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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 03 10:43 am)



Subject: Materials room question about changing hair


FaeMoon ( ) posted Thu, 06 May 2010 at 4:40 PM · edited Sun, 04 August 2024 at 8:28 AM

 So.. trying to change the Materials used in this hair to be another color.  I have managed to change the tendrils and body, but the skullcap stubbornly remains the same color.  I'm using the same process that I used to change the rest of it. of replacing the .jpg texture file with my own.  

I'm just wondering.. why is it working for all those parts, but not this one?


FaeMoon ( ) posted Thu, 06 May 2010 at 4:44 PM · edited Thu, 06 May 2010 at 4:46 PM

 for some reason can't add the nodes picture so adding it here.


hborre ( ) posted Thu, 06 May 2010 at 5:12 PM

I'm not seeing the images.  But, then again, it might be my end.


FaeMoon ( ) posted Thu, 06 May 2010 at 5:15 PM

 odd, I can see them  :(


hborre ( ) posted Thu, 06 May 2010 at 5:34 PM · edited Thu, 06 May 2010 at 5:39 PM

Sorry, had to resort to my iTouch to see the images at work.  Does the transparency map match your own texture?

Edit: Is it possible to show us an image of your render or scene?

Edit2: Never mind.  I see it.


FaeMoon ( ) posted Thu, 06 May 2010 at 5:41 PM

 it should.. I just changed the color on the .jpg and then saved it to make my own color.


FaeMoon ( ) posted Thu, 06 May 2010 at 5:47 PM · edited Thu, 06 May 2010 at 5:48 PM

 Okay, quick render.  I think there's more than one zone for the skullcap the way this looks, so I'll click around until I find the others.  There is a really odd shadow on the forehead, but maybe that's lighting?


hborre ( ) posted Thu, 06 May 2010 at 5:52 PM

With no changes to the material room nodes, you should see your new textures.  Yes, double check the hair piece for more than one material zone and try again.  Otherwise, save your scene and restart Poser.


FaeMoon ( ) posted Thu, 06 May 2010 at 6:08 PM

It isn't letting me select other zones, but saving it and re-rendering is the same.  

Maybe make and edit a mat pose file?  


nruddock ( ) posted Thu, 06 May 2010 at 6:15 PM

Quote - It isn't letting me select other zones, but saving it and re-rendering is the same.

If you're trying to select them with the mouse, you may not be able to if they are on a layer of geometry that's underneath another one.
Try using the drop down list of materials instead.


hborre ( ) posted Thu, 06 May 2010 at 6:18 PM · edited Thu, 06 May 2010 at 6:19 PM

Agreed.  Using the pull-down menu for the material zones will select the different sections.

BTW; what process are you using to change the textures?


FaeMoon ( ) posted Thu, 06 May 2010 at 6:23 PM

 I'm setting all to white, then I went into the materials room and replaced the image map with my own.  Since it wasn't changing what I wanted on the scalp, I did delete the node there and put my own in.  I'll try the drop down.  I didn't think of that.    


FaeMoon ( ) posted Thu, 06 May 2010 at 6:27 PM

Yaay!  That worked!  Thank you so much!   


hborre ( ) posted Thu, 06 May 2010 at 6:35 PM

I am assuming that you were using drag & drop with the current Poser versions which is a great feature but can be tricky.  I do all my changes in the material room and if you use BB's VSS Prop, changes are made easier.


FaeMoon ( ) posted Thu, 06 May 2010 at 6:45 PM

 No, I was using the materials room and changing the image file on the node.  :)  I just didn't realize about the drop down list because I've always changed simpler things where I could access all the zones with a click before.  

I didn't know you could drag and drop in the preview tab though, that's cool.


hborre ( ) posted Thu, 06 May 2010 at 8:44 PM

Yes, that is available now with the newer versions.  I have tried it once or twice and it works very well.

And sorry about the misinterpretation.  You will find that more complex models will have several material zones to accept textures and most zones, pretty much, repeat the same node patterns based on the UVMap layout.  But it is a pain to try and change every zone manually.

BTW:  I would drop your Diffuse_Value to about 0.9 to 0.85, change the image_map filtering to none, and open the image source of your transparency map into Texture Manager and change your gamma to 1. 


FaeMoon ( ) posted Fri, 07 May 2010 at 8:25 AM · edited Fri, 07 May 2010 at 8:34 AM

Thank you for the tip on the values.  Looks much better I think.   :)    I wish the eyes were more intense and dark.  Seems that the eyes on my renders always seem to fade out.


hborre ( ) posted Fri, 07 May 2010 at 9:00 AM

Can you post a screencap of the eye shaders from the material room?

And, I don't know how familiar you are with Bagginsbill VSS Prop, but it contains skin shader template which will bring more realistic life into the skin texture and eyes.  If interested, let me know.


FaeMoon ( ) posted Fri, 07 May 2010 at 4:28 PM

  Here is the materials setting from the eyes.  I put .85 on the diffuse value, but they look relatively the same at 1.0.

I would like to be able to have eyes that are as vibrant as these, but I'm not sure how to achieve this look.   Any tips would be very appreciated.

[ www.renderosity.com/mod/gallery/index.php

](http://www.renderosity.com/mod/gallery/index.php?image_id=2032196&user_id=537615&page=2&member&np)


hborre ( ) posted Fri, 07 May 2010 at 5:02 PM

You're definitely lacking specularity.  Connect an anisotropic node to Alternate_Specular and check on the Reflection_Lite_Multi in your Root node (Poser Surface).  To add the anisotropic node, right click anywhere in the material room, select new node and follow the menu down to specular.  You should find that node in there.  Try that for the moment. 

I need to track down BB's node arrangement for the eyes which is far more superior than what you have currently.  That should be later this evening.
 


FaeMoon ( ) posted Fri, 07 May 2010 at 5:27 PM

 Adding an Anisotropic node and checking the Reflection_Lite_multi  did this.  I think it is a little improved, but still not as piercing as the other eyes.


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