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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)



Subject: New Material and Body Part for Existing Body Part?


flibbits ( ) posted Tue, 27 December 2011 at 12:50 AM · edited Thu, 28 November 2024 at 4:07 AM

Is there a way to create a new material for part of an existing body part.

M4's chest is actually his chest up to his lower neck.  I'm applying displacements to create the veiny muscle look, but when that's under clothes there's a lot of pokethrough only in the render.

  • Removing displacement from the chest area solves the render poke through, but then the lower part of his neck has no veins while the upper part has veins.

  • Inflating the clothing (shirt) to solve poke through makes the shirt far too large and puffy looking.

If the chest area beneath the shirt could be selected and assigned a separate material, then that area could be done without displacement so there wouldn't be pokethrough in the render.

But if I create a new body part and assign a new material to it, with grouping tool, then seams appear.  It looks like both the original material is applied to chest, and the new material to the area of the chest selected for the new group.

In short, can existing body parts and material groups be separated into pieces, so different materials can be applied to different parts of the chest, for example?



PhilC ( ) posted Tue, 27 December 2011 at 1:47 AM

Suggest either masking out the vein map for the unwanted area or just assign the unwanted mesh area to a new material but keep the original grouping.


rjjack ( ) posted Tue, 27 December 2011 at 2:09 AM

Attached Link: Subject: Material Room, Nodes & Shaders - Tutorials and Discussions

you can create materials with the grouping tool but you have better tiime to use a mask to apply the displacement only where you want, you need some painting program (photoshop,Gimp, ...) and some work in the material room.

you can find links in the sticky thread : Subject: Material Room, Nodes & Shaders - Tutorials and Discussions


moogal ( ) posted Tue, 27 December 2011 at 2:42 AM

Seems to me the easiest thing would be to assign a new material to those polygons in the group editor.  Select the part and in the group editor and assign a new material with a name such as "skin2".  Then go to the mat room and select the base and all of the nodes of the original skin and copy them.  Then you can paste them into the new skin2 mat and lower the displacement.  Once the material is created you can then select other parts of the body if needed and apply the skin2 mat with the drop-down menu.  Of course you don't need to change the mat of the entire part, you can use the "+/-" selection modes to remove any polygons that aren't under the shirt mesh.


hborre ( ) posted Tue, 27 December 2011 at 9:59 AM

Which poser version are you using?  If you are using the Pro series with gamma correction, and forget to set the Gc of the displacement map to 1, you will get a distortion of the displacement thus causing pokethrough. 


flibbits ( ) posted Tue, 27 December 2011 at 12:57 PM

"Which poser version are you using?  If you are using the Pro series with gamma correction, and forget to set the Gc of the displacement map to 1, you will get a distortion of the displacement thus causing pokethrough. "

I'll check that.

As far as this suggestion:  "Seems to me the easiest thing would be to assign a new material to those polygons in the group editor.  Select the part and in the group editor and assign a new material with a name such as "skin2".  Then go to the mat room and select the base and all of the nodes of the original skin and copy them.  Then you can paste them into the new skin2 mat and lower the displacement.  Once the material is created you can then select other parts of the body if needed and apply the skin2 mat with the drop-down menu.  Of course you don't need to change the mat of the entire part, you can use the "+/-" selection modes to remove any polygons that aren't under the shirt mesh."  That's what I did.  It creates horrible seams, but I think in retrospect those are the areas between the displacement and the non displacement textures.

 

I'm also going to try the mask.  I've had good results from transparency maps.  So maybe that will be as easy and effective.

 

 



flibbits ( ) posted Tue, 27 December 2011 at 3:35 PM

I'm reading through a lot of tutorials but not seeing how to mask the displacement.

Is it done with a blender?



flibbits ( ) posted Tue, 27 December 2011 at 3:41 PM

"Which poser version are you using?  If you are using the Pro series with gamma correction, and forget to set the Gc of the displacement map to 1, you will get a distortion of the displacement thus causing pokethrough. "

Where is gamma set for the DM?  In this set up there is a displacement bias node attached to displacement, then a displacement map attached to the bias.  But I don't see gamma.



flibbits ( ) posted Tue, 27 December 2011 at 3:56 PM · edited Tue, 27 December 2011 at 3:56 PM

Figured out how to set the displacement gamma.  User defined, change gamma, apply to current material, select displacement.

That didn't fix the pokethrough.

I'm still trying to figure out the displacement mask.



flibbits ( ) posted Tue, 27 December 2011 at 10:08 PM

Folks, thanks for the suggestions.

Can someone point directly to a tutorial, or list the steps to mask the displacement?



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