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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)



Subject: Need Help Fixing Clothing Transparency


hborre ( ) posted Sun, 15 August 2010 at 4:37 PM

Last night I had an opportunity to load some content for Kids4, and I also managed to examine the skin texture shaders.  Sadly, those shaders are exactly the same as V4's and M4's, a blue Diffuse_Color on the PoserSurface to "correct" the redness of the skin texture.  As Laurie, mentioned, VSS will correct that.  I have prepared some renders and settings just to illustrate the differences you will notice if corrective implementation is taken to improve your scene.


hborre ( ) posted Sun, 15 August 2010 at 4:43 PM

file_457632.jpg

This is a render of my character, little Kal-El.  As you can see, he exhibits pretty much the same malady as your render, bluish skin texture.  Appropriate since he is an alien, but not quite the effect I am looking to achieve.  No shadow casting, nor raytracing was activated in the render settings; a straight render with 2 white lights.  One infinite, 75% intensity, and one IBL, 15% intensity.


hborre ( ) posted Sun, 15 August 2010 at 4:46 PM

file_457633.jpg

These are the render settings for the first image.  I usually create the initial setup in Manual mode.  Pretty basic for me.


hborre ( ) posted Sun, 15 August 2010 at 4:46 PM

file_457634.jpg

This is the main light.


hborre ( ) posted Sun, 15 August 2010 at 4:47 PM

file_457635.jpg

And this is IBL.


hborre ( ) posted Sun, 15 August 2010 at 4:54 PM

file_457636.jpg

In this second render, Kal-El is now sporting a new hair style which really consumed some render time because it was visible in raytracing.  Also notice, his skin is no longer casting that blue tint, it is now quite normal.  That is the skin template VSS applied to the skin texture.  It not only corrected the blue tint, it also enhanced it's appearance and improved it's response to different lighting conditions.  Also, cast shadows and raytrace has been activated in the render settings. 


hborre ( ) posted Sun, 15 August 2010 at 4:56 PM

file_457637.jpg

Again, a screencap of the render settings just shows the changes I selected.  All lights remained the same.


hborre ( ) posted Sun, 15 August 2010 at 5:03 PM

file_457638.jpg

Laurie recommended using Bagginsbill's envsphere to build your scene if, indeed, the scene occurs outside.  In this next render, I incorporated BB's envsphere along with the ground mesh from Terradome.  The sky image was supplied by BB, found at his free site.  In this particular instance, I used the same sky image in my IBL, which originally had none.  The imaged IBL will output the image color data into the scene, creating an ambient blue illumination into the scene.


hborre ( ) posted Sun, 15 August 2010 at 5:13 PM

file_457639.jpg

For my final render, I decided to use PP 2010 advanced IDL feature to cast a global illumination to the scene.  The envsphere casts it's own light because the image is plugged into the PoserSurface ambient channel and that channel's value is set to 1.  I, also, needed to change the lighting to the scene to support IDL.  The IBL was changed to a specular infinite light because IDL only outputs diffuse lighting, totally ignoring specularity.  The render setting screencap above, shows where to activate IDL.


hborre ( ) posted Sun, 15 August 2010 at 5:19 PM

file_457641.jpg

At this point, I switch render settings for Dimension3D's Python script which is already built into PP 2010 and can be found under *Scripts>Partners>Dimension3D>Render Firefly.*  The screencap shows my final settings.


hborre ( ) posted Sun, 15 August 2010 at 5:20 PM

file_457642.jpg

And here is the final render.


musikman ( ) posted Sun, 15 August 2010 at 5:55 PM

Ok, that looks complicated, the render looks very good though!  :-) Like the Kids 4 Superman, cool!

I found the script ok, so I just set it up with the same settings as yours then hit the "render" button, I'll give it a try, thanks hborre.

Is there a way I can do an area render with this? I don't see the option for area render on the script, and normally once I select an area to render, poser begins to render immediately.


hborre ( ) posted Sun, 15 August 2010 at 6:23 PM

Yes.  Once you have set up all the necessary parameters on the script, you can close it and press the area render on your preview window.  It will remember your last render setup automatically.


musikman ( ) posted Sun, 15 August 2010 at 7:48 PM · edited Sun, 15 August 2010 at 8:03 PM

file_457655.jpg

Hborre, couple of things....

I guess I had to save the settings as a preset,  then hit the "apply" button because just closing the screen didn't save the settings, as it bounced back to default settings when I re-opened the script window. 

