color.  Also black.

        tMin 0  .... etc.


SimonWM ( ) posted Fri, 11 March 2011 at 1:17 PM

Thanks nomuse, I'll try that.  On my partial mats there are lines referencing difuse/specular textures that upon inspection where left there when I first edited the file.  They are not doing anything since the Mat file is doing what I wanted to do; just replace the transparency and leaving the rest alone.

I still tried to get rid of the lines of code referencing the difuse color and specular color textures but when I did that Poser stoped accepting the file so I left it alone.


nomuse ( ) posted Fri, 11 March 2011 at 1:24 PM

The only downside here is if specularity is part of the material that is NOT being made transparent.  That, you will have to approach by using the transmap as an alpha channel (possibly inverted -- I forget which way it runs).

In fact, is good if all the lines I put up above are modulated by the transmap.  That's how I've been doing that, now that I remember.  But at that point, easier to make the texture in Poser, save a cr2 (or any format that saves materials) then cut out the parts you don't need.


nomuse ( ) posted Fri, 11 March 2011 at 1:28 PM

The only reason to do these "only the lines you are changing" versions of materials (instead of just saving the entire material) is if you want to be able to do Chinese Menu; apply one transparency effect to multiple color textures, for instance.

Or if you are making a special material that modifies a third-party texture; in that case you may not know, or own, the texture you are modding.  A typical example would be a transmap to hide parts of the body that otherwise would stick through an outfit you are building.  Since you aren't supplying the skin texture, you want your map to work with everything.


SimonWM ( ) posted Fri, 11 March 2011 at 1:33 PM

These are the lines I tried to get rid of but Poser stopped recognizing the file as a valid Poser file:

 

 }
   node "image_map" "Image_Map_3"
    {
    name "Image_Map_3"
    pos 300 10
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:M4&V4_Regular:M4_MMA_White.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }

 

The part in red is what worries me but thankfully that map is not being loaded even though the file has those statements.


SimonWM ( ) posted Fri, 11 March 2011 at 1:39 PM

file_466639.jpg

> Quote - The only reason to do these "only the lines you are changing" versions of materials (instead of just saving the entire material) is if you want to be able to do Chinese Menu; apply one transparency effect to multiple color textures, for instance. > > > Or if you are making a special material that modifies a third-party texture; in that case you may not know, or own, the texture you are modding.  A typical example would be a transmap to hide parts of the body that otherwise would stick through an outfit you are building.  Since you aren't supplying the skin texture, you want your map to work with everything.

 

Yes, the partial mats are for the Options part.  See the product promo for the DAZ Studio version.  Those options I'm trying to reproduce with the partial Mats in Poser. 


nomuse ( ) posted Fri, 11 March 2011 at 1:45 PM

Yah...Poser is crazy about referencing maps you haven't used for years, and sticking extra nodes everywhere.  Why I hate trying to clean up textures on P5 +. 


lmckenzie ( ) posted Sat, 12 March 2011 at 9:00 AM

Did you ever try MatPoseEdit? Might make things a lot easier.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


SimonWM ( ) posted Sat, 12 March 2011 at 1:21 PM

Quote - Did you ever try MatPoseEdit? Might make things a lot easier.

No, but I might use it.  I think it wants to install some software to the OS that it needs and that's making me nervous since I'm on Windows 7 on a tiny 30 Gigs SSD drive with about 4 Gigs of space left.


lmckenzie ( ) posted Sat, 12 March 2011 at 9:40 PM

Shouldn't be a problem. From the uninstall log, the system files are: SystemFile: "C:WINDOWSsystem32VB6STKIT.DLL" 100kb SharedFile: "C:WINDOWSsystem32richtx32.ocx" 208kb SharedFile: "C:WINDOWSsystem32Mscomctl.ocx" 1,057kb SharedFile: "C:WINDOWSsystem32COMDLG32.OCX" 150kb SharedFile: "C:WINDOWSsystem32GflAx193.dll" 160kb SharedFile: "C:WINDOWSsystem32scrrun.dll" 148kb On an XP system, they should all probably be there by default except for GflAx193.dll which is the imaging library used for the texture previews. On Windows 7, I have no idea. If you have VirtualPC or VMWare and a copy of XP you could run it in a virtual machine as long as you can share the folder where your Poser files are. I understand your caution though. IIRC, there were some minor quirks with VB6 apps and Vista or maybe that was only the dev environment and they may have been fixed in 7.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


SimonWM ( ) posted Sun, 13 March 2011 at 5:33 AM

Thanks for posting this, lmckenzie.  I installed it and it asked if I wanted to replace my newer copy of some files for the older ones, which I answered no.  Mat Pose Edit started fine but being it a smart prop, I don't have too many options, plus it saves the values different from the numbers the Material Room shows.

