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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Question about body hair figures


Tucan-Tiki ( ) posted Sat, 17 September 2011 at 6:11 PM · edited Sat, 11 January 2025 at 12:13 AM

file_472934.jpg

 

seems when I load this body hair into the scene which is another m4 figure instead of the cat suit by jeape, it seems to look fine, when I conform it it sinks below the skin layer then when I attempt to use the morphs the figure legs go out of wack, think its an ik issue but not sure played around with the ik but no results, not sure if I have zero the figure first?


Acadia ( ) posted Sat, 17 September 2011 at 6:16 PM

Maybe try parenting to the chest instead of conforming?

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Tucan-Tiki ( ) posted Sat, 17 September 2011 at 6:38 PM

I suspect parenting to the chest wont allow it to pose with the figure but I will try this to see.

another option is to remap the cat suit but I do not know how to make a rte file so that the cat suit can still remain in it's original configuration for other projects.... not an appealing option at the moment and not sure how to get the cat suit into the remapped position of the mike 4 texture template either for the limbs to map correctly.

 

used it before on other figures but always had this issue, trying to see if anyone else knows how this is to be conformed, so I don't have to keep going back and eraceing edges along the rendering and so not able to put it in a any complex back grounds due to this issue because eraceing the edges eraces the back ground as well.

 

I'm pretty sure I'm just missing someting that it conforms as you would see it here all over the body and poses with the figure but I think theres a trick to apllying the figure to the m4 figure just missing what that might be.

 

the instructions that came with it are a little vage on which figures get the ik and morph injections I think.


basicwiz ( ) posted Sat, 17 September 2011 at 7:49 PM

I have identical problems with this product. The only way I found to make it work was to use the maps with a blender node to merge the two  textures. A better solution would be appreciated.


Tucan-Tiki ( ) posted Sat, 17 September 2011 at 10:12 PM

 

well when you load the morphed figure into the scene with the parent figure it's almost right unconformed, but soon as you attempt to conform it the surface of the second figure handling the body hair sinks below and intersect the first figure.

 

the legs of course are messed up no matter what, but the arms and chest and torso are perfect unconformed, seems the only fix is to show him from the hip up or with clothing like long pants, shorts wont work because if you see body hair you exspect to see hair on the legs too, so seems a blender node is the only option here, ill give it a shot see how that works.

 

did something like this on a spiderman texture to make the webs silver.


Tucan-Tiki ( ) posted Sat, 17 September 2011 at 11:32 PM

file_472939.jpg

The render node was not successful with the render nodes of the current texture configuration, or I missed something lol.

 

But I did try another pose from another product that is specifically clean of morphs and the figure this time loaded in the scene with the legs in the correct positions, but still will not conform without errors, I am starting to think the hair file was not ment to be a conforming figure but just a unconformed workaround for adding body hair.

 

If I wanted to forgoe the current textures specular and highlight set up might then be able to get it to show up over the texture maps with a render node, did something like this with spider mans webbing but that was with a transmap I think, not sure what the exact set up is for getting an image to show up blended onto another image, do you have a set up you can show here?


ypvs ( ) posted Sun, 18 September 2011 at 5:16 AM

Will it work with bodysuits generated with 2nd Skin? You can use it on a base figure or one with body morphs injected, including the joint bend modifiers. UV map is the same as the base figure.

http://www.renderosity.com/mod/bcs/2nd-skin-2/64988

Poser 11 , 180Gb in 8 Runtimes, PaintShop Pro 9
Windows 7 64 bit, Avast AV, Comodo Firewall
Intel Q9550 Quad Core cpu,  16Gb RAM, 250Gb + 250Gb +160Gb HD, GeForce GTX 1060


lkendall ( ) posted Sun, 18 September 2011 at 7:00 AM · edited Sun, 18 September 2011 at 7:06 AM

The product was made for D/S, and Jepe never really tried to do anything with it in Poser (according to posts by him).