I also for some reason don't have the "pro output" options at the bottom as shown in your settings, here's a screengrab of mine.

I did an area render, and I had zoomed in with the main camera more on the face so it would be bigger and easier to see, but as soon as it began to render it automatically zoomed back out smaller to where I originally had the camera.

Kinda hard to tell with this small render. Let me know if I've got to change anything and I'll try a larger area tomorrow morning.

EDIT: Oops, just noticed I didn't have the "use own process" box checked. Ok, now the settings don't change when I load the preset I saved, something strange going on here. Will have to set it up and try it again manually in the AM.

Thanks for all your help, much appreciated

MM


musikman ( ) posted Sun, 15 August 2010 at 7:49 PM

file_457656.jpg

Here's the render


hborre ( ) posted Sun, 15 August 2010 at 9:15 PM

Your resolution size is set to a smaller render window.  If you are copying my settings, I used that to conserve on render size and speed.  Forgot to mention that little bit information.  Just reset your render dimensions to Match Preview window and leave those as is.


musikman ( ) posted Mon, 16 August 2010 at 9:34 AM

I see, ok, will give this a try again. 

Why don't I have the "pro output" options on my settings window?


musikman ( ) posted Mon, 16 August 2010 at 10:16 AM · edited Mon, 16 August 2010 at 10:19 AM

file_457680.jpg

Ok, did the render again (directly above) , looks like same result. This time I also tried those same lighting and render settings using P7 Ben figure (below).  Looks to me like the result is different than the Kids 4 figure.

I also noticed your "Pro Output" settings, (which are not shown on my D3D options), has the "gamma correction" option there.

Any thoughts?

Thanks!

MM


musikman ( ) posted Mon, 16 August 2010 at 10:16 AM

file_457681.jpg

Here's P7 Ben with same settings.


LaurieA ( ) posted Mon, 16 August 2010 at 10:44 AM

My thoughts are, use the VSS. It corrects a world of sins ;o).

It's not really that difficult to use. Load the prop, make sure the prop is selected and run the script. Easy peasey ;o). If even you want to adjust the shader, the shader the VSS will give you is still much better than that greenish blue one you've been getting...lol.

Laurie



hborre ( ) posted Mon, 16 August 2010 at 11:04 AM

The extra settings on D3D's render panel is a recent update release by D3D himself.  It can be found here:

http://d3d.sesseler.de/index.php?software=poserpython&product=render_p8

Just follow the installation instructions. 

The difference between the Kids4 and Ben renders is due primarily due to the skin textures and shaders used for the default models.  As Laurie mentioned, VSS will correct that as I demonstrated in my renders. 


musikman ( ) posted Mon, 16 August 2010 at 11:07 AM · edited Mon, 16 August 2010 at 11:08 AM

Thanks Laurie, I was leaving the VSS for last because I've got a plate full of work to do and I figured that learning how to use VSS would take me a bit of time.  I'm not great with this texture and render stuff. :-)  I will get to it soon though, it's looking like a good option and may well be my only option at this point.  Good to know it's not too difficult.

I'm getting ready to start a new thread soon because the jpeg textures I made for the Tshirts aren't working well. A black Tshirt I made with a Star Wars logo when rendered shows the kid's arm through it, and looks more like dark gray than black, lol.  So, must be something to do with the layers, or way I'm saving the texture jpeg file, or the way I'm setting up and pluggin in the image node in the materials room. Like I said, that's a different thread for a different day, I'm sure you'll see it get posted! :-)


musikman ( ) posted Mon, 16 August 2010 at 11:25 AM

Thanks hborre, (we posted at the same time). So you used the VSS on your render, didn't realize that.

I'll go download all that good stuff later today and try to see if I can install it correctly.


musikman ( ) posted Mon, 16 August 2010 at 11:54 AM

Ok unfortunately I've gotta head out for awhile today, but for now I just downloaded the VSS files and the update file to the D3D.

At a quick glance it looks like the VSS has instructions on the website that says to unzip one to its own runtime, then unzip the other over that one.  Seems simple enough. 

But the D3D update is just a zip file that contains two "py" files and two "txt" files.  Couldn't seem to open the txt files to see if they were instructions on how to install...ie...which poser folder to unzip them to.

