bloodsong opened this issue on Aug 23, 2012 ยท 16 posts
vilters posted Thu, 23 August 2012 at 6:12 PM
Look at this example where I used this technique to put a corset on V4.
But the same thing works for a tattoo.
The corset/tattoo is in Image_Map_9.
The corset is colored and the background is true White.
This goes to math_Functions_2 to make a inverted B&W map that I used in Bump and Displacement.
It also goes to the Blender_2 to get mixed with the origional figures skin map.
The Blending is controlled by Math_Functions_3
All that is BLACK on this map will get the origional figure skin.
All that is NOT BLACK will get the corset color.
From Alt_Specular, I go to a Blinn_2 to get the corset to shine. Reflectivity again controlled by the Math_Functions_3 node
Study the screengrab, and you can clearly see what every node does.
PS; This is an older setup.
The texture filtering should be set at Crisp for PP2012.
in short.
The Blender puts the corset on the figure skin controlled by the math-Functions_2 node.
Or the tattoo in your case.
Happy Posering
Tony
PS; The corsets have different colors because you can play with the Input_2 color in the Blender :-) :-) :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
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faster then your angel can fly"!