Forum: Vue


Subject: Is there a Vue equivalent to a Poser MAT pose?

ranman38 opened this issue on Jul 30, 2009 · 110 posts


ranman38 posted Thu, 30 July 2009 at 10:41 AM

I make several MAT poses for my poser figures to change textures. Can this be done in Vue 7 complete? Basically a 1 click material to change a Vue vob textures. Thanks



bruno021 posted Thu, 30 July 2009 at 11:34 AM

You can either resave the objects with the new mat as adifferent vob, or save the material from the material editor.



ranman38 posted Thu, 30 July 2009 at 11:39 AM

Yes, but several materials change. I was hoping, and was told, there is a way to do this by saving all materials as a group maybe, and apply that to the vob to change all materials simultaneously. The person that told me didn't know how to do it, but is sure he heard there was a way.



Mazak posted Thu, 30 July 2009 at 1:08 PM

Maybe some one can create a python script like in SkinVue. But the Vue community didn't have a phyton guru like PhilC or many other Poser user. Phyton was never that success in Vue. Its a real pain to work in Vue with Poser figures and many hundred material zones. This ship has one hundred material zones and look like this after import from Poser.

Mazak

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Mazak posted Thu, 30 July 2009 at 1:10 PM

...and after hours with tweaking the materials look like this: 

Mazak

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Mazak posted Thu, 30 July 2009 at 1:15 PM

And here the final picture. But you must always save the complete object or scene to save the material. We need a tool where I can tweak more materials at once. Specular, bump, texture filter and so on. This is possible with python scrips only. I hope someone read this and create such an needed tool.

Mazak

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Cherryman posted Thu, 30 July 2009 at 1:34 PM

Quote - And here the final picture. But you must always save the complete object or scene to save the material. We need a tool where I can tweak more materials at once. Specular, bump, texture filter and so on. This is possible with python scrips only. I hope someone read this and create such an needed tool.

Mazak

Offtopic:

We (The Netherlands)  had such a ship.. Unfurtunatly it burned down today....  ;- (

http://www.zie.nl/videos/brand-verwoest-replica-voc-schip/m1dz3e7fxvt8



Mazak posted Thu, 30 July 2009 at 1:39 PM

Ohh what a shocker! I hope no one was hurt. :ohmy:

Mazak

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silverblade33 posted Thu, 30 July 2009 at 4:04 PM

I tried doing somehting similar with macros, but...doens't work :/
(setting highlights bump strength)

Cheryrman
ICK! like the Cutty Sark burned down in London last year, omg...

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impish posted Thu, 30 July 2009 at 4:35 PM

Mazak it would help if you could be a bit more specific about what you'd like a script to do.  If its a simple script I might have time to look at it but without some specifics on what you want it to do (other than tweak material settings) I'd be shooting in the dark.

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Mazak posted Thu, 30 July 2009 at 5:05 PM

Thank you Impish, I know my English is weak and I can’t find always the right words.
What I want is a tool box where I can for example edit a couple materials at once.
Example:
The ship has 4-5 materials for the sails.

Material List:

Sail1
Sail2
Sail3
Sail4
Sail5

Now I want edit for all the Sail Textures and bump to Bicubic filter. Then I want all single sided and back-light to 60%. Bump strength 0.2 OK

Also a type of tool where I can save the material changes like a macro would be a good idea to. I hope this toolbox is possible with python. 😄

Mazak

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impish posted Thu, 30 July 2009 at 5:41 PM

I'm pretty certain you can do what you want to do without a python script if you're using Vue 7.  You just need to use the "edit all materials" option when you've selected all the objects or materials you want to edit.  Its a great feature that was added in Vue 7 that seems to have not been noticed by lots of users.  I'll try to put a quick video tutorial together to show you how to do that.