Will check the website again later.


musikman ( ) posted Mon, 16 August 2010 at 6:00 PM · edited Mon, 16 August 2010 at 6:05 PM

file_457693.jpg

Hborre, so sorry! I was just reviewing and realized I totally missed your posts and settings screenshots on page three!  I'm going to have to start over as I didn't see the settings changes you made to your regular manual settings page, so I only made changes within the D3D page. Sorry about that, I must have jumped over to page 4 thinking that's where your newest post began. I would think that my not implementing those other changes first before changing the D3D settings gave me different results. That, plus not using the VSS.

I've still not found out which poser folder to unzip the four D3D upgrade files to, there's no documentation for installation on that website, just support links which mostly point here for help.

As for the VSS, I have my "other" runtimes setup on my external HD, so I assume I'll be setting up a separate runtime folder for VSS much the same as I've done for Kids 4 and V4. Then I unzip the files to that location in order as per the instructions? (See Pic)

Sorry about all the questions, surprisingly, I am understanding a good chunk of this, and I very much appreciate the help, it's just that some of this is waaaay over my head!  I'm hanging in here though because I do want to get all this to work, it's very important that I do. Don't know how soon I'll get it all figured out as tonight my pc time is going to be scattered, but will at least try to get the programs installed and the rest tomorrow & hopefully I'll be able to try out some renders at that point.

Thanks again

MM


hborre ( ) posted Mon, 16 August 2010 at 7:09 PM

Here is the original link announcing the Render script's release. 

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2808150

Just unzip the content into your main Poser folder and it will install itself into the right spot.  Now, if you are hesitant about changing any original files for fear of having to reinstall everything, follow this path before you install the new script:

Smith MicroPoser Pro 2010RuntimePythonposerscriptsScriptsMenuPartnersDimension3D

and change Render Content. py to *Render Content.p_. * The install the new script.  This method will guarantee that the old script will not be overwritten with the new.  And, if in the future, you feel like restoring the original file, just delet the new and rename the old back to it's proper name. 

Notice, there is a correction mentioned and a solution written out instructing how to change the code.  I do not know if the script has been updated to reflect the code.  It may be worth finding out from D3D himself.


musikman ( ) posted Mon, 16 August 2010 at 8:54 PM

file_457695.jpg

Ok, so I can leave the old files in there as long as I change the name of that one file - Render Content.py.  Is that the only one I need to change? I ask because there's four files (see attached), and one of them is Firefly.py. So I can just leave the original Firefly.py alone and let it overwrite/replace that one?

When I choose the path to extract the files to, should it be Smith MicroPoser Pro 2010  or *
Smith MicroPoser Pro 2010Runtime*  ?


musikman ( ) posted Tue, 17 August 2010 at 10:57 AM

file_457730.jpg

I installed the VSS, then I added it to the library. So far so good, three props showed up in the props section of the library (see image), but I don't see anything VSS in the scripts window. What series of clicks/steps will run the VSS script?

I'm gonna hold off on installing the D3D render update until I know whether or not I need to change the file Firefly.py file to Firefly.p_, or if it's ok to just allow that file to be overwritten.


hborre ( ) posted Tue, 17 August 2010 at 12:52 PM

Go ahead and change the other files.  There will be no harm done. 

On VSS, unless someone else jumps on board with answers, I'll defer on replying until I get home this evening.  I need to get the pathways and terminology exactly right to instruct you how to use it.


musikman ( ) posted Tue, 17 August 2010 at 5:39 PM

There's no hurry, my pc time might be a bit limited tonight anyhow.....plus this is a lot for me to absorb, so I'm taking it a step at a time.

Thank you for taking the time to help me, this is quite the crash course for me! :-)


musikman ( ) posted Tue, 17 August 2010 at 8:22 PM

Btw, I installed the update for D3D and so far looks ok, I now have the "Pro Output" options available.


musikman ( ) posted Wed, 18 August 2010 at 9:44 PM

file_457805.jpg

Here are the instructions in the discussion file that came with VSS.....
  1. Load a figure
  2. Load some mats on it as you always do - mat pose, whatever. Doesn't matter if they're crap shaders - just get the image maps in there in the right places. VSS will blow the shaders away!
  3. Load a VSS control prop.
  4. Run vssMainButtons.py to load up your python buttons.
  5. Click Synchronize
  6. Render

I loaded my Kids 4 figure, then I wasn't clear on what the instructions are saying to do in step 2, so I went to step 3 and loaded a VSS prop.

After that I went to File/Run python script, could not find vssMainButtons.py, so I ran MainButtons.py. On my script buttons I couldn't find the "Synchronize" button.

