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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 07 3:27 pm)



Subject: P-5 and Textures


heyload ( ) posted Sat, 21 September 2002 at 4:00 PM ยท edited Mon, 26 August 2024 at 4:33 PM

Hey all! I balked when I first read the last 9 - 10 messages but figured what do I have to loose. I've read through the P-5 Reference Manual and stressed for some time while in the program trying to figure out how to take a texture and make it "stick" to a character. I'm using V-2 and the materials board is more like trying to work with an electrical diagram than the previous form (P-4) Is there an easy way around this (perhaps user error in progress here) Thanks for any and all input! Bert


Nosfiratu ( ) posted Sat, 21 September 2002 at 5:11 PM

IMAGE MAP node connected to the root's DIFFUSE attribute. Another IMAGE MAP node connected to the root's BUMP attribute. Load the tex into one, the bump map into the other.


doldridg ( ) posted Sat, 21 September 2002 at 6:20 PM

Content Advisory! This message contains nudity

file_24671.jpg

You can also take the ambient attribute and link it to the image map node. Setting the ambience amount somewhere between .2 and .4 is good for softening the lighting and makes it possible to use a single light (thus speeding the render). The enclosed image is done this way. Yes that's DinaV wearing Koz'z Alice Hair and rendered with Firefly with mapped shadows but raytraced otherwise and DOF set up on her chest with F stop at 5.6. The wall is just a scaled up square with a 2D brick node attached to its diffusion and ambience. For Dina's body parts the diffusion is at 1 and ambience at .4. For the wall I went to diffusion .5 and ambience .2. That's the real advantage of procedural shaders. You can change the way each object in the scene is rendered. You can even hook an image map (or movie) to the ambience channel of a flat rectangle and use it as a virtual process screen!


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