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Mazak posted Thu, 30 July 2009 at 5:54 PM

No sadly that isn't correct. If I edit at once a few materials with different textures all materials change to the same texture. If I change on the sails the Bicubic filter all materials use the same texture after. So the "edit all materials" is very limited (or useless) :crying:

Mazak

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ArtPearl posted Thu, 30 July 2009 at 8:56 PM

Mazak,
I dont understand your specific problem either - I just used 'edit all materials' on an object that has 41 materials, I just changed the bump depth on all of them. Then I looked specifically at several of the material and they all still have their own texture map, the only thing that changed is the new pump depth.
However, the options with this are limited - you either edit one by one or all of them. You cant edit just all the sails but not the body (or at least I dont know how to do it)

I think the OP referred to something else, and I'm not sure this could be done with python.
The problem is :
lets say I  have a model of a house and it has 3 materials: walls, windows and roof.
I would like to have 2 sets of materials
A. Poor man's house: brick walls, transparent windows and red tiled roof
B. Nobility house: Marble walls, cathedral glass windows and gold roof.
I could save 2 different objects which have the same geometry but different material.
But it would be nicer if I could save just two sets of materials, and when I have the object I can apply  material set A or material set B. It will automatically apply the correct material to each of the 3 material groups.
This is analogous to what poser does - If you have a new texture for a character you dont have to apply a texture to each material group(ie head, limbs, etc) individually, you just apply the whole set.

So is that possible, Impish? I havnt discovered a way yet.

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impish posted Fri, 31 July 2009 at 12:57 AM

Mazak - I see what you mean about changing the texture maps' mapping that switches all the texture maps to be the same one.  I don't think its a bug but it strikes me as more of an oversight with "edit all materials".  I'll have a look see if I can write a script to let you switch the mappings of a set of materials in one go.

Ideally e-on (in the long term) might be able to revise edit all materials to make changing texture map mapping not affect the rest of the texture map settings. However it isn't completely useless - you can do all your bump map changes (and a lot of other changes in one go which is a lot more than you used to be able to do.

Artperl while what your asking for might be possible it would involve a fair amount of programming and at the moment I can't really persuade myself that I'm interested in it because I think there will be quite a lot of support required for people using it.  I think its probably a good candidate for a commecrial script as it will be of most use allowing a set of models to be combined with a set of textures.

If the object is set up right you can edit just the sails and not other parts of the object if either the sails are separate objects (or separate selectable objects in a group) or if the materials for the objects are distinct.  Simply select the materials / objects you want to edit and use edit all materials although Mazak has found a limitation on it.

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Mazak posted Fri, 31 July 2009 at 4:35 AM

Here I have a typical Poser object. The ship is one single object with over 60 material zones. The sails have 11 Materials all with a different bitmap texture. You can not edit all 11 materials at once, that isn't possible, without all bitmap textures collapse. If someone create a commercial script to fix this problem; I purchase it instant! 👍

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silverblade33 posted Fri, 31 July 2009 at 5:46 AM

Yeah and if it could have a script that would set materials to:

bump -0.004 which is great for most objects wood stone etc (or -0.002 which is better for flesh and smoother items like metal)
Note those are negative values there.

and highlights to pure white and 10%/10% (or 20%/20%) that would work perfeclty well for most imports :)

Poser imports oftensrew up those settings dreadfully.

Ideally you'd also want, if there is no bump channel, to connect bump to the texture map. Nothing's perfectly smooth bar some metals etc.
:)

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Mazak posted Fri, 31 July 2009 at 6:08 AM

HeHeHe :) and after hours of material editing we play the test render game. And dream from places far far away. :biggrin:

Mazak

P.S. did you know with the last update e-on changed the way bump maps worked! Now all old objects have bump-map in wrong direction. That cry for another script!

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silverblade33 posted Fri, 31 July 2009 at 6:57 AM

ick they changed them? :/
well, Vue is odd, it's always had greyscale images inverted, compared ot EVERY other package out there! lol

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Mazak posted Fri, 31 July 2009 at 7:56 AM

Vue 7.5 Infinite - Build 43360 The following is a list of bug fixes and improvements included in this update:

Mazak

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dburdick posted Mon, 03 August 2009 at 1:16 AM

This is a much needed feature in Vue.  SkinVue basically does this for Poser characters but it's not generalized to work like the Poser pz3 injector does.  What I think e-on needs to do is to create the concept of a material group or collection where you could save a collection of materials into a single file and use it like a Poser injector


Mazak posted Mon, 03 August 2009 at 4:44 AM

A single mat file for multi grouped objects would be a good start! But we need also multi editing features where I can lock bitmap textures. Did you think this is possible with wxPython?

