DarksealStudios opened this issue on Jul 23, 2009 · 12 posts
DarksealStudios posted Thu, 23 July 2009 at 2:01 PM
Hello,
I am having a bit of a headache figuring out how to make something in poser here. I have a 2d image map of colors that I am going to use for a figure. I need to make a procedural texture map on top of it, BUT I only want the procedural texture to appear on parts of the image. I would like to find out how to add a transparency map ot part of the procedural overlay.
can't post a screen shot right now but basicly I am having a tile overlay on a skin texture. I want it to look like a fishnet stocking on top of the skin (this is on the chest) but stop once it reaches the clothing I have set up (which is 2d texture).
I know so far as to get them both to appear on top of each other with a math add or blender.... but how to add a procedural trasparency in the form of a 2d map??
sixus1 posted Thu, 23 July 2009 at 2:05 PM
Try using a blend node with your trans map in the value, color map in the top channel and pattern in the bottom channel. Let me know if that makes sense; if not, I'll be back in Poser here in a bit and I'll toss out a screenie then... -Les
DarksealStudios posted Thu, 23 July 2009 at 2:42 PM
For my trans map, should I do it in color?
screen attached
DarksealStudios posted Thu, 23 July 2009 at 2:53 PM
New question... how do I turn the tile procedural texture 45 degrees?
DarksealStudios posted Thu, 23 July 2009 at 2:56 PM
sixus1 posted Thu, 23 July 2009 at 5:01 PM
Ah. The tile node: it's 2D. What that means is that while it's a "tiling" pattern, it only tiles in 2D UV space so unless the object has 100% square UV's, you'll always get seams. Unfortunately, the pallete of 3d nodes which are truly proceedural in Poser is sadly short, plus if you move a figure or animated a figure that uses them, you'll find a lot of "texture swimming" where the model seems to be swimming through the texture and it just looks bizarre. The shaders in Poser have a lot of powerful stuff they can do, but unfortunately there is still a lot of shortcomings that are only overcome by painted maps. -Les
DarksealStudios posted Fri, 24 July 2009 at 5:56 PM
Any way to rotate 45 degrees?
sixus1 posted Fri, 24 July 2009 at 6:15 PM
Nope. Would be cool if they would add an actual "gizmo" into the interface or the actual 3d space/viewport itself where we could control placements, scale and angle of nodes with an object or handle. Not holding my breathe on that one.... or a whole lot else. -Les
bagginsbill posted Fri, 24 July 2009 at 7:54 PM
I was going to tell you how to rotate it 45 degrees, but Les made me realize there was no way, so I forced myself to forget how. :)
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DarksealStudios posted Tue, 28 July 2009 at 6:41 PM
NOOOOOOO!!!
Hey BB, Im having another problem though......
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2777715
My morphs keep exploding. I'm using poser to maya to poser.
I never had this problem up until a few days ago and I don't know whats changed. Can you think of anything I'm doing wrong? Or a setting that has been mis-tweeked?
AntoniaTiger posted Wed, 29 July 2009 at 1:04 PM
What you may need to do for your mixing of textures is to "stack" the blenders.
The basic idea is that a blender node has three inputs: A, B, and Control.
If you want to combine X, Y, and Z, you use one blender node to combine X and Y. and a second blender node to combine the output of the first with Z.
The basic trick you're using is often called a Second Skin, and some figures have "spandex" morphs that can work well with that, with morphs at wrists and ankles that align with material boundaries, and give an edge to the fabric area.
Let's say that X is the base skin texture, Y is an overall mesh pattern, and Z is the solid clothing. Control-Y and Control-Z could be transparency maps. I try to think of transparency maps as a special sort of control-map.
Blender 1 uses Control-Y to blend X and Y, making X_Y
Blender 2 used Control-Z to blend X_Y and Z to produce the final texture.
If you want to experiment with math operations on control maps, it makes more sense to think of a transparency map as an opacity map. Here's why.
The math functions treat white as 1 and black as 0. But black is 100% transparent, and white is 0% transparent. Use opacity, and the percentages and the numbers match up.
But be warned: I'm the sort of person who will do horribly complicated things with math nodes, And then skips all the complexities by using long, thin, tiles as stripes.
bagginsbill posted Wed, 29 July 2009 at 1:19 PM
However, I did mysteriously "remember" how to rotate a tile pattern 45 degrees. You need to use the U and V nodes, connected as pictured above. Other rotations are possible, as well as non-linear scaling and shearing, and a host of other interesting variations, but I find I still forgot those. :)
Click for full size.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)