I don't think I understand how to do what I need to do with MAT Pose Edit. 

 Right now I was able to make a Mat Pose that only changes the Opacity map with your previous hint but I want to hook it up to the Specular value like bagginsbill explained to avoid the ghosting effect shown in my previous post and that is what is giving me trouble.  I think I need the shader tree for that as that input is in the Posersurface tab. 


SimonWM ( ) posted Sun, 13 March 2011 at 5:50 AM

The file below is part of my "Over midshin length" mat for Poser.  It is working fine to change the opacity(transparenct) map but I need it to also hook the transparency map to the specular value to eliminate the ghosting effect.

 Also, I see there are arguments (left from the original file I used as a template) to a difusse color texture and a bump map that I don't want the partial mat to change that I have left alone because they are not changing anything.

 

 

{

version
 {
 number 4.01
 }
actor $CURRENT
 {
 material hood_Mirrored
  {

  tMin 1
  tMax 1
  tExpo 0
  transparencyMap ":Runtime:textures:SimonWM:Fantasy Robe:Freak:F_MMA_Trans.jpg"
     0 0
   {
   node "poser" "PoserSurface"
    {
    name "PoserSurface"
    pos 10 10
    showPreview 1
    nodeInput "Diffuse_Color"
     {
     name "Diffuse_Color"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_3"
     file NO_MAP
     }
    nodeInput "Diffuse_Value"
     {
     name "Diffuse_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Highlight_Color"
     {
     name "Specular_Color"
     value 0.6 0.6 0.6
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_3"
     file NO_MAP
     }
    nodeInput "Highlight_Value"
     {
     name "Specular_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Roughness"
     {
     name "Highlight_Size"
     value 0.1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Ambient_Color"
     {
     name "Ambient_Color"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Ambient_Value"
     {
     name "Ambient_Value"
     value 0 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Transparency_Max"
     {
     name "Transparency"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_4"
     file NO_MAP
     }
    nodeInput "Transparency_Min"
     {
     name "Transparency_Edge"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_4"
     file NO_MAP
     }
    nodeInput "Transparency_Falloff"
     {
     name "Transparency_Falloff"
     value 0 0 100
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Translucence_Color"
     {
     name "Translucence_Color"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Translucence_Value"
     {
     name "Translucence_Value"
     value 0 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Reflection_Color"
     {
     name "Reflection_Color"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Reflection_Value"
     {
     name "Reflection_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Refraction_Color"
     {
     name "Refraction_Color"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Refraction_Value"
     {
     name "Refraction_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Bump"
     {
     name "Bump"
     value 0.12 -10 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_5"
     file NO_MAP
     }
    nodeInput "Displacement"
     {
     name "Displacement"
     value 1 -10 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "AlternateDiffuse"
     {
     name "Alternate_Diffuse"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "AlternateSpecular"
     {
     name "Alternate_Specular"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ReflectionLiteMult"
     {
     name "Reflection_Lite_Mult"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ReflectionKdMult"
     {
     name "Reflection_Kd_Mult"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Gradient_Bump"
     {
     name "Gradient_Bump"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ShadowCatchOnly"
     {
     name "Shadow_Catch_Only"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ToonID"
     {
     name "ToonID"
     value 166 0 32768
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Normals_Forward"
     {
     name "Normals_Forward"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Gradient_Mode"
     {
     name "Gradient_Mode"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   node "image_map" "Image_Map_3"
    {
    name "Image_Map_3"
    pos 300 10
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:M4&V4_Regular:M4_MMA_White.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Scale"
     {
     name "U_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Scale"
     {
     name "V_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Offset"
     {
     name "U_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Offset"
     {
     name "V_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Coords"
     {
     name "Texture_Coords"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Image_Mapped"
     {
     name "Image_Mapped"
     value 4 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Background"
     {
     name "Background"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Global_Coordinates"
     {
     name "Global_Coordinates"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_U"
     {
     name "Mirror_U"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_V"
     {
     name "Mirror_V"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Strength"
     {
     name "Texture_Strength"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Filtering"
     {
     name "Filtering"
     value 3 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   node "image_map" "Image_Map_4"
    {
    name "Image_Map_4"
    pos 331 238
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:Freak:F_MMA_Trans.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Scale"
     {
     name "U_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Scale"
     {
     name "V_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Offset"
     {
     name "U_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Offset"
     {
     name "V_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Coords"
     {
     name "Texture_Coords"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Image_Mapped"
     {
     name "Image_Mapped"
     value 4 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Background"
     {
     name "Background"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Global_Coordinates"
     {
     name "Global_Coordinates"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_U"
     {
     name "Mirror_U"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_V"
     {
     name "Mirror_V"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Strength"
     {
     name "Texture_Strength"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Filtering"
     {
     name "Filtering"
     value 3 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   node "image_map" "Image_Map_5"
    {
    name "Image_Map_5"
    pos 336 488
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 2 2 2
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:M4&V4_Regular:M4_MMA_Trim_Bump.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Scale"
     {
     name "U_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Scale"
     {
     name "V_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Offset"
     {
     name "U_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Offset"
     {
     name "V_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Coords"
     {
     name "Texture_Coords"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Image_Mapped"
     {
     name "Image_Mapped"
     value 4 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Background"
     {
     name "Background"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Global_Coordinates"
     {
     name "Global_Coordinates"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_U"
     {
     name "Mirror_U"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_V"
     {
     name "Mirror_V"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Strength"
     {
     name "Texture_Strength"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Filtering"
     {
     name "Filtering"
     value 3 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   }
  }
 material sleeve_Mirrored
  {

