Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Hey BB.
I figured i would tell how I figured it out instead of just saying nevermind. That way if anyone else is having that problem they can see how I figured it out..... though I imagine I could have figured it out sooner if I had read the PDF from front to back like I should. I keep forgetting about it.
I should have an albino picture up some time today if everything goes right.
He means "find the name of the material group you want to be modified" and add a Rule node for it, then connect the rule to a Copy node that names the desired template material you want to copy from.
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)
Bagginsbill, a couple of followup questions:
1) How do I setup a new template material so that it will use the existing image maps in my new shader tree? (I have read the PDF on the VSS Home Page but it wasn't clear to me). Here is the situation: I'm working with a non-human figure (a building) and I need to replace the supplied shader tree(s) with correct shader tree(s) (for gamma correction, conservation of energy, etc - all the fun things you teach us about here). I'm missing how to set up the image map(s) in my shader so it will take the specific ones from the existing shader.
Thanks in advance.
1)
The key is to rename the images. I made up a convention. Color Map is for your color map. Bump Map is for your bump map. Specular Map is for your specular map. Pretty simple, eh?
VSS will automatically rename these for you when you are designing a template. You just have to ask it. Connect a new Image_Map to Diffuse_Color. Then using the Python buttons, click on Designer, and then click on Auto Rename Images. VSS will see that you're using that image map as a color map and name it Color Map. Connect a new Image_Map to bump and click Auto Rename Images - it will automatically name that Bump Map. You can even do this with some intervening nodes between the Poser Surface and the particular map. But this sometimes gets confused, especially if you have the map connected to more than one thing. For example, if you connect an Image_Map to Diffuse_Color and Bump, it may make the wrong decision.
Once a map is renamed, it won't be renamed again.
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)
Fantastic - many thanks.
IIRC if there is an image node for the bump map, but there is no bump map specified in the original shader, VSS would add a noise node instead of the image node, correct? Is there a way to override that in case I don't want any bump?
I'm probably going to use Matmatic to build my templates, so the process would be: write the Matmatic code for my template using the appropriate node names, generate the material file,
create the new template, then load the material file into the template. Seems way to easy.
When VSS sees an Image_Map node in your template, and it does not find a corresponding file to use for it in the target material, then it instead uses whatever is plugged into the Image_Map node's Background parameter.
In the skin shader I made for VSS, I plugged a Turbulence node into the Background parameter of the Bump Map - thus it supplies some bump no matter what. Whatever value you want to use as an alternative to a missing image map, just set that value in the Background. Whether it is a number or color or a whole series of nodes doesn't matter.
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)
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I have a custom made addon .....limb for M4 I am trying to run it with M4 through VSS because I don't have a proper texture for it. It is uv mapped but I don't have any textures made for it so I was going to have VSS do it for me.
The problem is VSS puts all the nodes in the preview material and does not recognize the other Mat zone on the figure. Is there a way to either make the preview mat zone the one that gets used or make VSS recognize the other mat zone?