Mazak

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impish posted Mon, 03 August 2009 at 7:01 AM

Mazak wxPython is just a way of building a nice interface to any sort of python script.  The downside is that it takes longer to build the scripts if you use it (at least if you want them to be expandable and maintainable).  I've started taking a look at doing some of what you want (and using wxPython to put a nice interface on it) but its not going to happen instantly.  Life permitting I might have something next weekend but I make no promisses.

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Mazak posted Mon, 03 August 2009 at 7:14 AM

No worry, since I know some experts have a look at this problem I lean back wait and see. 😄

Mazak

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silverblade33 posted Mon, 03 August 2009 at 8:31 AM

Well, edit all materials is working correctly in 7.5 :)

Dburdick
well, we can hope or you can build! ;)

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Free tutorials, Vue & Bryce materials, Bryce Skies, models, D&D items, stories.
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impish posted Sun, 09 August 2009 at 2:34 PM

I've posted a little script to my web site that will work through all the materials assigned to a set of selected objects and switch all the image maps in those materials to bicubic mapping.  Its more of a work in progress to start looking at what can be done rather than an all singing all dancing finished solution.

Anyway you can download it here:  Vue Switch Mapping Python Script

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Mazak posted Sun, 09 August 2009 at 3:17 PM

Thank you very much. It work like a charm :laugh: I tested on my Ship models all with 50+ materials. (Victory with 100 textures!) Vue Infinite 7.5 64Bit Vista. :thumbupboth:

Mazak

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Mazak posted Wed, 12 August 2009 at 5:34 AM

I tested today on Street of Asia. 249 materials in object. Here with standard Bilinear  mode.

Mazak

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Mazak posted Wed, 12 August 2009 at 5:36 AM

And here with Bicubic. Flip through the pictures to see difference.

Mazak

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Mazak posted Wed, 12 August 2009 at 5:48 AM

With the latest update e-on changed the way bump maps work. It is no problem to change bump-map from negative value to positive value in Vue. (Or in another order.) But Asia Streets has different values for every bump map. So is here my next request. A script to change the bump-mat orientation; without to change the strength of the value. Is that possible with an script?

Mazak

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impish posted Wed, 12 August 2009 at 7:34 AM

I'll have a look at doing that.  Probably be Friday or the weekend before I get to it.

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Mazak posted Wed, 12 August 2009 at 7:39 AM

Thank you ! :biggrin:

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estherau posted Wed, 12 August 2009 at 9:17 PM

 Hi, I would like to make all materials in an object mixed materials, then apply a new material to the new material so I can kind of toon my poser people - clothes and all in once click by applying that toon incidence shader to the second material.  I could colour the toon shader white and I'm sure the tooning wouldn't look too bad.
Love esther

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Mazak posted Thu, 13 August 2009 at 4:28 AM

esther, Did you have an example of such material? I know Cel-shaded material only as single mat. Maybe this is possible with macro function of Vue?

Mazak

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estherau posted Sat, 15 August 2009 at 9:16 PM

 sorry to take so long to reply.  I have been away from my puter. It was a material called cartoon that was in one of the earlier versions of vue.  Probably if you search your puter for toon or cartoon.  It was in the special effects folder.  I've renamed it because I changed it a little.  So I'm not sure what yours would be called. Anyway attached is how it looks. Love esther

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estherau posted Sat, 15 August 2009 at 9:16 PM

 and another look

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Mazak posted Sun, 16 August 2009 at 12:53 AM

*"Hi, I would like to make all materials in an object **mixed materials**, then apply a new material to the new material so I can kind of toon my poser people"

*Ester you asked about an Mixed Material, can you show what you exact mean? I know how to setup a simple toon very well. You show only the standard toon material I already know.

Mazak*

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Mazak posted Sun, 16 August 2009 at 12:57 AM

.

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estherau posted Sun, 16 August 2009 at 12:58 AM

 well if you apply that standard toon material to the original material in a half and half manner (ie 50% each) , then you still get to keep your original textures to some extent and of course it works better if you use the average colour of the original material to the toon material, but even if the toon material was just white, and you applied it this way to all the materials in a scene, I have a feeling it would still look okay.

