Forum: Poser - OFFICIAL


Subject: Morphing Props

bagginsbill opened this issue on May 08, 2012 · 147 posts


bagginsbill posted Wed, 09 May 2012 at 10:25 AM

All the nodes in the "3D Textures" section are ... 3D - XYZ. They are using the un-morphed model-space vertex coordinates to drive the texture. Examples: fractal_sum, noise, cellular, spots.

All the nodes in the "2D Textures" section are ... 2D - UV. They are using morphed UV coordinates. As we well know from figures and their skins, this works ok on a modest change in shape, but fails miserably on things like bent shoulders. Examples: image_map, brick, tile.

Some of the 3D nodes have an option to use global coordinates, instead of model space. The will take morphs, translations, rotations, and scaling into account. The result is often good enough, but not when you want multiple props next to each other. Then it is apparent that they are all carved from a single texture space, instead of each having their own.

By doing an export and import, we re-issue the model with a new model space, and the problem goes away.

Here is a demonstration.

First table is the un-morphed standard object. The table top has a Clouds node on it.

The second has been severely morphed, and the texture goes berzerk as a result. (I don't make things any better by having a huge n-gon on the top there.)

After export/import of the morphed (2nd) table, the 3rd copy has the natural and same clouds texture as the original unmorphed table.

 


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