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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)

Welcome to the Poser Technical Forum.

Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)

This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.

New users are encouraged to read the FAQ sections here and on the Poser forum before asking questions.



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Subject: Help with partial MAT pose in Poser 5/6


Ken _Gilliland ( ) posted Thu, 16 June 2005 at 12:53 PM · edited Sun, 08 September 2024 at 8:28 PM
Online Now!

With Poser 5 and 6 not wanting to attach P4/PP MAT bump files I thought the easiest solution would be to write a partial MAT file using the Bump part of the shader tree... the problem I'm having is it wipes out the exisiting texture map as well.

Below is a portion of the code, what am I doing wrong?

{
version
{
number 5
}
figure
{
material plumage
{
bumpStrength 1
bumpMap ":Runtime:textures:songbirds:SBRP5_bump.jpg"
0 0
shaderTree
{
node "poser" "PoserSurface"
{
pos 10 10
nodeInput "Bump"
{
value 0.036 -10 10
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node "Image_Map_4"
file ""
}
}
node "image_map" "Image_Map_4"
{
pos 291 277
nodeInput "Image_Source"
{
value 1 1 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ":Runtime:textures:songbirds:SBRP5_bump.jpg"
}
nodeInput "Auto_Fit"
{
value 0 0 0
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "U_Scale"
{
value 1 -1 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "V_Scale"
{
value 1 -1 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "U_Offset"
{
value 0 0 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "V_Offset"
{
value 0 0 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Texture_Coords"
{
value 1 0 0
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Image_Mapped"
{
value 4 0 0
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Background"
{
value 1 1 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Global_Coordinates"
{
value 0 0 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Mirror_U"
{
value 0 0 0
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Mirror_V"
{
value 0 0 0
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
nodeInput "Texture_Strength"
{
value 1 0 1
parmR NO_PARM
parmG NO_PARM
parmB NO_PARM
node NO_NODE
file ""
}
}
...

Songbird ReMix


nruddock ( ) posted Thu, 16 June 2005 at 2:05 PM

Partial MATs don't work, you have to include the whole Shader tree.

For P5, there is no alternative.

For P6, you can use a Wacro do modifications to the Shader tree.


Ken _Gilliland ( ) posted Thu, 16 June 2005 at 2:11 PM
Online Now!

Ugh... I was afraid that was the answer...

Songbird ReMix


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