Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 4:20 pm)
When you save a pose, it gives you the option of saving the morph target information with the pose... if you choose "yes", then whenever the pose is applied, the morph target dial settings are changed with the pose... the "brows gone" dial doesn't really 'fix' the eyebrows... it pulls the upper eyebrows (an often overlooked feature) into Victoria's head, letting you see the eyebrows that have been painted on the figure's skin map undernead... there is a way you can 'fix' it so that you don't have to adjust the brows gone morph each time... in the material settings window, find the "upper eyebrows" material, and set it to be completely transparent, change the falloff to 0 and make the highlight color completely black... make sure the transparency map setting is set to none... you'll see a 'cloud' of dots over her eyebrows before you render the image but once you render you won't see that anymore, and you'll be able to see the eyebrows underneath... I always save my poses without the morph settings...
well, with most of the things you download, the creator has to assume that the end user knows some of the basics of the file, like how to use the upper eyebrow transmaps, or just how to hide them. The person that made those poses you're discussing may have been useing a trans map on the upper brow... or may have not saved the morph info, so as not to force their morphs on the end user. Doug
I came, I rendered, I'm still broke.
1-Not using Vic's Upperbrow mapping, is like driving your car without knowing how to get from first to second gear. 2- Poses (POS poses) should not have morph keys in them - certainly not commercial ones - except- V2 has elbow and knee fixes, it is nice if these are set appropriate to a pose. 3- When you save a pose, Poser asks if you want to save morph channels, it also has a box on the left that is a morph channel hierarchy. You can pick and choose which morph channels to include. This can be tedious to do. 4- Save your poses from a figure with no morphs, except the joint fixes and you can save with morphs and only the fixes will be there. Run your outside poses thru this figure and resave the pose. Save with a slightly different name and use Explorer to delete the old pose file, the new pose rsr and change the new pose name to be that of the old and you can save the old rsr if you like it better than yours.
Heh... it's not that you're not being clear, it's that you're misunderstanding what people are saying... The morph settings have been saved with the poses that you are rendering... when you apply the pose it is resetting the morph dials, one of which is the "brows gone" morph, and this morph is resetting itself to 0 when you apply the new pose, causing the eyebrows to reappear... What Jaager was explaining (I hope you don't mind me speaking for you Jaager) is what happens when you do save the pose, and the options that you have to save the appropriate morphs for the joint fixes, and how you could create new pz2 files for the poses that you're applying, so that you won't have problems with the eyebrows in the future...
Excuse me, but you might want to pay attention to the context that is first presented, then relate it to the new lesson. My concerns dealt with the fact that the eyebrows kept showing up, despite my best efforts to handle them. I wasn't creating or saving any poses. Yes, if I were going to do that, your guidance would be appropriate. In other words, explain what caused the problem, indicate that the creator of the poses obviously made a mistake, and explain how I could fix it. If you had explained yourself in that way, each of us would have saved some time. As for the textures, I am still learning all this. So I guess I missed a few?
Actually the creator of the poses DIDN'T make a mistake. It would be a mistake to make the brows gone dial active. The easiest thing would be to use the MAT pose that come with the Vicki 2 texture. I know you have it. Otherwise what I would do is load in the texture with apply testure to all checked. Then load n the head and figure out what goes to what with the maps. Vicki has some parts from the head on the body map so it is a little odd.