If you are not animating, morph, position, and mold your figure exactly as you want it to be. Then, duplicate the figure. Remove all of the materials from the second figure and apply Jepe's materials. Don't forget to use transparency. Make anything you don't want to see invisible. You will probably need his inflate morph to make the hair hover just above the skin.

If you change anything in the first figure, you will have to duplicate it in the second figure (pose, morph, expression). In Poser 9 and Poser Pro 2012 you can group objects together and change their positions together, so parenting would not be necessary in that case. Watch out that you do not get IK turned on for one of the figures and not the other. This will make the legs and arms act differently.

As YPVS suggests you can make a 2nd-Skin. It will take less space in memory because there are no eyes and teeth. It will still need the same morphs, poses, expressions, and position.

Diogenes is working on figures with their own built in second skin that will all use the same rig (not duplicate rigs).

lmk

Probably edited for spelling, grammer, punctuation, or typos.


basicwiz ( ) posted Sun, 18 September 2011 at 1:17 PM

The product does NOT work with a second skin generated body suit. I have no idea why, but it does not.

I'm wondering if it will work in Poser 9. Guess we'll find out in about two more days!


Tucan-Tiki ( ) posted Sun, 18 September 2011 at 3:00 PM · edited Sun, 18 September 2011 at 3:03 PM

it works but heres the the strangeness of it all,

 

ok, I remorphed my figure the m4 figure with the body textures, so I inject this morph into the body hair too, suddenly it intersects the  geometry of figure one as if i tried to conform it, hmmm, so I try another pose from a different set a different, on m4 a pose with no mophs but just pose the data, and then try it on the hair figure as well, now it no longer intersects the geometry of figure one, and appears to conform but it's not.

but it does not like saved poses made from itself only 3rd party poses, this is very strange.

 

great product, really well done, my only issue with it is might have been better if he had done this on the m4 cat suit, the textures are great, the method well it's ok but I do like to pack away finished figures in my chracter menue, I would consider the body hair a part of the figures intended look, and conforming it intersected just means an extra step for all figures with body hair lol.


icprncss2 ( ) posted Sun, 18 September 2011 at 3:34 PM

Try parenting the hair figure to the original figure and make sure you check use bends of the parents in the dialogue box.  This way the parented figure will follow the bends of the parent figure.

You may also have to use the scale dials to raise the hair texture above the skin texture.

If you open the skin texture and the hair texture in a graphics app, are the uv's the same?

If they are, you can try applying the hair to the skin texture as an overlay and saving the combined texture as a new texture.


Ghostofmacbeth ( ) posted Sun, 18 September 2011 at 3:40 PM

I have gotten it to work fine before but things need to be done very specifically or it ddoesn't seem to work. I think it is in the readme.



Tucan-Tiki ( ) posted Wed, 21 September 2011 at 12:56 AM

file_473031.jpg

Thanks Ill try that that bends trick, almpst gave up lol on it and actually added a hair texture as you see here.


Silke ( ) posted Wed, 21 September 2011 at 8:39 AM

If I remember right, you need to load the first M4, apply texture, load 2nd M4, apply bodyhair, then conform.

After that add morphs to both, pose etc.

I gave up in the end. It's a good product, but it's just too finnicky.

I don't necessarily decide to add hair etc to something until much much later, and that's where it falls down. You can't add it once you morphed your first M4. (I remember asking Jepe about it, because I was getting majorly frustrated.)

Silke


basicwiz ( ) posted Wed, 21 September 2011 at 9:26 AM

The way I solve this problem is through a method shown me by lkendall. I would have never figured it out, but he sent me step by step instructions. I hereby duplicate them for you:

  1. Load the figure and load the textures using the mat pose.

  2. Go to the Advanced Material Room tab.

  3. Select a body part, say the Torso.

  4. Disconnect the 2D texture_Map node from the Diffuse_Color channel of the Poser Surface Node.

  5. Add a blender node (the first option under the math nodes.)

  6. Plug the Texture_Map node into input one of the Blender node.

7.Add a new Texture_Map node, and load one of Jepe's hair masks. (The background is black and the hair is white.)

