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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: Removing unused materials


Anthony Appleyard ( ) posted Thu, 30 May 2013 at 8:24 AM · edited Sun, 15 September 2024 at 7:15 AM

Has Poser 8 or Poser 9 or Poser 10 got any way for the user to remove from the current job any materials which are listed but are not in that actor/characters geometry (or in any of its alternate geometries)?


ghostship2 ( ) posted Thu, 30 May 2013 at 9:57 AM

in the mat room there is a button labled "remove detatched nodes" this is a script that removes any nodes that are not attached to the current mat that you are morking on. there might be some other script that works on an entire scene or figure without having to hunt them down.

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Anthony Appleyard ( ) posted Thu, 30 May 2013 at 11:21 AM · edited Thu, 30 May 2013 at 11:25 AM

I know about "remove detached nodes". What I meant was, if (e.g.) a particular character 's CR2 file includes a material description "jaket", but its .OBJ file has no material "jaket", but spells it "jacket", how to remove this spurious material description "jaket" from the CR2 file without text-editing the .CR2 file?


JoePublic ( ) posted Thu, 30 May 2013 at 11:51 AM · edited Thu, 30 May 2013 at 11:54 AM

As far as I know you can't, Anthony.

But if you use a cr2 editor instead of a plain text editor, deleting the extra materials from the cr2 is relatively painless.

If there are material (groups) not needed in the object file, they can be removed with the grouping tool.

 

On second thought, you could create a new group in the grouping tool and call it "Jaket".

Add all polygons from the existing group "Jacket" to it.

Assign material "Jaket" to it.

Then delete the old group "Jacket".

Then resafe the figure to the library.

The (new) object that Poser creates will then match your "Jaket" cr2.

 

....Hmmm.

On third thought,you might just as well simply assign the material "Jaket" to the figures "Jacket" group and be done with it.


hborre ( ) posted Thu, 30 May 2013 at 11:54 AM
Online Now!

AFAIK, no. 


DreamlandModels ( ) posted Thu, 30 May 2013 at 11:56 AM · edited Thu, 30 May 2013 at 11:59 AM

Attached Link: Here is a link

I use Phil's PZ3 Editer to remove unwanted materials from Figures as well as props.

Price $9.95

Does lot's of cool stuff.

Tom



markschum ( ) posted Thu, 30 May 2013 at 5:20 PM

use a text editor and remove the material block from the cr2.


DeathMetalDesk ( ) posted Fri, 31 May 2013 at 1:22 AM · edited Fri, 31 May 2013 at 1:31 AM

...from the .cr2 and the object file it references. I've found that editing out either by itself will result in the unwanted material assignations still loading with the figure. delete the unwanted material lines near the bottom of the .cr2 file, within the object file delete the unwanted materials by locating them after the face definitions (F lines) and coupled with the groups definitions. Materials within the .obj will be identified by "usemtl (material name)".

AFAIK the material definitions within the .cr2 simply direct poser what material qualities to apply to the material region, it's the assignations within the object file which establishes how the material regions will be grouped to the faces. Simply deleting the material definitions within the .cr2 will result in the figure loading with all the same material groups but with a default material applied.


DeathMetalDesk ( ) posted Fri, 31 May 2013 at 2:09 AM · edited Fri, 31 May 2013 at 2:19 AM

correction, just checked... the material lines within the object file start after the vertex normal (vn) lines at the head of the face definitions and continue as group per material within these definitions (easiest way would be a find 'usemtl "name"' with the text editor).

Also, just to double check opened an .obj file in a text editor, deleted the material definitions and loaded the associated .cr2. The result was that the material names were still present within the material room but since these materials were no longer associated with faces of the geometry were rendered functionless... Essentially phantom debris loaded from the .cr2. Conversely I did the same process with the .cr2 file and when the figure was loaded in Poser, as earlier stated, the material regions and their functionality were still intact but the material qualities were no longer intact.

The only sure way to completely delete unwanted material regions and the corresponding material names within a figure via text editing is to edit both files. Be careful within the .cr2 to leave the preview material intact and to only delete the usemtl 'name' line within the object. Don't delete the G line and the group assignations (numbered f lines) or you'll lose your groupings.


Anthony Appleyard ( ) posted Fri, 31 May 2013 at 3:29 AM

I wrote and have used much a Visual C++ program which can edit .OBJ files including renaming materials.

The problem arises when someone (me or someone else) renames a material in the .OBJ file. An example was with the Businessman in the early history of Poser; someone editing his .OBJ file mistyped "jacket" as "jaket", and Poser (3?) thereby set up a material description (DeathMetalDesk's "phantom debris loaded from the .cr2" for "jaket" in his .CR2 file. Then someone else corrected the typo in the Businessman's .OBJ file, and Poser reading this set up a new material description "jacket"; but the material description "jaket" remained as junk. A way is needed to check all geometry files and embedded geometries (including of all alternate geometries) and so find all unused Poser material-descriptions, and optionally remove them.

That will have to be done within Poser (or in Poser Python, if Poser Python can remove Poser materials descriptions), unless Phil's PZ3 Editer can read and decode .OBZ files.

 

 


MistyLaraCarrara ( ) posted Fri, 31 May 2013 at 8:39 AM

maybe someone could make a python script?

would still love a uv swapping script. 😄



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DreamlandModels ( ) posted Fri, 31 May 2013 at 9:06 AM

See my post above for the script. :-)

Quote - maybe someone could make a python script?

would still love a uv swapping script. 😄



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