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Mazak posted Sun, 16 August 2009 at 1:09 AM

aha

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estherau posted Sun, 16 August 2009 at 1:24 AM

 but currently there is no way to do this except to change the textures one by one.
Love esther

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impish posted Sun, 16 August 2009 at 3:36 PM

Going back to the image mapping and bump mapping requests take a look at my latest blog post which includes script to switch between the four different mapping modes for images in materials and to switch Vue’s Bump Mapping.

I'll have a think about the toon material mapping.  Something using an additional material layer might be easier to do than mixing and I'd prefer a better way of doing it as angle of incidence is ok for curves but rubbish on cubes.

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estherau posted Sun, 16 August 2009 at 5:29 PM

 That would be cool having the toon material as an additional layer, but currently there is no way to apply this to multiple objects a once. 

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impish posted Sun, 16 August 2009 at 5:39 PM

estherau - I think that if someone can come up with the material for the layer I can come up with the script to add it and I think that would be easier to do than trying to do it as a mixed material.

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Mazak posted Sun, 16 August 2009 at 5:41 PM

Thank you Mark for the new scripts :thumbupboth:
I will try later now time for bed.

Mazak

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estherau posted Sun, 16 August 2009 at 5:49 PM

 okay thanks impish, well if no one can come up with anything just try the toon layer as in my example above but white please.
Love esther

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impish posted Sun, 23 August 2009 at 4:15 PM

Here's a script that will add a new material layer to all the materials used on objects in a scene except mixed materials (I couldn't figure out a way to do them).  You'll need to supply the material and make a small edit on the script to set the material to use.  I've included instructions on how to change the one line that will need editing.

Add Material Layer Python Script for Vue

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estherau posted Sun, 23 August 2009 at 6:09 PM

 ooh thankyou - this sounds really perfect!  I will give it a shot.
Love esther

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estherau posted Sun, 23 August 2009 at 6:14 PM

 you've labelled the readme as the python script and viceversa hehe

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estherau posted Sun, 23 August 2009 at 6:29 PM

 oh no you did it right - I just saw all the instructions and thought that must be the readme.
Now I don't look for the word "default" to replace do I?  (you must think I'm very silly).  I think it is the word "matname" that I have to replace with my own material name - right?
Love esther

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estherau posted Sun, 23 August 2009 at 7:28 PM

 Hi there,
the script hasn't done anything yet.
I only changed this part

index=obj.Material (j).CountLayers()

            if obj.Material (j).GetSubLayer(index-1).Name()!=matcheckname and obj.Material (j).Type()==0:

                addlayer=obj.Material(j).AddLayer((index),CartoonWhite)

                if firstadd==0:

                    firstadd=1

                    matcheckname=obj.Material (j).GetSubLayer(index).Name()

And I have a material with that name in my effects folder inside my materials folder.
does it need a path to work maybe?
Love esther
 

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estherau posted Sun, 23 August 2009 at 7:29 PM

 forgot to say, I am on a mac.
Love esther

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estherau posted Sun, 23 August 2009 at 7:32 PM

 Is there only one place where you  have to make a change as I have done? 

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impish posted Mon, 24 August 2009 at 4:48 PM

Quote -  you've labelled the readme as the python script and viceversa hehe

I've just downloaded it, unzipped it and checked it and it looks right to me.  Could be a Mac thing?

I've put together a video tutorial that will hopefully help you see what you need to do...

Add Material Layer Video Tutorial

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nruddock posted Mon, 24 August 2009 at 5:20 PM

Not had a chance to try in Vue, but there's one line that looks a bit suspect :-

addlayer=obj.Material(j).AddLayer((index),CartoonWhite)

should probably be addlayer=obj.Material(j).AddLayer(index, "CartoonWhite")

What you should really do is go back to the orignal line, and instead change

matname = "Default"

to matname = "CartoonWhite"


estherau posted Mon, 24 August 2009 at 6:23 PM

 Hi I was editing the wrong line.  the video tutorial was great.  It still didn't work so I put the mat file into material layers like you have done but the script still doesn't work.
Love esther

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impish posted Mon, 24 August 2009 at 6:57 PM

If you run it without any changes (ie with Default) does it add a layer with Vue's Default material to each of the materials?