  1. Plug the hair Texture_Map into the third blender channel.

  2. Change the blending value of the third channel on the Blender Node to 1.0

  3. Click on the white color box of the second channel of the blender node and choose the color you want the bodt hair to be.

  4. Now, plug the blender node into the Diffuse_Color channel of the Poser Surfaqce Node.

If you want the hair darker, you can attach the Hair texture map to the second blender node as well.

You can also plug the blender node into the displacement channel and/or the Bump channel of the Poser Surface node. You will have to experiment to get the best value as seen in the small preview window.

Note that you will have to duplicate this setup on all of the body areas. You can do this by copying the nodes and then pasting them into the new body parts. Note also that the body and the limbs are on different maps, so you'll need to change the hair map when you set up the arms and legs.

This is the best use I've ever been able to make of the package, but I'm very pleased with the results it gives. I hope it works for you.


Jepe ( ) posted Thu, 22 September 2011 at 12:14 PM

Just to answer several questions that came up here:

1.: If it doesn't work when conformed, DON't conform anything! You also don't need to parent anything. Simply treat the Body Hair Figure as a second M4 and exactly the same like the first M4 (with the skin texture on). Is it too difficult to apply a pose to 2 M4's instead of one? If you have altered the pose of the first M4, simply save it as a pose again and apply it to the 2nd (body hair) M4.)

  1. Read the Documentation: http://artzone.daz3d.com/wiki/doku.php/azproduct/8790

There's a zip file for download to apply the body hair morph utility pose to unconformed M4 - that won't straighten the legs.

  1. Material blendings of the body hair on the skin in the Material Room is a waste of time. You only have the color, but no bump and specular, so what do you think is the render result? I really can't recommend it.

  2. AGAIN! CONFORMING an M4 to another M4 ALWAYS causes unexpected behavior and results, so DON't conform anting, if it isn't not necessary!

Is it really too difficult to work with two M4's in a scene? You simply only need to treat them equally, nothing else. One for the skin, one for the body hair. Make always sure that the right M4 is selected before doing anything. 

If it's too much to work with two M4's in the scene, simply make one M4 complete at first, you know, skin MATs, morphs, head hair, genitals and what else. In Poser - save it as a CR2, in DS save it as a scene file then. You can merge that second figure at any time into your scene, delete what's not necessary, applying Body Hair Morph and MATs, give it the same pose as your first M4 and render along.

  1. I'm not often here in these forums, I have an own forum at MalePoserotica to answer questions about anything related to my products including Genital Addons and so on. I'm more often there so you always will get a reply for any questions regarding my products.

Don't waste too much time experimenting with stuff you don't know about instead of asking me first. I really would appreciate it.


Silke ( ) posted Thu, 22 September 2011 at 3:31 PM

Jepe, my biggest problem isn't getting it to look okay. It's simply that when I'm done with my M4's, they are so poly heavy (thanks to some packages being all or nothing deals, with no REM's provided to remove what's not needed), rendering all those polys takes forever and a day, and nearly chokes my machine once I'm done with a scene.

(And PS, you sounded very agressive there, I'm sure you didn't mean to. :) That's not the Jepe I know. :) Just before someone misunderstands.)

Silke


lkendall ( ) posted Thu, 22 September 2011 at 6:39 PM · edited Thu, 22 September 2011 at 6:40 PM

Jepe:

You make all good points. As computers and Poser get more advanced, double the number of polygons will eventually become trivial. Using blending nodes in Poser cannot make your skin moisture maps look good, and will certainly not look good with blended hair maps. It requires three M4s in the scene to use those together.

But, some of us are very comfortable in Poser's Advanced Material Room. I get great results with your maps by blending them with the skin textures and then using them as masks blended with specular, bump, and displacement maps. It does take time and experimentation, but, I enjoy that part of the process.

