velarde opened this issue on Nov 09, 2003 ยท 6 posts
velarde posted Sun, 09 November 2003 at 10:33 AM
Hello everybody: I've played in Poser's 5 Texture Room in a while but I haven't been able to figure it out. I made a round logo (saved as pct with alpha channel) and I'm trying to put it in my character's back. I want to keep the shirt's color. I just want to add the layer/logo on top of the shirt. Is this possible? I added a connector with the image on the shirt material, but I don't see any change on the figure... Any help would be appreciated. I can do this very easily in Photosop as postwork (for a still), but I want to render an animation .. : ( Any help would be appreciated.. thanks. P.D. I tried to do a search on the subject but since Renderosity site is acting weird I had no luck...
Little_Dragon posted Sun, 09 November 2003 at 11:11 AM
Sorry, obscure Austin Powers reference.
You'll actually need a mask of the logo (like a transmap) and a Blender node, in addition to the shirt texture.
And I suppose having a couple of priests on standby wouldn't hurt, either.
Little_Dragon posted Sun, 09 November 2003 at 11:21 AM
All three images are loaded into 2D image map nodes. The Blender node tells Poser which of the two textures to use, on a per-pixel basis, based on the Blending value (0 = texture #1, 1 = texture #2).
Attaching an image mask to the Blending value gives you fine control over the process. The white areas of the mask have a value of one, the black areas zero.
Nalif posted Sun, 09 November 2003 at 11:37 AM
Wow - nice tip, Little_Dragon. Thanks a ton for showing us that ;)
velarde posted Sun, 09 November 2003 at 1:06 PM
Yes thank you very much, that was quick!... I knew it could be done... but putting it in the shirts's back....? Can I specify the exact postion in the back of my character's shirt.. I'm going to use the default poser model. thanks for your time!, I appreciate it
Little_Dragon posted Sun, 09 November 2003 at 2:01 PM
It's possible to scale and move the logo in UV space using an image node's UV_Scale and UV_Offset values alone, but that gets a trifle complicated.