sigh So... I think there's just a LOT of misunderstanding going on... and not that I'm the most qualified person or anything... I'll see if I can clarify somewhat... ronknights - I've been following your posts, and I admire the fact that you're trying stuff out, and even though you haven't been using Poser for that long you're making excellent progress, and it seems you're learning as you go, which doesn't always happen... a lot of people just get frustrated, refuse to learn and just give up... in my initial post after your original question, I tried to explain what was happening... that the morph dial settings appeared to be saved along with the pose, and that one of those settings was resetting the "brows gone" dial to 0, instead of 1, which you had set it to, to pull the upper eyebrows into Victoria's head... I further tried to explain a way to get around having to reset the "brows gone" morph each time, by setting the transparency for the upper eyebrows... my side note comment that I always save my poses without the morph settings was just that... a side note... Your comment of "That alone indicates there is a way for the artist to save poses that won't mess up Vicki's eyebrows.", helped prove my point... if the poses you were applying had been saved without the morph settings, it wouldn't have changed the settings for the eyebrows... Jaager then was trying to show a way of creating new poses from the old ones, without the morph settings... What sturkwurk was referring to when he mentioned the material settings, is that there is no texture applied to Victoria's eyes, or lips, and he was assuming the fingernails and toenails too... there isn't an actual material setting for her fingers, just her fingernails. I know there are several tutorials on what maps to apply to which material for Victoria, there's a lot to go over, so I dont want to get into it now and make a long post even longer, but if you'd like a walk through, please feel free to send me an IM, I'm more than willing to help... I think that's the point I'd like to stress... everyone was trying to help, but it seemed that there was some misunderstandings, and I hope that there aren't any hurt feelings. K-
Oh, the light bulbs are slowly coming on. I read that last post, and saw things I had previously missed. Let me paraphrase: 1.) The reason the brows gone dial/morph didn't work is because it shouldn't. 2.) The proper way to do these settings is with textures and transparencies, etc? Am I even close this time to comprehension? By the way, I tried using MAT/Textures, whatever they are called. I ended up with Vicki looking like she had been hit by the plague or something. I kept trying again and again with the same result. I figured that isn't supposed to happen, and gave up. I'm trying to find an example, but can't. I'll try to recreate the problem and post an example. Thanks for helping.... I think I'm starting to grasp things. PS: 1.) call me Ron 2.) Hi Doug!
I wouldn't say the "proper" way to to do it is with textures/transparencies... just that's what'll work easiest in this instance... there's always more than one way to skin a cat... The MAT thing... are you using at MAT pose file, or applying the texture yourself? If you're applying it yourself, it may just be that you're applying the wrong map to the wrong part... Vicky's head and body are mapped seperately, if you use the body map on the head, or vice versa, it doesn't look right... if you're using a MAT pose file, are you sure it's for Vicky? MAT Pose is for some other figure that could be the problem...
Oh my... you must've been loading that picture while I was typing my last response... what is that? That looks wretched? What texture set is that from? I have one theory, which I don't know is valid or not... are you using the ProPack? I know there was something said about ProPack and bump maps... I don't know if maybe that is the problem...
This is an old problem. You bought DAZ textures didn't you? They have two versions of the MAT pose files. One is for PPP and one is for P4. PPP uses bump maps that are JPEG's. P4 uses bump maps that are BUM and huge. You used the MAT pose meant for PPP and applied the JPEG version. This causes the sooty effect. You do not want the JPEG bump map in your Poser unless you get PPP. You do not need the PPP version of the MAT unless you get PPP. DAZ was a bit unclear in how they named the files.
Oh. And your face camera? The lowest the focal length should be is 55mm. 100mm or 200mm is better. If you use the default, which is what? 35mm?, Vicki looks like hell. She does not do good with wide angle. Unless you are doing something special, change all your cameras to at least normal human eye 55mm or into telephoto. If you get into a stage set or something, maybe the camera you use during setup could be wide angle.
LOL...that's a problem with the bump map. I don't have V2, but when I got Michael2's textures they did this too and I freaked out. Luckily I found the answer searching here. The mat file is loading a .jpg for the bump map, which is what propack uses. Without propack, poser can't read it and the skin gets all messed up. You should use the setting that has "P4" in the name so it won't try to use a .jpg for the bump. I don't know if Vicky2 actually comes with a .bum file, so you might get a "can't find" error or something. If so, do this: Load Vicky2. Apply the mat with P4 in its name. Go to materials and select the head skin. In the bump map, load the .jpg file for the bump (if you're not sure which it is, load the mat that makes her look dirty and make a note of the file name it uses, then start over). Let poser covert it to .bum. Repeat for the body skin. Now you have .bum versions of the file on your drive. Start a new file, load Vicky2, apply the mat with P4 in it. Voila! She's all ready to go.
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.