Your product is way more versitile than you give it credit for being. When people experiment with these kinds of things, they can open up possibilities that content creators did not themselves imagine.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


Jepe ( ) posted Thu, 22 September 2011 at 7:45 PM

@─ Silke: I'm really sorry if I maybe sounded a bit aggressive, that was NOT my intention. Maybe a bit, because I so seldom come to these forums and only found this by accident. Usually I get a PM here and so can help when someone has difficulties with one of my products.

I know that two M4's with high resolution (diffuse, bump, specular, displacement) maps, possible clothing, hair and then environment with props or figures fastly let the RAM fill, especially Poser is too fast at the edge. Then I always would recommend using a complete hairy texture instead of two M4's - almost every M4 character of mine at DAZ has several body hair options - as far as I know.

If you prefer a different skin, I recommend make the scene ready as it can be, with one M4 only and add the body hair M4 as a last step before rendering, possibly prepared in another scene seperately.

Render times depend on a variety of circumstances, not only the poly count, I would say that lighting is even more resposible for long render times than anything else. But if you do a little bit of planning for the final scene, I think it's always worth the wait.

@Ikendall - I havn't seen a satisfying result yet with body hair blended together in the Material Room, but I can retrace that experimentation there can be a lot of fun. But is it worth all the time and effort when there's an easier solution? I don't know. I have to give my customers something practicable when selling content, I can't rely on that they all like to experiment. ;) I really appreciate it though and sometimes it results in new ideas and even better products. :)


lkendall ( ) posted Sun, 25 September 2011 at 5:31 PM · edited Sun, 25 September 2011 at 5:39 PM

A problem now looms before us as we begin to use Poser 9 and Poser Pro 2012. The SSS will not look good with textures that have "highlights" burned onto them, nor will they look good with body hair painted onto the textures.

Using Jepe's body hair transparency maps on a second figure will allow the primary skin to use SSS, and still look good. So, that product, used as Jepe suggests, will be the easiest way to render body hair in P9/PP2012 that looks good with SSS. The improvements in rendering speed help offset the increased time that trans-mapped objects take in P8/PP2010 or older (also trans-mapped hair renders faster). Likewise the improved speed helps offset the increased resources needed to work with the extra rigs and polys that extra figures bring.

BUT, the textures that we have from Jepe with the body hair painted on them will not look good using SSS. This problem could have been handled with nodes if Jepe had included trans-maps of the body hair with his texture packages. Those can be used as masks combined with nodes to exclude the hair from the SSS functions. From some of the texture sets, the body hair information can be acquired using (still more) nodes, but not all of the texture sets can be used this way.

Right now vendors are worried about trying to provide products for two applications that are diverging. The big problem will actually be to provide products that take advantage of the special features in either program. It will take a rethinking of what should be included in texture sets, and the sets that will sell are the ones that have included what we need to use features like SSS.

I am experimenting right now on the easiest way to add the second figure needed for the body hair trans-maps in Jepe’s Project: Hairy at DAZ3D.

For static renders (not animated), right now I think that the easiest way to handle the situation is:

Save a material set to the material library that removes all nodes from M4, and sets all values to zero. EXCEPT, set transparency to 1 (one) on things like teeth, tongue, eye parts, and fingernails (anything that cannot grow hair).

Set up your M4 figure (textures, morphs, poses, bump, displacement, specular, etc.), and SAVE, SAVE, SAVE your work. You could set up the whole scene, because you will be tweaking the figures as you work. The body hair should be among the last things you set up.

When you are ready for the body hair, make a duplicate of your M4 figure in the Edit menu. It will already be posed and placed, and will be created in the exact place where the base figure is located. Apply the blank material set to the duplicate M4. Inject the inflation morphs that Jepe has provided in his set. Add the texture pose for the body hair that you want.

If you add anything to the Displacement channel of your base figure (such as veins or scars), you will probably need to add the same displacement to the second (body hair) figure, or the displacement might poke through the hair. Jepe plugs the body hair trans-maps into the Bump channel. It will look more realistic if attached to the Displacement channel, but this can cause problems with clothing that the displaced hair might poke through. You may need to detach some of the maps for areas that will be covered with cloths, or make masks to partially hide the hair that might poke through cloths.