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nruddock posted Mon, 24 August 2009 at 7:36 PM

I think what may be happening is that you need to specify the full path to the material unless it happens to be already loaded, then Vue can find it by just the name.


estherau posted Mon, 24 August 2009 at 10:22 PM

 here's an oddity.  When I try and browse to the material in my material layers folder it doesn't seem to be there, but when I put the name of the material into the search box above, then I find it apparently in the same folder I just looked in.  Vue doesn't seem to see my material that I just put there. How can I make vue see it?
Love esther

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estherau posted Mon, 24 August 2009 at 10:25 PM

 no - that wasn't the problem. I made vue see that material now, but I still can't get the script to work.  will change the word (name of material) back to default and see what happens.
Love esther

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estherau posted Mon, 24 August 2009 at 10:28 PM

 qote "If you run it without any changes (ie with Default) does it add a layer with Vue's Default material to each of the materials?"

No, I tried this and there is abit of flashing but then at the end the material looks unchanged to me when I open it.

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estherau posted Mon, 24 August 2009 at 10:39 PM

 using the original script without putting my materialname in looks like this

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estherau posted Mon, 24 August 2009 at 10:40 PM

 then

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estherau posted Mon, 24 August 2009 at 10:40 PM

- and finally 

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estherau posted Mon, 24 August 2009 at 10:41 PM

 ie unchanged as far as I can see.

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impish posted Tue, 25 August 2009 at 4:09 AM

Just to humour me can you:
Download the original script. 
Just unzip it don't do anything else.
Start a new scene.
Add a sphere.
Apply the Red material from the Basic materials.
Run the fresh downloaded script.

If that doesn't work I think the problem has to be one of two things: a difference between Mac and PC vue or something about how you have Vue set up.

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estherau posted Tue, 25 August 2009 at 4:32 AM

 will do

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estherau posted Tue, 25 August 2009 at 4:41 AM

 it doesn't work.
now i obviously have a default material but i can't find it yet
could the place where it is have a bearing?

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estherau posted Tue, 25 August 2009 at 4:49 AM

 i found it in my environments folder

here

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estherau posted Tue, 25 August 2009 at 4:50 AM

 and not in here...

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impish posted Tue, 25 August 2009 at 5:21 AM

In the last post - rather than material layers see if it's in the "Basic" Directory.  I think thats where you'd find it (not on my PC to check)

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estherau posted Tue, 25 August 2009 at 8:48 AM

 But now what do we do?  what does it all mean?

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Crowning posted Tue, 25 August 2009 at 9:02 AM

Quote - In the last post - rather than material layers see if it's in the "Basic" Directory.  I think thats where you'd find it (not on my PC to check)

Mark,
it's most probably a path issue.

You've probably not yet read your forums mail: I've enhanced your script a bit so that you

a) can select from a drop-down box (which displays all available materials of a scene) the material  to change
b) browse your PC to find the material you'd like to add as a new layer. Especially this part solves possible path issues.

Of course you have to install the free wxPython package from Cornucopia to run it.
If time allows I can complete it today or tomorrow and post it here.

Regards,
Tom


impish posted Tue, 25 August 2009 at 1:56 PM

estherau I'm pretty wiped out after work today but hopefully I'll find a solution for you soon. I'm not giving up yet.

Tom I've replied to your sitemail.

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estherau posted Tue, 25 August 2009 at 6:28 PM

 impish - thank you so much.  I have to tell you I am very excited about the possibilities of this script for things I want to try and do.  But I also don't want you to overdo things.  There is no rush.
Love esther

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impish posted Thu, 27 August 2009 at 7:02 AM

I should have time to see if I can crack it this weekend  (thank goodness for the bank holiday) Esther.  We'll probably have to resort to putting full paths in (which I was avoiding because I know that some users struggle with those).

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estherau posted Sat, 29 August 2009 at 8:03 PM

 you will never guess what just happened. I had a crash in vue so I decided to start in compatibility mode, and I tried your script again and got the gloss coat applied!!!!

