Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 10 9:07 am)
Textures plug into Diffuse_Color or Alternate_Diffuse.
Bump maps plug into the Bump or Displacement channels. If you're using older .bum files, plug them into the Gradient_Bump channel instead.
Thanks! O.K. I've been poking around in my Mil' Dragon Materials Screen and I've managed to get a few jpgs to plug into the Bump setting, but I've a few questions about some of the B files: BodySpikesSideB - I plugged that in as the "SpikesSide" material... MildragonWingB - Does that go on the Wings, Wingmembrane, or both? BodySpikesB - DOes that go on as the SpikesCenter material? BodyFinsB - There are no body fins unless you add them from the Figures Library right? TBludgeon, TClaws, and TSpade - These get used interchangably, in other words I'll only need one at a time? HsmSpikesB - Is the the Bump for the HdSmSpike 1, 2, or both? MilDragonEyeB1 - Eyeballs, Eyewhites, Iris, Pupil...? MilDragonEyeB2&B3 - Eyeballs, Eyewhites, Iris, Pupil...? MilDragonEyeB4 - Eyeballs, Eyewhites, Iris, Pupil...? MilDragonEyeLidB - Eyeballs, Eyewhites, Iris, Pupil...? = )
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I brought my Mil' Dragon Texs. into photoshop and did a little editing. I'd like to do some test renders with them, the new Middle Gray MATs I made, and some Global Illumination files I have. I knew how to load a texture with P4, but this task is totally different now with P5. Have I made a step in the right direction by clicking Node Options>New Node 2D Textures? Any replies, or links to tutorials, will be appreciated! = )