From this point on, any change made to the base figure (pose, morphs) will need to be made in the second figure. The many new features for P9/PP2012 may offer some answers for fitting a second figure more perfectly to a base figure. If I find a better way, I will share it. Sorry, I don’t know what to do for our animators.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


Tucan-Tiki ( ) posted Thu, 06 October 2011 at 4:23 AM · edited Thu, 06 October 2011 at 4:29 AM

yeah thought i had this figured out but nope, I am a little suprised it was not done for the body suit lol les work I would think lol

 

I think it's some form of IK issue, I have poser 7 mainly because it stable lol, I could try taking it into poser 8 and see if the issues persist just not crazy about it it tends to crash unexspectedly at times.


Tucan-Tiki ( ) posted Thu, 06 October 2011 at 4:37 AM

the product works it does conform perfectly when loaded into the scene legs and all, the problem is once conformed it seems to no longer fit the figure this way, so the item has to be loaded into the scene each time the figures posed lol.

 

but I really think its a zero problem or the  ik or both, I probably set it up wrong somehow.


Tucan-Tiki ( ) posted Thu, 06 October 2011 at 4:39 AM

you would think that an exact figure would conform exact with no issues and all you would have to do is maybe scale it a tiny bit but then bending zones seem to create some kind of interferance I think which makes me think it's ik.


Tucan-Tiki ( ) posted Thu, 06 October 2011 at 4:43 AM

lol ill have to learn alot about that first, the material rooms still a little greek to me, so far I have only managed a gold metalic material and somehow by accident by messing around with it for hours made icemans spider man webs look metalic on the texture after it was rendered, but that was pretty much a freak accident.


bantha ( ) posted Thu, 06 October 2011 at 6:31 AM

It should be possible to use blender nodes to let the shader know if something is hair or if it isn't. You would either need a control map just with the hair or you would have to grab that information from the original texture. If you have that information, you would feed that into the control channel of a blender node and attach your shaders on the color nodes. That way it should be possible to create a shader which uses different nodes for the skin and the hair.

Anyone know if Jepe's textures have a "hair map"?

 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Jepe ( ) posted Thu, 06 October 2011 at 8:37 AM · edited Thu, 06 October 2011 at 8:45 AM

Content Advisory! This message contains nudity

file_473672.jpg

I'm sorry to disagree with Ikendall (partially at least), the new Poser SSS/scatter shader in PP2012 doesn't influence the painted on body hair. (If you don't want to).

I think that is the biggest sensation so far with the new Poser version. For demonstration I have attached a render with my Quentin for David - I've overdone the scatter a bit and the skin looks kind of waxy, I know, but the painted on body hair is in it's original sharpness and color, but the skin itself looks totally different. (No postwork for this render, this is a straight render out of Poser with the default lighting (One IBL with AO, two spots and I think an infinite light from the side, all with shadows turned on. (Shading Rate is 0.05).

The new scatter node is easy to apply, renders ultra fast (as the new Poser version in general got a huge performance push) and the best, under almost all lighting conditions, as long as the lights have shadows. 

No fancy blender thingies or nodes in the Material Room, really only basic - diffuse texture in the diffuse channel, bump in bump, spec in spec and Scatter in Alternate Diffuse. (When the scatter node is in the Alternate Diffuse, the normal diffuse strength must be turned down a bit to 0.2/0.3.) That's all. The scaling amount in the Scatter node decides how the skin looks, like wax with low amounts (0.2) or like skin with higher amounts (1.75) and if you set the texture detail to 1, no detail in the original texture gets lost.

 


Jepe ( ) posted Thu, 06 October 2011 at 8:43 AM

file_473674.jpg

And Uwe - no, none of my characters have hair maps, those are only in the Project M4 Hairy, F3 and D3 Hairy products.

But as you can see also in this attached render, extra hair maps aren't necessary, no fancy node settings in the MAT Room to get a different skin. Times are over when SSS washed out the original skin details like moles or hair.

(My Yves texture on Genesis)


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