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estherau posted Sat, 29 August 2009 at 8:19 PM

 I just put my own material into your script and the script worked fine.
Vue crashed badly when I tried to open the function editor and do something, it has been crashing a lot lately.  I have vue 7.4 - maybe if I upgraded to 7.5 it would be more stable.
Anyway the script works!!!  Now I just need to come up with a material layer that will make a nice cartoon.  Maybe if I can somehow make the toon material semitransparent that would help.

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estherau posted Sun, 30 August 2009 at 7:25 AM

 tried another material and the script works fine. I didn't even need to close vue whist altering the material name in your python script.  Thankyou so much for this!!!
The bad news is I can't seem to find a nice material layer for tooning in one click.
Love esther

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Mazak posted Sun, 30 August 2009 at 12:49 PM

@ranman38 I hope you watch this thread continues ? I found at cornucopia a neat idea how change texture maps quick on an object. I post a picture from a product by Clark Cook (with all respect for the creator). In this picture you see a UV map that is split in four sections. If you rotate the map each rotation bring up a new color-map. I hope this is something useful for you. 😄

Mazak

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impish posted Mon, 31 August 2009 at 4:26 AM

Great news Esther :biggrin:

Might be worth starting a new thread to try and find a better toon material for layering.

You'll laugh at this - while trying to find a fix for you yesterday I've managed to break it on my PC now! :cursing:

Still at least I can take my time finding a solution.

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estherau posted Mon, 31 August 2009 at 4:36 AM

 Oh, try starting up in compatability mode.
Your script is working fine for me, and i"ve discovered this thing called alphaboost to change the transparency of the top layer (which is the original layer) and have been playing (as I can change it for all materials at once)
Love esther

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estherau posted Mon, 31 August 2009 at 5:30 AM

 actually I have got an idea.
Can you make a script to delete that second layer if the transparency is set to 100%  that will make the hair and eyelashes and eyes better as they don't toon well with the layers because they are unaffected by alpha boost which I need to use (I can apply this alpha boost all at once to all materials).
Love esther

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LostinSpaceman posted Mon, 31 August 2009 at 6:32 PM

Interesting thread.


impish posted Fri, 04 September 2009 at 3:35 PM

I've not looked at deleting 100% transparancy layers yet but I've knocked out a new version of the existing script and one based on a suggestion by Chipp to add the layer as the first rather that last layer.  I'd be interested to know what you think.

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estherau posted Fri, 04 September 2009 at 7:48 PM

 will take a look!

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estherau posted Sat, 05 September 2009 at 7:42 AM

 oh no - it isn't working for me.  Your other script (the first one) did work for me eventually all by itself, but the new script doesn't work at all.
I sound like a broken record don't I.
I am so keen to try it too.
Love esther

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impish posted Mon, 07 September 2009 at 3:00 PM

If you have time try this for me.

Start a new scene.

Add a sphere and select it.

Open the Python Console.

Enter the following two lines one after the other pressing return after each line

obj=GetSelectedObjectByIndex(0)
addlayer=obj.Material(0).AddLayer(0,"Default")

Now deselect the sphere.

Then select the sphere again.

Open its material

See if it now has two layers called default.

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estherau posted Mon, 07 September 2009 at 6:00 PM

 will do as soon as I can.
BTW Iwhen I opened python console after trying your whole script, this is what I saw:-

Python 2.4.3 (#1, Apr 20 2006, 23:19:12) 

[GCC 4.0.1 (Apple Computer, Inc. build 5250)] on darwin

Loading file ApplicationsVue 7 xStreamPythonScriptsaddlayertoalladdlayertoalltop.py

Traceback (most recent call last):

  File "ApplicationsVue 7 xStreamPythonScriptsaddlayertoalladdlayertoalltop.py", line 64, in ?

NameError: name 'matcheckname' is not defined

 

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estherau posted Mon, 07 September 2009 at 6:02 PM

 yes - two materials called default.  Just tried those two lines as you said.