I must be doing the procedure the wrong way, anyone have any suggestions? Thank you

MM


musikman ( ) posted Wed, 18 August 2010 at 9:45 PM

file_457806.jpg

Here are the script buttons I have


hborre ( ) posted Wed, 18 August 2010 at 11:06 PM

You must navigate to whereever you placed the folder containing VSS.  There you will find VSSMainButtons.py.  Double clicking it will automatically convert the Python Scripts Palette to the VSS mode. 

For step 2, load any set of Kids4 skin textures; the default will do just fine. 

When applying the VSS skin template to any character, just apply to the nude model first before adding any clothing.  The reason, VSS skin template contains a set of rules which are designed to match specifically named material zones on the model.  However, those rules contain default asterisks * for easier recognition and substitution.  But if those particular zones also exist in clothing, VSS will apply shaders to those.


musikman ( ) posted Thu, 19 August 2010 at 11:27 AM · edited Thu, 19 August 2010 at 11:28 AM

file_457830.jpg

Found the vssMainButtons.py file, thanks hborre.  I learn something new every day.  I didn't know I had to load skin textures, I haven't been doing that because I thought they were automatically loading with the figure.  From what you're saying I guess I"m going to have to re-conform the clothing all over again for each figure.

There's another strange thing that's happening. When I first saved each K4 figure after morphing their faces the way I wanted them to look with Morph++, the file was always between 4-8MB.  Then after reading what medzinatar told me about unchecking the "use external binary morph targets", I saved each one again to a different folder, but they're all around 70-80MB now.

I want the clothing and hair to save with each figure, and when I go to save the figure it gives me the options (see pic). I've been choosing "Save Whole Group" because I thought I had to in order to save the clothing and hair along with it.  Could it be that by doing that I'm also saving all the Morph++ that are loaded?  I have Kids 4 & Body selected prior to saving.


hborre ( ) posted Thu, 19 August 2010 at 11:55 AM

Yep, you will be saving all the morphs along with the newly created .cr2 file.  Just give it a unique name you will remember, do not, by any means, overwritten your original. 

The beauty of this saving morphs with cr2 method is you can use the new model in 3rd party applications to generate new morphs for clothing (i.e., Morphing Clothes) or create new clothing off this new model template.

And yes, disabling use external binary morph targets, you will generate larger cr2 files.  But this is better than creating a scene relying on PMD's and having Poser crash upon opening.


hborre ( ) posted Thu, 19 August 2010 at 12:00 PM

And btw, many models will have defaults skin textures load upon loading into Poser.  However, others will only have skin color applied through the PoserSurface node.  Always open the model in the material room to examine what you actually have in place.  If you use VSS with a textureless model, you will get a white texture in it's place.


Medzinatar ( ) posted Thu, 19 August 2010 at 1:10 PM

Quote - There's another strange thing that's happening. When I first saved each K4 figure after morphing their faces the way I wanted them to look with Morph++, the file was always between 4-8MB.  Then after reading what medzinatar told me about unchecking the "use external binary morph targets", I saved each one again to a different folder, but they're all around 70-80MB now.

The 4-8 MB CR2 files are consistent with using external morphs.  What you may not have noticed is that there was a 40-70 MB PMD file created along the CR2, so the increase for total is not that much.

If you have need to preserve some disk space, you can use compression option in General Preferences-->Misc.  The new files saved will be CRZ and PZZ dependings on what you are saving.

I do not use the compression on work in progress on off chance needing to hand edit.  It is just to save on step, they can be easily decompressed.



musikman ( ) posted Fri, 20 August 2010 at 11:15 AM · edited Fri, 20 August 2010 at 11:18 AM

Thanks everyone for all the helpful info, lots of stuff I had no idea was going on in the background! :-) Guess I should check the PoserSurface node for skin textures because I'm using both older figures (like P7's Ben & Kate, & P5's Will/Penny P5), as well as the newer Kids 4 figures.  I should also find out how using (or not using) external morphs apply to the older figures.

**Question: ** If I'm going to have to load the skin textures on the figure "before" adding clothing, I might be in for alot of work.  Reason I say this is I've already added and conformed the clothes and hair for all 15 figures, plus I've used the morphs++ to change their faces, and have also scaled them overall (xyz) larger than the original figure by an average of 25%.