  tMin 1
  tMax 1
  tExpo 0
  transparencyMap ":Runtime:textures:SimonWM:Fantasy Robe:Freak:F_MMA_Trans.jpg"
     0 0
   {
   node "poser" "PoserSurface"
    {
    name "PoserSurface"
    pos 10 10
    showPreview 1
    nodeInput "Diffuse_Color"
     {
     name "Diffuse_Color"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_3"
     file NO_MAP
     }
    nodeInput "Diffuse_Value"
     {
     name "Diffuse_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Highlight_Color"
     {
     name "Specular_Color"
     value 0.6 0.6 0.6
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_3"
     file NO_MAP
     }
    nodeInput "Highlight_Value"
     {
     name "Specular_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Roughness"
     {
     name "Highlight_Size"
     value 0.1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Ambient_Color"
     {
     name "Ambient_Color"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Ambient_Value"
     {
     name "Ambient_Value"
     value 0 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Transparency_Max"
     {
     name "Transparency"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_4"
     file NO_MAP
     }
    nodeInput "Transparency_Min"
     {
     name "Transparency_Edge"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_4"
     file NO_MAP
     }
    nodeInput "Transparency_Falloff"
     {
     name "Transparency_Falloff"
     value 0 0 100
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Translucence_Color"
     {
     name "Translucence_Color"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Translucence_Value"
     {
     name "Translucence_Value"
     value 0 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Reflection_Color"
     {
     name "Reflection_Color"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Reflection_Value"
     {
     name "Reflection_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Refraction_Color"
     {
     name "Refraction_Color"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Refraction_Value"
     {
     name "Refraction_Value"
     value 1 0 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Bump"
     {
     name "Bump"
     value 0.096 -10 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node "Image_Map_5"
     file NO_MAP
     }
    nodeInput "Displacement"
     {
     name "Displacement"
     value 1 -10 10
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "AlternateDiffuse"
     {
     name "Alternate_Diffuse"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "AlternateSpecular"
     {
     name "Alternate_Specular"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ReflectionLiteMult"
     {
     name "Reflection_Lite_Mult"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ReflectionKdMult"
     {
     name "Reflection_Kd_Mult"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Gradient_Bump"
     {
     name "Gradient_Bump"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ShadowCatchOnly"
     {
     name "Shadow_Catch_Only"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "ToonID"
     {
     name "ToonID"
     value 166 0 32768
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Normals_Forward"
     {
     name "Normals_Forward"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Gradient_Mode"
     {
     name "Gradient_Mode"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   node "image_map" "Image_Map_3"
    {
    name "Image_Map_3"
    pos 300 10
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:M4&V4_Regular:M4_MMA_White.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Scale"
     {
     name "U_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Scale"
     {
     name "V_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Offset"
     {
     name "U_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Offset"
     {
     name "V_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Coords"
     {
     name "Texture_Coords"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Image_Mapped"
     {
     name "Image_Mapped"
     value 4 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Background"
     {
     name "Background"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Global_Coordinates"
     {
     name "Global_Coordinates"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_U"
     {
     name "Mirror_U"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_V"
     {
     name "Mirror_V"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Strength"
     {
     name "Texture_Strength"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Filtering"
     {
     name "Filtering"
     value 3 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   node "image_map" "Image_Map_4"
    {
    name "Image_Map_4"
    pos 331 238
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:Freak:F_MMA_Trans.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Scale"
     {
     name "U_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Scale"
     {
     name "V_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Offset"
     {
     name "U_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Offset"
     {
     name "V_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Coords"
     {
     name "Texture_Coords"
     value 1 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Image_Mapped"
     {
     name "Image_Mapped"
     value 4 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Background"
     {
     name "Background"
     value 1 1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Global_Coordinates"
     {
     name "Global_Coordinates"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_U"
     {
     name "Mirror_U"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Mirror_V"
     {
     name "Mirror_V"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Strength"
     {
     name "Texture_Strength"
     value 1 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Filtering"
     {
     name "Filtering"
     value 3 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    }
   node "image_map" "Image_Map_5"
    {
    name "Image_Map_5"
    pos 336 488
    inputsCollapsed 1
    showPreview 1
    nodeInput "Image_Source"
     {
     name "Image_Source"
     value 2 2 2
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file ":Runtime:textures:SimonWM:Fantasy Robe:M4&V4_Regular:M4_MMA_Trim_Bump.jpg"
     }
    nodeInput "Auto_Fit"
     {
     name "Auto_Fit"
     value 0 0 0
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Scale"
     {
     name "U_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Scale"
     {
     name "V_Scale"
     value 1 -1 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "U_Offset"
     {
     name "U_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "V_Offset"
     {
     name "V_Offset"
     value 0 0 1
     parmR NO_PARM
     parmG NO_PARM
     parmB NO_PARM
     node NO_NODE
     file NO_MAP
     }
    nodeInput "Texture_Coords"
     {
     name


