Forum: Poser - OFFICIAL


Subject: Quick Mat Room Question

paper-tiger opened this issue on Dec 29, 2005 ยท 6 posts


paper-tiger posted Thu, 29 December 2005 at 6:58 AM

I've been playing with this some, and so far haven't been able to solve the problem. Is it possible to take a 2d image map (let's say a two-tone black and white-no gray-jpg) and assign material-room settings to each of the colors, to get around the lack of appropriate mat zones? For instance, to assign say green velvet to one side and orange plastic to the other side of a gown(with all the bells and whistles that shaders allow like velvet or glossy affects)? I have been able to do this with mat-room nodes like Clouds or spots, but can't really figure out how to make it work with an image_map. Any suggestions would be appreciated! Thanks, servelle


chriscox posted Thu, 29 December 2005 at 8:32 AM

Sounds like you need to use a blender node (one of the Math nodes) with your image map plugged into the Blending slot. You could then plug in your materials with all the bells and whistles into the 2 Input slots.

Chris Cox



diolma posted Thu, 29 December 2005 at 3:19 PM

That should do it. And for extra variation, try playing around with a ColorRamp, used in much the same way as the blender, but 2 more colours avalable (so you can use grey-scale maps if you want to).. Cheers, Diolma



paper-tiger posted Thu, 29 December 2005 at 8:13 PM

Thank you very much! Seemingly, I just couldn't fnd the right node. I do seem to have a problem, though. My base image is two-color black and white, with a blender node and a procedural setting on Input_1(which is black on the imagemap), but if I can't get rid of this weird pixellated patchyness in Input_2. It does it regardless of what's set there (from imagemap to reflection) or what body part it's assigned to, and doesn't seem to do it at all on Input_1. This image is the end result. (ignore the SkinScalp mat)

paper-tiger posted Thu, 29 December 2005 at 8:15 PM

This is the material settings on SkinHead. I stripped out all the extra stuff and one-by-one removed the bump, alternate specular, yadda yadda to see if it was any of those, but it still appears. Any ideas at all? *headdesk*

chriscox posted Fri, 30 December 2005 at 2:15 AM

The patchyness really looks like its coming from your bump map value being set to 1.0. I get the same thing when I set my bump value to 1.0 but it pretty much goes away when I reduce the value. For a bump map on the head I useally use a really low value such as .001 or even .0005. Chris Cox

Chris Cox