kayarnad opened this issue on Nov 25, 2003 ยท 34 posts
kayarnad posted Tue, 25 November 2003 at 8:08 PM
Dave-So posted Tue, 25 November 2003 at 8:21 PM
I think its the way the transparency is handled in Vue...try reversing(invert) it in the material editor.
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
xoconostle posted Tue, 25 November 2003 at 8:23 PM
Odd, I don't have this problem when importing from P4/PP to Vue. You should probably get the more recent Vue update, but even when I was using 4.1.2 I never saw that happen. Are you importing .pz3 files? If so, trans maps should work with no problem and no further necessary adjustments. Sorry to be of no help, I'll try importing some Koz hair and see what happens, then get back to this thread.
kayarnad posted Tue, 25 November 2003 at 8:27 PM
thanks, yes, I imported the pz3 file, not an obj or anything like that. I could think that I may have misplaced the transmap, but then, the rest of the hair wouldn't be transparent? and if so, then the Poser render would show that the transmap is missing... but, as you can see, the file that was rendered in poser, is exactly the same file that was imported into Vue. I'm seriouslt at loss in this one...
kayarnad posted Tue, 25 November 2003 at 8:33 PM
reversing the transparency?? I'm pretty new in Vue, so I don't know what you're talking about... I'll go and test and see what I can get done. thanks!
sirkrite posted Tue, 25 November 2003 at 8:46 PM
xantor posted Tue, 25 November 2003 at 8:48 PM
Yes it looks like a specularity problem.
Dave-So posted Tue, 25 November 2003 at 8:49 PM
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
xoconostle posted Tue, 25 November 2003 at 9:02 PM
xoconostle posted Tue, 25 November 2003 at 9:06 PM
xoconostle posted Tue, 25 November 2003 at 9:20 PM
"When Vue imports a PZ3 from Poser it doesn't tranlate the highlights right." Very true, and as you can see in kayarnad's render, this affects Poser figure's skin as well. Usually, that can be fixed by lowering the "ambient" setting for "skin body" and "skin head." I think it always defaults to 40%, which can result in dull or plastic-looking skin. And on that note, here's a REALLY nifty trick for improving the appearance of Poser figures' skin in Vue. For the body and head skin, go into the materials editor. In the upper right corner, check "one sided." Click on the "effects" tab, then check "backlit." Do this only for the basic skin zones, ignore lips, nipples, and all that. Put a reddish or pinkish spotlight (approx. 25% intensity, turn off shadows) behind your figure. This helps to give the skin a more translucent, realistic appearance. The difference is very dramatic. You may have to play around with intensity and color to get it right, but it's a very useful improvement technique. It might cause eyelash transmaps to put small "holes" onto your figures face, but they're usually very minor and can be easily fixed in post-work. Trust me, this is one technique you'll want in your Poser-to-Vue arsenal. Maybe I'll post some before-and-after examples later on. And while I'm ranting, one more thing that Poser-to-Vue newbies should know. Always uncheck "cast shadows" for eyeball, eye white, iris, and pupil. (Since when does a pupil cast shadows, anyway?) If you like you can also up the luminosity of the iris to make the eye color stand out more. This will correct the grayed-out eye problem that sometimes occurs. OK, no more Penn and Teller secrets-revealing tonight. :-)
Dave-So posted Tue, 25 November 2003 at 9:44 PM
when you import to Vue, do you group the mesh???? or do all the separate materials remain as in Poser ??? The reason I ask that is they would have to be separate to do what you're describing ???
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
Dave-So posted Tue, 25 November 2003 at 9:50 PM
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
Dave-So posted Tue, 25 November 2003 at 10:08 PM
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
xoconostle posted Tue, 25 November 2003 at 10:30 PM
Jeez, I have no idea what's causing some of that! Sorry, Dave, I didn't mean to make more problems for you. :-) I remember a conversation awhile back about that eyebrows problem, but it's never happened to me. I'm sure the experts at the Vue forum could explain, though. There's probably a simple fix. Those strange areas on the hair are probably caused by the point light affecting the trans map. I think of point lights as being more for certain "special effects" than general illumination. You'd be a lot better off using spotlights for portraiture like this. That ugly shadow on the eye is almost certainly cast by the nose, I think the point light is just too strong. You can always try lessening the shadows of sunlight, and in the atmosphere editor, you can lower the ambient light (or turn it all the way off) to yield better global illumination and less harsh shadows. I don't do anything to group the mesh. I simply import it. Vue preserves all of Poser's material zones, as you can see by clicking on that "three spheres" icon to bring up the materials editor. Sometimes it helps to turn off "receive shadows" for some body parts, if they're a problem. Again, I've never experienced those anomolies.
