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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)
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I'm trying to understand this problem. Maybe you could take the businessman obj and the badge obj and make a new file. It should look like this... example g chest usemtl jacket ..... ..... g badge usemtl badge ..... Then in Compose merge the chest with the badge into a Merged_object. Be sure to check the Delete source option. Then rename the Merged_object to chest. Save to a new file.
This should remove the material of the jacket from under the badge. Just a idea.
Serpent
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If a Poser model has both a color texture map and colors set in the materials, the effect seems to be, in each material area, to set each component of each color as ((material color) * (texture map color) / 256), and the result is darker than either, unless one component is bright white. Thus, if I want to put a badge on one of my models but otherwise leave its colors alone, I must use my GETCOLTX utility to copy its materials (= KdColor) colors onto a texturemap, and put the badge on that map using a 2D graphics program, and then use up hard disk space putting in my Poser's library a second copy of the model with all its materials colors set bright white so I can apply that texture map to it correctly without the color-multiplying nuisance. - I now have Poser 4 and have looked at its transparency map feature. But how e.g. could I use it to make a render of the Poser Businessman in his usual colors but with a badge on his jacket front, without having to resort to the abovementioned space-consuming method? If I merely give him a texture map which is white except for the badge, the badge's colors will multiply by the jacket's materials KdColor color, as described above, whereas I want the badge's colors to replace his jacket's materials color.