I'm concerned if I have to "zero" each figure in order to re-conform clothes and hair, whether I'll lose the facial morph settings for each, and have to re-scale, re-morph, and re-conform everything all over again.  I have most of the settings written down, but still seems like there should be a quicker way to add the VSS without having to re-build every character's face, size, clothing, and hair from scratch again. I'm guessing that using zero figure is probably not the answer, but I'm not sure what other options to use in this case. I've found that in order for certain clothes, shoes, props, hair, etc... to fit properly, the figure needs to be in the zero position.

Any suggestions would be appreciated, thank you!

MM


hborre ( ) posted Fri, 20 August 2010 at 2:20 PM

Don't misunderstand VSS.  It will only apply shaders to your skin textures, it will not affect any morphs, scaling or physical changes to your characters.  You are safe there.  The problem arises when clothing share the same body material room nomenclature.  In those instances, VSS will exchange the clothing textures for its own built in skin template.  There is a work around, but I will need to illustrate it to avoid any confusion when you actually set VSS up. 

We will need to enforce a rule change so that all your kids are targeted by VSS and not influence any clothing items present in the scene.  It can be done globally if all the kids have a default name or similar name, or individually, which is more work but a better gaurantee that characters themselves are effected and nothing else.  I will try to set something up this evening.


hborre ( ) posted Fri, 20 August 2010 at 8:29 PM

Once you get to know VSS and it's skin shaders, you will find it indispensible for enhancing just about any skin texture available.  It's initial concept is to make it easier to apply similar shader nodes across multiple material zones with the push of one button as opposed to changing changing them one at a time.  A complete product is still pending, but BB has been generous enough to provide the prop with a skin template already imbedded for immediate use.  You can get more information by reading the manual, however, it is somewhat outdated compared to the new VSSProp version currently available.

In your case, we will address the influence of VSS upon your characters without altering any clothes material zones which may share naming conventions with the models. 


hborre ( ) posted Fri, 20 August 2010 at 8:35 PM

file_457918.jpg

When you first load VSS, a ball wil appear in your scene.  This is the embodiment of the VSS Prop Script.  It can be hidden you the scene or deleted once you have applied your shaders. 

Pull down the menu from Files in the taskbar and Run Python Script.  Navigate to your VSS folder and open vssMainButton.py as illustrated above.


hborre ( ) posted Fri, 20 August 2010 at 8:37 PM

file_457919.jpg

If you haven't done so, open your Python Script palette and you will encounter the VSS script palette readily available, as above.


hborre ( ) posted Fri, 20 August 2010 at 8:49 PM

file_457920.jpg

In your case, all the kids are already clothed in their outfits, but have not been treated with VSS yet.  This problematic because some of the clothing material zones might contain naming convention similar to body parts.  VSS does not know this and will attempt to apply skin shaders to those clothing matzones also.  But you can instruct VSS to ignore the clothing altogether when synchronizing.  First, you need to rename all your kids, perhaps using a naming scheme like kids1, kids2, kids3, etc, just to standardize their identification.   Next, we need to instruct VSS that these are the main subjects designated for changes.

In the Material Room, select VSS_1 and open the pull down menu for materials, navigate to Add Rules, as illustrated above.


hborre ( ) posted Fri, 20 August 2010 at 8:53 PM

file_457921.jpg

The Apply Rules window will open, and you will see 2 Rule Nodes already available: *Rule* and *Rule ball*.*  Ignore *Rule ball*,* it is *Rule* that needs to changed or recreated.


hborre ( ) posted Fri, 20 August 2010 at 8:58 PM

file_457922.jpg

Go back to the Python Script Palette, and click the *Designer* button.


hborre ( ) posted Fri, 20 August 2010 at 8:59 PM

file_457923.jpg

Next, click on the *Add a Rule Node* button to begin the process of adding a new properly Rule Node.


hborre ( ) posted Fri, 20 August 2010 at 9:02 PM

file_457924.jpg

The next series of screencaps walks through the process of creating the new node, in order. The selections are highlighted.


hborre ( ) posted Fri, 20 August 2010 at 9:08 PM

file_457925.jpg

Originally, I focused on giving the kids a standardized name for easier identification and conversion.  It is here where that name will come into play.  I chose to use Kids4, but forgot to include the wildcard asterisk which is a unique identifier if you elected to name your characters Kids4-1, Kids4-2, etc.  In this method, your scene can be populated with more than one character and yet have VSS generate skin shaders for each with one synchronization.


hborre ( ) posted Fri, 20 August 2010 at 9:10 PM

file_457926.jpg

Once you have created the new Rule, simply delete *Rule * and you can save the modified VSSProp under a new name in your library.


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