Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 09 4:28 pm)
All Black and White maps that drive a node, like transparancy, bump & displacement have to load their B&W textures at Gamma 1.000
All color maps have to load with the default = Use render Gamma Correction.(2.2)
=> Check how the transmap for the lashes is loaded in the advanced materials tab.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
I would check the advanced Material Room for anything different in the node arrangement. Nodes directly plugged into the PoserSurface should change when applying Snarly's script. If the transmap is nested within a node cluster, plugged into a value, or being shared as an image map, the script might not recognize it.
Quote - I would check the advanced Material Room for anything different in the node arrangement. Nodes directly plugged into the PoserSurface should change when applying Snarly's script. If the transmap is nested within a node cluster, plugged into a value, or being shared as an image map, the script might not recognize it.
SceneFixer will recognise transmaps in a node cluster or plugged into a value.
However, if the transmap is also plugged into diffuse (i.e. being used as a diffuse imagemap as well) then it will be treated as colour rather than data. Of course, shaders should not be built this way :-)
Free stuff @ https://poser.cobrablade.net/
I use the included ChangeGamma script under MaterialMods. Enter 1.0, and select 'All Props and Figures' and 'All of the Above'...
----------------------------------------------------------------------------------------
The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Quote - SceneFixer will recognise transmaps in a node cluster or plugged into a value.
However, if the transmap is also plugged into diffuse (i.e. being used as a diffuse imagemap as well) then it will be treated as colour rather than data. Of course, shaders should not be built this way :-)
Okay, so into what node SHOULD the transmapped eyelash texture be plugged?
Black and white data maps should not be hooked into the Diffuse channel except in special circumstances (like driving a Blender node, for example). If you've got the transmap plugged into diffuse, specular, and transparency, it will probably read as a diffuse map and not be corrected by the script.
花 | 美 | 花美 | 花火
...It's a pun.
Quote - > Quote - SceneFixer will recognise transmaps in a node cluster or plugged into a value.
However, if the transmap is also plugged into diffuse (i.e. being used as a diffuse imagemap as well) then it will be treated as colour rather than data. Of course, shaders should not be built this way :-)
Okay, so into what node SHOULD the transmapped eyelash texture be plugged?
Transparency ;)
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
![file_499540.jpg](https://live.cdn.renderosity.com/forum/threads/2875112/file_499540.jpg)
My favorite character creator has made a new skin for Brenna, my favorite heroine. This render shows her with gamma correction ON. Please notice that her eyelashes are barely visible in this render.