Forum: Poser - OFFICIAL


Subject: Help on Texture.

Robo2010 opened this issue on Jun 17, 2005 ยท 14 posts


Robo2010 posted Fri, 17 June 2005 at 7:47 PM

All day, had problems with this building texture. I couldn't figure it out why. So, I ended up regrouping the building to see. And I still get this problem.

Robo2010 posted Fri, 17 June 2005 at 7:49 PM

Then I played with the lights, thinking it was the lights making the problem. Nope..all the same. Then I went and did a test. I took a cube, grouped it, exported it, and uvmapped, then imported back into poser. Used the same texture. Yup..same problem... The cube is 6500x, and 6000Y. Size of building in front.

Message edited on: 06/17/2005 20:01


Robo2010 posted Fri, 17 June 2005 at 7:50 PM

This is my texture done in material Room. Maybe someone can help me. I keep changing, but it all comes out the same.

KimberlyC posted Fri, 17 June 2005 at 8:16 PM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=12421&Form

You may also want to post this in the Texturing Forum as well. Someone there maybe able to help as well.. :) Ryuslilangel Poser, Art Theory, & Texturing Moderator



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xantor posted Fri, 17 June 2005 at 8:35 PM

It might be the double sided polygon problem, poser 5 and 6 need objects and figures to have single sided polygons or strange effects happen on the surfaces.


Robo2010 posted Fri, 17 June 2005 at 8:47 PM

How can I fix this, without redoing the whole building.


xantor posted Fri, 17 June 2005 at 9:07 PM

Loading it into uvmapper and resaving it without exporting normals should fix the problem, without affecting your mapping.


Starkdog posted Fri, 17 June 2005 at 9:08 PM

Hey Robo2010, Try adding just a touch of displacement, as that seems to remedy those strange artifacts. Don't ask me how, but I know it happens with the double-sided polygons. Just out of curiousity, what did you use to model the building, MAX, Maya, Silo, etc. Sometimes, when exporting, normals can get messed up. I just noticed this in your material room pic, PLEASE check the Normals_Forward box. That might just do it. -The Starkdog


Robo2010 posted Fri, 17 June 2005 at 11:49 PM

Made in Wings3D, for P6. Will see about your guys suggestion. All the effort I put into this, I do not want to start all over, and pass this by

Message edited on: 06/17/2005 23:50


Fazzel posted Sat, 18 June 2005 at 12:01 AM

At the very bottom of your materials settings, right after ToonD, there is a setting named Normals_Forward. Right now you have it unchecked. Try checking it and see what happens.



Starkdog posted Sat, 18 June 2005 at 12:55 AM

Hey Robo2010, I tried using the setup you had in Poser5(because I had it currently running)and I tried the texture setup you posted on Poser's Box prop, and Dr. Geep's magic box. Both rendered fine in firefly production rendering, with raytracing on. It seems to me that there is a bug in Poser6's material room, especially with the 3D textures. It seems to me, that when using any of the 3D procedural shaders, that you need to add some displacement, even if minute for the shader to work correctly. Here is a render of my test in Poser5. -The Starkdog

Robo2010 posted Sat, 18 June 2005 at 3:46 AM

Ok..yeah..their is a problem with the textures in P6. I am unable to use Zygote textures as well. All night importing/exporting (In/Out of Poser(6), UVmapper...etc...etc...), and/or going back into my wings3D, openning the file of this building (Analyzing). I couldn't see a problem at all. Everything that was listed here to help, was all along the texture. So, now I have to regroup this building I been working on. Oh well...Going to bed. 15mins to 3am here.

Robo2010 posted Sat, 18 June 2005 at 3:48 AM

Another one with another texture. (lighter) This one is clouds (Greys)

ziggie posted Sat, 18 June 2005 at 11:44 AM

Regardless of the texture problem (which I hope you overcome) that set you are doing looks awesome! I particularly like the big Sat dish. Persevere... I am sure you will get the textures sorted out :-)

"You don't have to be mad to use Poser... but it helps"