Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)
shrug Til Anton drops in, if it might help, there's a sub-dividing Mat template in my Millenium Usefuls Mat's at RDNA freestuf. Along with a few quick notes on customizing them. Seems like everyone settled on sub-dividing Mats for those. At least I hope so. I hate it when they keep renaming stuff... If you've got a specific example, I can crack one of mine open and try and figure it out?
"I am a good person now and it feels... well, pretty much the same as I felt before (except that the headaches have gone away now that I'm not wearing control top pantyhose on my head anymore)"
I had to open up a cr2 and dissect it, and tehn extrapolate a bit. [Since all the SubDividing Mat's I've made are for the body, not the head] Here's a basic template for Mike to dissect and work with: I haven't tested it, but it should work: *********************************************************** { version { number 4 } thighLength 0.177885 actor neck:12 { customMaterial 1 material SkinBody { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } actor upNeck:12 { customMaterial 1 material SkinBody { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } actor head:12 { customMaterial 1 material SkinHead { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } material Eyebrows { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } material UpperEyebrows { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } material Lacrimal { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } material Nostrils { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } } actor leftEye:12 { customMaterial 1 material SkinBody { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } } actor rightEye:12 { customMaterial 1 material SkinBody { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 1 1 1 1 TextureColor 1 1 1 1 NsExponent 20 tMin 0 tMax 0.01 tExpo 0.6 bumpStrength 1 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap ":Head Texturename.jpg" 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } } figure { } } { version { number 4 } thighLength 0.177885 figure { } } ************************************************** The operative keys are the actor name, and the "customMaterial 1". As in a normal mat, the materials go in the textureMap, bumpMap, reflectMap etc channels. A SDV Mat with "0" in the place of the "1" in "customMaterial 1" acts as a "reset" and sets the custom materials to "off" so you can change materials the normal way in the materials room. Other numerical values don't seem to matter: 0 is off, 1 or any other number is On. [Anton may know more on the technical details on that one... ] I'm not sure, but the materials for eyeball, pupil, iris, and eyewhite should propably go under the "actor eye:" category... if that doesn't work, then under "actor head:". Basically, as long as you keep the formatting correct, you can apply a subdividing material to any body part, or to parts of a parented smartprop - as far as I've been able to determine experimenting. Even when parented, prop sdv mats will "glitch" on occassion. So far as I can tell since I started playing with them, everyone seems to have been calling them subDividing or subDivision Mats as far as I recall. The first ones I ever saw were by Daio, and that's the term she used.
"I am a good person now and it feels... well, pretty much the same as I felt before (except that the headaches have gone away now that I'm not wearing control top pantyhose on my head anymore)"
Ah: "do you make one material entry for each material on the body part you want to change? do you need a custommaterial entry for each material? " "Yes" and "No". You need a customMaterial for each Actor name, and a material entry for each material zone you wish to change: lips, nostrils, skinHead, etc... Hope this helps.
"I am a good person now and it feels... well, pretty much the same as I felt before (except that the headaches have gone away now that I'm not wearing control top pantyhose on my head anymore)"
No probs, let me know if it works out for you, Blood. ;] Ummm... you lose formatting when those things are posted in here: I'm sure you know to keep the bracket spacing and placement, formatting etc as it is in the cr2 file, otherwise you can get strange errors on a mat, even if everything else is correct.
"I am a good person now and it feels... well, pretty much the same as I felt before (except that the headaches have gone away now that I'm not wearing control top pantyhose on my head anymore)"
Just found this now. An unfortunate side effect of using a subdividing Material Pose is that it will add every material from the obj into that group even if "you" are only adding one. Basically it is just adding a MAT paragraph inside a pose paragraph like this: actor hip:1 { customMaterial 1 material SkinBody { KdColor 1 1 1 1 KaColor 0 0 0 1 KsColor 0.18822 0.129412 0.0941024 1 TextureColor 1 1 1 1 NsExponent 1 tMin 0 tMax 0 tExpo 0 bumpStrength 0.904762 ksIgnoreTexture 0 reflectThruLights 1 reflectThruKd 0 textureMap NO_MAP 0 0 bumpMap NO_MAP 0 0 reflectionMap NO_MAP transparencyMap NO_MAP ReflectionColor 1 1 1 1 reflectionStrength 1 } }
-Anton, creator of
ApolloMaximus: 32,000+ downloads
since 3-13-07
"Conviction without truth is denial; Denial in the
face of truth is concealment."
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heyas, anton! first, is this the correct name for poses that apply custom materials to body parts to do the quickie bodysuit type of deals? if not, what's the correct name? second, can you give a run-down of how they work? now i know you change the custommaterial 32 (or whatever it is) to any other number, and then insert the material settings into the body part, there. what i'm not sure about are the other rules. i was looking at the mcfs mat-div file for michael, and i saw after the custommaterial, it said 'material skinbody' and then had the definitions. do you make one material entry for each material on the body part you want to change? do you need a custommaterial entry for each material? like for example, if i wanted to make the headskin, lips, and eyebrows on the head all one custom material, how would that look? thanks!