Forum: Poser - OFFICIAL


Subject: Transparent figure?

connected opened this issue on Oct 17, 2006 · 20 posts


connected posted Tue, 17 October 2006 at 9:23 AM

Meow meow.

My boss (who worships The Gods of Maya and 3DS) asked me (who worships The Goddesses of Poser and Bryce), is there any way that we could come out with a figure that is transparent like a glass. He saw a render made using Maya depicting a human head totally transparent. I was like, "Err.."

What do u guys think? Poser --> Bryce ?


Greywolf Starkiller posted Tue, 17 October 2006 at 9:51 AM

In Bryce, import a Poser figure, give her a glass material, and adjust the material's

transparency setting as needed. In Poser 6, and Poser 5 I think, in the material room, there's

a transparency setting that you can play with. Not sure if they can achieve the effect you want,

but it IS possible to make transparent figures in BOTH programs. Hope that helped. :)

 

Greywolf

 


jonthecelt posted Tue, 17 October 2006 at 9:55 AM

Be aware of parts of the human figure like the inner mouth, teeth, eyes, and so on... these will be turned transparent/glass-like as well, and whilst 'accurate', may not give you the effect you desired...

jonthecelt


randym77 posted Tue, 17 October 2006 at 9:59 AM

The problem with transparent figures is that you'll see the insides.  Eyeballs, teeth, gums, etc.  You may have to some tweaking, if that's not the look you want. 

You could try applying a glass material to a human figure in Poser.  I saw a very nice example in the galleries once, done with Poser 5, though I can't find it now.  Make transparency maps to get rid of body parts you don't want showing. 


JOELGLAINE posted Tue, 17 October 2006 at 10:29 AM

With raytracing, and teeth and toungue turned transparent, a glass figure took about a day and a half to render on my machine. (Igig RAM, !.8 Ghz Inel, WIn XP)  It'll look great, but take forever to render out in Poser.

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Tyger_purr posted Tue, 17 October 2006 at 10:50 AM

to make a figure look like glass (or water) you want to use refraction. Not transparancy.

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markschum posted Tue, 17 October 2006 at 11:01 AM

you can avoid some of the internals by using the python script that generates a new mesh. (I dont remember the name )


connected posted Tue, 17 October 2006 at 11:08 AM

Oh wow.. Thanks for the inputs, O Great Ones. I'll try those when I'm in the office. =)


dphoadley posted Tue, 17 October 2006 at 1:00 PM

This was done in Pro Pack.  Is it glass like enough, or do you need mnore. DPH

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Tyger_purr posted Tue, 17 October 2006 at 2:48 PM

transparent

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Tyger_purr posted Tue, 17 October 2006 at 2:49 PM

reflect and refract

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fuaho posted Tue, 17 October 2006 at 8:57 PM

Tyger_purr,

Hows about your material room screen shot for that last one (reflect & refract)? Please...?

TIA,


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Tyger_purr posted Tue, 17 October 2006 at 9:06 PM

Quote - Hows about your material room screen shot for that last one (reflect & refract)? Please...?

uh... hehe... i didnt actually save it..... lets see if i can reproduce it :)

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Tyger_purr posted Wed, 18 October 2006 at 12:24 AM

ok this looks close to the same

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Tyger_purr posted Wed, 18 October 2006 at 12:25 AM

results

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rigul64 posted Wed, 18 October 2006 at 12:45 AM

The index of refraction for glass is 1.52

here's a link to an index of refractions for some substances

http://www.robinwood.com/Catalog/Technical/Gen3DTuts/Gen3DPages/RefractionIndexList.html


Angelouscuitry posted Wed, 18 October 2006 at 2:04 AM

Tyger_purr - How did you avoid the inner geometries, like the Eyes, Tongue, and Teeth, etc?

markschum - If you could remember the name of that python I would sure appreciate it?


Tyger_purr posted Wed, 18 October 2006 at 7:51 AM

> Quote - Tyger_purr - How did you avoid the inner geometries, like the Eyes, Tongue, and Teeth, etc?

most of the internal geometry is in a material zone that can be made transparent (completely invisable)

 

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Angelouscuitry posted Wed, 18 October 2006 at 9:02 AM

Ah, thank you very much, it was very kind of you to reply!


fuaho posted Wed, 18 October 2006 at 5:37 PM

Thankee!


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