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



Subject: Multiple skin layers


Zev0 ( ) posted Wed, 04 May 2011 at 6:34 AM · edited Mon, 13 January 2025 at 1:54 AM

I cannot find the thread I made for this. Oh well Here is another one. How do you add an extra skin layer above another. I need them both at 100% opacity because the top layer will have transparency bits showing the layer beneath.

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Pengie ( ) posted Wed, 04 May 2011 at 7:30 AM

I'd use a second figure conformed to the first. Add a little displacement to the top layer if you want it to be opaque and hide the figure underneath.


Zev0 ( ) posted Wed, 04 May 2011 at 7:44 AM

That would be resource intensive. I'm sure there is a way in the material room.

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Pengie ( ) posted Wed, 04 May 2011 at 8:00 AM

If the two layers never get displaced from each other very much - for example if you're not making a spandex body suit that is visible separated from the skin in a cleavage area - then use a Blender node or a bunch of them.

Make a mask, black where you want one color and white where you want the other. Use the mask to control the Blender node, and connect the two different textures you're overlaying to the two color inputs.


Zev0 ( ) posted Wed, 04 May 2011 at 8:21 AM

I will try a displacement of 0.5 and see what happens

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bagginsbill ( ) posted Wed, 04 May 2011 at 8:36 AM

I've written in threads regarding decals, tattoos, cloth, buttons, lipstick, blood, mud, etc., layered on skin. All of these are using the same technique - exactly what Pengie described.

You should be able to find those posts by me using those words.


Displacement of 0.5 what? Giving naked numbers like that means nothing. Is that 0.5 Poser Native Units (a little over 131 centimeters) or 0.5 millimeters, or what?


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Pengie ( ) posted Wed, 04 May 2011 at 8:44 AM · edited Wed, 04 May 2011 at 8:49 AM

file_468482.jpg

Here's a sample using V4. I used two Blender nodes, with Blending set to 1.0, one node for color and one for bump. Victoria's textures go into one input of the Blender, and the overlay into the other. The Blending input is controlled by a mask.

The basic color blending concept doesn't need displacement, but in this example I could have added some displaced seams to make it look less fake.

 

Edit - picture didn't upload.


Pengie ( ) posted Wed, 04 May 2011 at 8:52 AM

file_468483.jpg

Yes - look for BB's thread on car paint/decals, here or on RuntimeDNA.

Here's a render using the simple node setup I showed. Default lighting, default pose, no GC, no skin shader - but it gets the basic idea across.


Pengie ( ) posted Wed, 04 May 2011 at 9:17 AM

file_468484.jpg

If you're comfortable in the Material Room you can Blend more complex shaders. Here I used a skin shader that came with V4. This shader connects to Duffuse, Alternate Diffuse, Alternate Specular, and Bump. I can't do anything to simplify blending the Bump, but I added the Alt Diffuse and Alt Specular together using a Color Math: Add. Then I connected what had been on the Diffuse input to a Diffuse node and added that to the previous Color Math node with a second Color Math. That way, a single Blend node can mix it with my clothing texture.

If you're skilled in the Material Room, you could improve on the skin shader or add gamma correction.


Pengie ( ) posted Wed, 04 May 2011 at 9:20 AM

file_468485.jpg

Vicky with a skin shader.


Zev0 ( ) posted Wed, 04 May 2011 at 11:51 AM

Thanks pengie. @ bb. Sorry for being vague. I meant a 0.5 mm in spacing.

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lesbentley ( ) posted Sat, 07 May 2011 at 10:54 AM

I found thei tutorial helpful:

Decals in Poser 5,6 and 7 using nodes


Zev0 ( ) posted Sat, 07 May 2011 at 11:33 AM

awesome stuff:)

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