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impish posted Tue, 08 September 2009 at 3:46 PM

Oops sorry about that.  I've uploaded a new version with that fixed.

http://www.impworks.co.uk/vue/vue-python-scripts/add-material-layer/

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estherau posted Tue, 08 September 2009 at 6:11 PM

 Brilliant!!~! thanks.  Looks like your scripts work fine on macs too. This is with a cartoonwhilte type of material layer turned to transparency of 56% I can see I will have to leave out eyes and hair I think, unless someone can think of a material to toon things with trasnparency in them. Love esther

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Mazak posted Wed, 09 September 2009 at 7:12 AM

Mark, your scripts are so helpful! Thank you very much :thumbupboth:

Mazak

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impish posted Wed, 09 September 2009 at 7:26 AM

Cool - glad its working.  Now we need a good material for layering to create tooning.

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estherau posted Wed, 09 September 2009 at 7:36 AM

 okay, same render with some postwork that only took me two minutes. Not a bad toon effect, but to be any use really brings us to the title of the post, as I would like to keep my textures, but repose the person in poser then reload in same spot as vue offers to do (but unfortunately doesn't offer to keep the textures) Love esther

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estherau posted Wed, 09 September 2009 at 7:37 AM

 forgot to say - thanks so much for the script and for troubleshooting it until it worked. It will be really useful I think for my tooning, and very useful to someone who wants to make a proper tooning script too I would think.
Love esther

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estherau posted Wed, 09 September 2009 at 8:00 AM

 closeup on postwork

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estherau posted Wed, 09 September 2009 at 8:01 AM

 and a minutes worth of photoshop postwork or less

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estherau posted Sat, 12 September 2009 at 11:52 PM

 okay found a way to keep the texture changes I made in vue when I repose the poser person in poser.

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estherau posted Sun, 13 September 2009 at 2:34 AM

 impish - is it possible to make the script but have it not apply the top new layser to any materials that have transparency set to 100%?

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estherau posted Sun, 13 September 2009 at 6:49 AM

 quote " okay found a way to keep the texture changes I made in vue when I repose the poser person in poser."

Sadly it only seems to do it one texture at a time!!!

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impish posted Sun, 27 September 2009 at 6:10 PM

estherau after some thinking to try and find a way to stop the transparent materials from Poser getting a layer added I've put a new version of the scripts up.  There is a new script that hopefully gets you a little further down the line by not affecting materials with a node connected to their transparency node output.  It worked on a poser model I imported so hopefully it will work for you too. 

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estherau posted Sun, 27 September 2009 at 6:45 PM

 thanks - will test it out later!

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estherau posted Mon, 28 September 2009 at 12:59 AM

thankyou.  It works well. I set my toon material to a transparency of 56% as well and it looks not bad and pretty quick and easy.
Love esther 

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estherau posted Mon, 28 September 2009 at 3:02 AM

 Okay - here's a problem. somethings like torso ends up with different highlight to arms on import.  why can't vue just make arms and torso the same - even ifit's wrong it would look better if they were all the same.
Love esther

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estherau posted Mon, 28 September 2009 at 5:32 AM

 okay, I tooned using your script and then I ran a little toon postwork filter set to overlay at 21%. your script works perfectly - no problems at all.  Vue is flukey (and that's before I run your script). Sometimes the poser people come in at import with clothes on and sometimes without. Love esther

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estherau posted Mon, 28 September 2009 at 5:39 AM

 here's another render with different lighting, and no post work at all - just your script.

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estherau posted Mon, 28 September 2009 at 5:43 AM

 r u able to make the script so it just applies to the object that is highlighted in the world browser.  ie I might bring one poser person into the scene, toon him with your script then decide to import another one. I don't want person no 1 to get tooned twice.
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estherau posted Tue, 06 October 2009 at 10:07 AM

 anyone got a toon material with black edges.  Mine has brown.
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ranman38 posted Wed, 24 March 2010 at 5:19 PM

sorry, somehow I got unsubscribed. Let me read through it all and see if I can find useful things.

First Mazak the rotating map thing would require me to completely remap my objects, so i think I will pass on that. But going forward, it may be something to keep in mind.

I think i am screwed on the scripts as I am on Vue 7 complete. But let me re-read the entire thread first. Thanks for the effort of one and all.