nruddock ( ) posted Sun, 13 March 2011 at 7:24 AM

You can't make partial MATs when nodes are involved, you have to have the complete  material description, wiring and all.

Only a script of some sort can make alterations to node based materials.


SimonWM ( ) posted Sun, 13 March 2011 at 10:18 AM · edited Sun, 13 March 2011 at 10:19 AM

Quote - You can't make partial MATs when nodes are involved, you have to have the complete  material description, wiring and all.

Only a script of some sort can make alterations to node based materials.

 

So there is no way to edit my partial mat so it  connect my transmap to the specular value as well but with a script?


nruddock ( ) posted Sun, 13 March 2011 at 11:28 AM

Quote - > Quote - You can't make partial MATs when nodes are involved, you have to have the complete  material description, wiring and all. Only a script of some sort can make alterations to node based materials.

So there is no way to edit my partial mat so it  connect my transmap to the specular value as well but with a script?

Correct.


SimonWM ( ) posted Sun, 13 March 2011 at 11:39 AM · edited Sun, 13 March 2011 at 11:40 AM

 I'm guessing loading a script for this small task is as much work for the user as if I provide the workaround of connecting the transmap to the specular value manually to get rid of the ghosting in the product readme.


bagginsbill ( ) posted Sun, 13 March 2011 at 3:44 PM

Quote -  I'm guessing loading a script for this small task is as much work for the user as if I provide the workaround of connecting the transmap to the specular value manually to get rid of the ghosting in the product readme.

No - same work. You can call any script from a material file, a pose file, a cr2, etc. In other words, the script can be an icon in the library and you click it, same as anything else.


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)


SimonWM ( ) posted Sun, 13 March 2011 at 4:04 PM

Quote - > Quote -  I'm guessing loading a script for this small task is as much work for the user as if I provide the workaround of connecting the transmap to the specular value manually to get rid of the ghosting in the product readme.

No - same work. You can call any script from a material file, a pose file, a cr2, etc. In other words, the script can be an icon in the library and you click it, same as anything else.

I don't know how to make such a script so I guess the readme note will have to do.  Unless somebody wants to post a code I can adapt to my product.


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