Tue, Jan 7, 10:01 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 06 7:01 am)



Subject: Poser 6 Material Room duplicating nodes?


Ghostofmacbeth ( ) posted Fri, 28 October 2005 at 10:44 PM ยท edited Thu, 18 July 2024 at 1:48 PM

I seem to be the only person experiencing this but it is driving me nuts. Everytime I create anything in the material room and leave it or leave the program it seems to like to duplicate nodes and leave some disconnected. I load a diffuse texture in via image map .. It comes in as "Image_Map" or something like that. I close the program after saving and it is disconnected and "Color_Map" is in it's place (or soemthing like that name wise, I am bleary from editing the same texture five times just to have it mess up). The same thing happens with the bump map but it is normally my original that is linked and the extra "Bump_Map" is floating. The problem is that infects the P6 Mat poses too if I use them. Even without leaving the MAT room or poser. It also likes to randomly link the specular map to the diffuse, keep textures I haven't used in forever etc .... Any ideas? Any ideas on how to get around it other than editing the nine pages of code in a text editor per material zone to try and figure out which is good and what is garbage. Thanks in advance



stewer ( ) posted Fri, 28 October 2005 at 11:11 PM

Shift-clicking the "remove detached nodes" Wacro should take care of it quickly.


Ghostofmacbeth ( ) posted Sat, 29 October 2005 at 8:07 AM

Right .. but it doesn't seem to fix these some of the time and the node info is still in there upon startup or creation of MAT poses .. it will clear it for that session (maybe, sometimes it seems to come back without closing the program) but it comes right back. They are ghost nodes that won't go away.



an0malaus ( ) posted Mon, 31 October 2005 at 4:33 AM

I have seen this effect when trying to replicate the P4 style MAT pose ability to change some material options without modifying others, such as changing a transparency level or diffuse colour without altering anything else. Any MAT file which uses the P4 material information (prior to the shader tree) will be interpreted as a simple P4 material and then be "translated" to a P5/6 shader tree, which will create new nodes for color_maps, etc. Unfortunately, in P5/6, this means it's impossible to create a MAT pose which only includes a change to a single value in a shader node as shader tree poses are assumed to be complete and replace any existing shader tree for the specified materials. There are python utilities out there (ShaderSpider is a good example, but P6 only IIRC) which can change node values through the python interface to the Material Room and the use of "partial" shaders. GeoffIX



My ShareCG Stuff

Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.


Ghostofmacbeth ( ) posted Mon, 31 October 2005 at 7:37 AM

Yep .. I have been creating these from scratch though so I am not sure what the problem is ... These are complete files set up node by node and they are fine until I try to touch them again and then they have the extra nodes duplicated in there.



an0malaus ( ) posted Tue, 01 November 2005 at 3:25 AM

I do hope you've loaded the P6 SR1 update as, at least on the Mac, it fixes some Material room problems such as hair shaders. When you refer to P6 MAT files, do you mean the .mt5/.mc6 files in the materials library or actual MAT pose .pz2 files in the pose library? Material collections are consistent (in my experience) in not having spurious nodes added when applied in the material room. MAT poses, OTOH, which have to be created by hand (such as stripping out the non-material information from a .cr2 or .pz3 file in a text editor) or some external utility, will typically have P4 compatible material information in them. In P6, for materials created solely within the material room's advanced tab, the P4 information saved to character or scene files is consistent with the subsequent shader tree. While trying to replicate the P4 style partial MAT pose functionality in P6, I discovered that if only some of the P4 information is present in a MAT pose, P6 will try to extrapolate the missing P4 material information from the existing P4 material settings. These are then converted into shader tree nodes, which is where the spurious links and nodes with non-default names like "color_map" arise from in the material room when viewed after the MAT pose is applied. The safest bet for MAT poses in P6, is to remove all the lines in the material section before the shader tree. I'm stuck on a Poser 4 only system till late tomorrow, so I have no access to my P5/6 machine to verify syntax exactly. I'll see if I can find a useful example file to post then.



My ShareCG Stuff

Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.


Ghostofmacbeth ( ) posted Tue, 01 November 2005 at 8:26 AM

I do have the SR1 installed. I mean the MC6 files but they add the nodes for me still. For the most part I haven't gotten out of the Material Room to use MAT poses before it botches the file. I am still just using the PZ3, CR2 and MC6 files and finding all of the problems. Hopefully a reinstall will work to fix it.



Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.