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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 12 9:36 pm)



Subject: UV tiles


ice-boy ( ) posted Fri, 15 April 2011 at 4:29 AM · edited Mon, 16 December 2024 at 5:04 AM

file_467834.jpg

i created this object for a test. as you can see the UV's. i  offset the UV for 1. so its perfect moved 1. that way there are not overlaping UV's.

 

now my question is if  i would have only one material group for both objects.......could i add 2 different textures to each object?

so my question is if we could offset the texture for 1 and then merge both textures in poser and map  it to both objects?

 


ice-boy ( ) posted Fri, 15 April 2011 at 4:29 AM

file_467835.jpg

UV


markschum ( ) posted Fri, 15 April 2011 at 9:24 AM

with the uv map shown you can paint a texture that includes both parts on a single map. That means you can have whatever you can paint.  It would be difficult to make different node based textures but might be possible if you can restrict the uv range for each.

 

Poser does not have the ability to uv map anything.

You can not have a single map that includes more than one object. If the cube and cone are seperate objects you need two maps.

 

 


ice-boy ( ) posted Fri, 15 April 2011 at 9:55 AM · edited Fri, 15 April 2011 at 9:56 AM

i have two maps. the question is if i can combine the two maps in one material group. i made it easier for the sofware by offseting the UV


EnglishBob ( ) posted Fri, 15 April 2011 at 10:24 AM

In what way does this differ from simply using a blender node? I'm not at all clear what you're trying to achieve here.

Quote - Poser does not have the ability to uv map anything.

You can generate perspective UVs with the grouping tool, from memory.


BionicRooster ( ) posted Fri, 15 April 2011 at 10:52 AM
Forum Moderator

Quote - i have two maps. the question is if i can combine the two maps in one material group. i made it easier for the sofware by offseting the UV

You can make them the same material group with the Grouping tool (Assign Material).

It will make whatever polys are selected into a new (or current) material group. The problem is, if you have seperate objects like that, the groups will be named the same, BUT you'd still have to select each prop 1st b4 assigning material.

You could always combine them in the Hierarcy window and spawn a prop from the combined pieces to get around that tho.

                                                                                                                    

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ice-boy ( ) posted Fri, 15 April 2011 at 11:03 AM

lets take M4 as an example. you have 3 textures.

-torso

-limbs

-head

 

so if you want to use all textures you need at least 3 material groups. because UV's are overlaped.

so in blender or any other 3D software you can move UV's in 2D space.so for example if you move the UV's to the right then some programs can read every UV with only one group.

 

so i was thinking that i would offset the UV's  up and right. and then i would use poser to offset the textures.

 

now the question is if poser would be able to do this 


EnglishBob ( ) posted Fri, 15 April 2011 at 11:14 AM

Quote - i would offset the UV's  up and right. and then i would use poser to offset the textures.

But you'd still need three material zones, since the three different parts of the texture map would need different offset values. That's assuming that Poser's UV offset maths doesn't overflow at 1; I haven't tried it.


ice-boy ( ) posted Fri, 15 April 2011 at 11:25 AM

Quote - > Quote - i would offset the UV's  up and right. and then i would use poser to offset the textures.

But you'd still need three material zones, since the three different parts of the texture map would need different offset values. That's assuming that Poser's UV offset maths doesn't overflow at 1; I haven't tried it.

thats what i am asking. if i need them ;)


Pengie ( ) posted Fri, 15 April 2011 at 12:30 PM

file_467849.jpg

In Poser, you can offset a texture and it'll render correctly. Change the Image Mapped setting from Tiled to None. I applied the material settings in the attached picture to multiple groups of a V4 that I remapped in Blender, and it rendered OK. Therefore it should still work if all the material zones were combined into one zone.


ice-boy ( ) posted Fri, 15 April 2011 at 12:35 PM

in yourscreenshot you used limbs,torso and head?


Pengie ( ) posted Fri, 15 April 2011 at 12:44 PM

file_467850.jpg

In this picture, the face, torso, limbs, and irises are all one material zone. I used the material settings from my previous post.


Pengie ( ) posted Fri, 15 April 2011 at 12:49 PM · edited Fri, 15 April 2011 at 12:50 PM

Quote - in yourscreenshot you used limbs,torso and head?

And eyes. The UVs go from 0 to 2. The UV scale is unchanged so as not to affect procedural materials, but the different parts are offset horizontally and/or vertically by 1 unit.


msg24_7 ( ) posted Fri, 15 April 2011 at 1:02 PM

I think, you cannot offset outside the 0 to 1 range!

So, what ice-boy is trying to achieve won't work with the mapping as shown in the 2nd post.

Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.


nruddock ( ) posted Fri, 15 April 2011 at 1:21 PM

Quote - I think, you cannot offset outside the 0 to 1 range! So, what ice-boy is trying to achieve won't work with the mapping as shown in the 2nd post.

You are wrong, Poser honours UV values outside of the range 0..1, which can be extremely useful for procedural shaders.


msg24_7 ( ) posted Fri, 15 April 2011 at 2:47 PM

Quote - > Quote - I think, you cannot offset outside the 0 to 1 range! So, what ice-boy is trying to achieve won't work with the mapping as shown in the 2nd post.

You are wrong, Poser honours UV values outside of the range 0..1, which can be extremely useful for procedural shaders.

I didn't know that... I always thought, that Poser would repeat the texture from the 0..1 range.

Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.


nruddock ( ) posted Fri, 15 April 2011 at 4:31 PM

Quote - I always thought, that Poser would repeat the texture from the 0..1 range.

The variety of tiling (if any) is also controlled by the image node, so when using an image, and you have Tiling set to something other than None, the image will be wrapped/scaled/offset according to the other settings on the node.
In this situation the node itself collapses the UVs into 0..1 Procedurals can make use of what ever numbers have been assigned, i.e. Poser doesn't collapse them to 0..1 before outputting them from a U or V node.


ice-boy ( ) posted Sat, 16 April 2011 at 3:50 AM

so would it be possible? can poser see a textue outside ?


nruddock ( ) posted Sat, 16 April 2011 at 6:13 AM

Quote - so would it be possible? can poser see a textue outside ?

That's not quite the right way to express it, but essentially the answer is yes. Summary :-
Poser stores the UVs from the geometry "as is".
The image node first applies any modifiers set by the inputs, then projects those UVs onto the range 0..1 and then references the texture.


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