xoconostle posted Tue, 25 November 2003 at 10:32 PM
xoconostle posted Tue, 25 November 2003 at 10:34 PM
kayarnad posted Tue, 25 November 2003 at 11:08 PM
woooz, this is turning into a long thread... I haven't read anything yet, but since we're on the subject... do you notice how my character in Vue is fatter than in poser?? for something reason, Vue does not take the morphs happily... it actuallym imported the morphs (mostly neck and waist morphs) as green balls that i had to delete to get that render... but it appears that the head morph disappeared when imported into vue... the girl's face is longer in poser, and rounder in Vue... or is it just me? plus, I think the teeth were removed when imported into vue, but it might be just the lighting... I'll read your posts with the utmost attention and then I'll reply again.
kayarnad posted Tue, 25 November 2003 at 11:21 PM
still reading, but, by the way, my render was done in Final mode... I'll try all your tips and post the results. Still gotta check how this thread in doing in the vue forum.
xantor posted Tue, 25 November 2003 at 11:22 PM
kayarnad maybe the camera focal length is different in vue than in poser and that may make the character look fatter than in poser and it looks like the teeth are still there in vue.
Dave-So posted Tue, 25 November 2003 at 11:30 PM
that's probably it, the foical lenght..and the teeth just arent lit up.... Vue is pretty awesome, but quite a bit to learn :) I've only had it a short while....barely touched the surface...
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
kayarnad posted Wed, 26 November 2003 at 12:48 AM
kayarnad posted Wed, 26 November 2003 at 12:50 AM
I meant to say, I turned the hightlights down to 0% to solve the problem... it was at 100%
sirkrite posted Wed, 26 November 2003 at 4:36 AM
That's because the highlight color is most likely black at 100%. Double click the color and change it to white and then set turn the settings up to 30% and 20%. Dave; Use the F6 key to bring up the Material Preview and change them from there. It aviod the grouping issue.
Tintifax posted Wed, 26 November 2003 at 4:57 AM
Wow, I think we need a lot of tutorials regarding Poser5 to Vue4.2 transfers.
xantor posted Wed, 26 November 2003 at 9:08 AM
Kayarnad the way you use the focal length is quite good a small number 20 or 30 mm is like a wide angle lens and causes some distortion of the shapes. In poser I use a lens of 120 mm(vue probably has the same settings for focal length). 365 mm is quite a high setting but if it works then it is allright.
xantor posted Wed, 26 November 2003 at 9:11 AM
By the way, 50 mm is the focal length of the human eye.
XENOPHONZ posted Wed, 26 November 2003 at 1:00 PM
Yes, I, too would like to see some more P5 to Vue 4.2 import tutorials. Lots of 'em.
mamba-negra posted Wed, 26 November 2003 at 8:47 PM
Hi, kayarnad. The green balls are magnets, and if they were affecting clothes or the woman, that would explain the difference between the poser version and the vue. If you have a figure that uses magnets, you should "Spawn a Morph Target" prior to saving (and remove the magnets, if you don't plan to reuse the pz3 file in poser) Hope that helps eric
xoconostle posted Wed, 26 November 2003 at 9:28 PM
You can also select the individual magnets (or "body handles," or whatever other unwanted device turns up) in the World Editor column in Vue and delete it. Glad you were able to fix the hair, kayarnad!
kayarnad posted Thu, 27 November 2003 at 3:55 AM
hey, xonocastle, thanks for the help! and thanks too, mambanegra, I still don't get much how to spawn a morph target... the one time I tried it, I spawned the morph target, then open similar model characters, loaded the morph target, and nothing happened! I'll keep trying though, because practically 90% of my characters use morphs, and if vue is gonna keep messing them up, I'll have to find a way around. and I'll keep playing with the focal length... cool to know that farther is better... thanks to everyone for the help! and oh, the highlights were white, actually, it was weird, but removing them solved the problem in one step.
kayarnad posted Thu, 27 November 2003 at 3:57 AM
wow, I forgot to ask... should I removed all the clothing and props in the pz3 file before spawning, or should I just select the girl's body and do it?? man, I really am clueless in the morphs...
mamba-negra posted Thu, 27 November 2003 at 9:09 AM
Sadly, you will have to spawn a morph for each body part:( So, if you have a magnet for hips and waist, you will need to do the same for those two. If you have tons of body parts affected, you can then (after spawning each morph and setting the new dials to 1) create a "full body morph" for the body, which you can use later. If the magnets affect clothes, you will need to spawn morphs in those as well, i'm afraid. Keep at it. Magnets are the coolest part of poser, IMHO, but there is some serious trickiness involved in understanding them. eric
xantor posted Thu, 27 November 2003 at 11:36 AM
kayarnad you just select the girl`s body.