Forum: Poser - OFFICIAL


Subject: MAT-DIV Poses (Question for Anton)

bloodsong opened this issue on Sep 29, 2002 ยท 24 posts


Ironbear posted Mon, 30 September 2002 at 2:02 AM

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)"