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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Need Help Fixing Clothing Transparency


musikman ( ) posted Sat, 21 August 2010 at 10:48 AM · edited Sat, 21 August 2010 at 10:51 AM

file_457954.jpg

Hborre, thanks for the detailed steps, very much appreciate your posting it, helps a lot. I’d like to give this a test run sometime today, but before I get started with the first step of re-saving all the figures using the same prefix, a few questions popped up as I was reading through the steps…..

1.) My first screengrab shows there are three VSS props I have available in my library, which is the best one to load into my scene in this case?

2.) As I mentioned, I’m using Kids 4 figures, but also using P5 Will/Penny, and P7 Ben/Kate. Even though I changed Ben’s name to "SW Ben" when I saved the figure, the newly named figure it still shows up as just “Ben” in the preview dropdown. Likewise, Will and Penny have always shown up as just “Figure 1” even when renamed, and even though I renamed the Kids4 figures to just “K4”, they still show up as “The Kids 4”. Haven’t figured out why the new name doesn’t show up, maybe a setting?  

3.) Obviously my next question is, if I re-save all the figures to the library using the same prefix…ie…Kids4-1, Kids4-2, Kids4-Ben, Kids4-Penny, etc…and make the VSS rule be “Kids4*” to cover all the figures, will it mess things up if Ben gets loaded as “Ben” and Will gets loaded as “Figure 1”?  The VSS should just take over all of them and make them all the same skin shade, correct? Or is it a different procedure for Ben/Kate compared to Daz’s Kids4 figures?

4.) Once I’m done, in order to save the modified VSS Prop I just have to select it in the dropdown menu at the top of my scene’s preview window and then rename it and save it to the VSS  props folder in my library, correct?


musikman ( ) posted Sat, 21 August 2010 at 10:49 AM

file_457955.jpg

Ben's Menu


musikman ( ) posted Sat, 21 August 2010 at 10:49 AM

file_457956.jpg

Will's Menu


musikman ( ) posted Sat, 21 August 2010 at 10:50 AM

file_457957.jpg

Kids 4 Menu


Medzinatar ( ) posted Sat, 21 August 2010 at 12:03 PM

Quote -
2.) As I mentioned, I’m using Kids 4 figures, but also using P5 Will/Penny, and P7 Ben/Kate. Even though I changed Ben’s name to "SW Ben" when I saved the figure, the newly named figure it still shows up as just “Ben” in the preview dropdown. Likewise, Will and Penny have always shown up as just “Figure 1” even when renamed, and even though I renamed the Kids4 figures to just “K4”, they still show up as “The Kids 4”. Haven’t figured out why the new name doesn’t show up, maybe a setting?  

Saving a figure (or figures) to library does not change their name(s).  That name is only name of new CR2.

To change name of a figure, select it and select "Body" as part.  Go to library pallette and under "Properties" tab change entry "Name:" to whatever you need.



hborre ( ) posted Sat, 21 August 2010 at 9:18 PM

Quote - 1.) My first screengrab shows there are three VSS props I have available in my library, which is the best one to load into my scene in this case?

If you are not currently using IDL in PP2010 rendering, use VSSPR3 with AO.  VSSPr3 is the current iteration.


hborre ( ) posted Sat, 21 August 2010 at 9:29 PM

Quote - 3.) Obviously my next question is, if I re-save all the figures to the library using the same prefix…ie…Kids4-1, Kids4-2, Kids4-Ben, Kids4-Penny, etc…and make the VSS rule be “Kids4*” to cover all the figures, will it mess things up if Ben gets loaded as “Ben” and Will gets loaded as “Figure 1”?  The VSS should just take over all of them and make them all the same skin shade, correct? Or is it a different procedure for Ben/Kate compared to Daz’s Kids4 figures?

VSS will only respect and effect a change on those names provided in the *Apply Rules. * Everything else will not be changed.  This is the reason why this workflow is suggested.  If any clothing share similar body part naming conventions, those clothing material zones will inadvertently be converted.  This will lead to undesirable effects which will need correcting later. 

In my Super-Kid post, I loaded the body suit before applying any VSS to the model.  I realized that the bodysuit also contained similar body parts as the model which I didn't want converted.  Therefore, the model was rename Kal-El and an Add Rules node bearing his name was created in VSS to match. 


hborre ( ) posted Sat, 21 August 2010 at 9:29 PM

Quote - 4.) Once I’m done, in order to save the modified VSS Prop I just have to select it in the dropdown menu at the top of my scene’s preview window and then rename it and save it to the VSS  props folder in my library, correct?

Correct.


hborre ( ) posted Sat, 21 August 2010 at 9:33 PM

file_457983.jpg

In case your are not sure where to change the name of your models, I posted a screencap above.


musikman ( ) posted Sun, 22 August 2010 at 5:58 PM · edited Sun, 22 August 2010 at 6:00 PM

Thanks Medzinatar, that was an easy one, should have figured that one out myself!  :-)

Thanks hborre, I don't think I'd completely understand without all the screencaps, appreciate your taking the time to make and post those here.

The initials for the title of the animation are TW, so I'm going to begin by re-naming all the kids figures beginning with "TW" or "TW Fig" (ie...TW Fig-Ben, TW Fig-1, TW Fig-2, etc...) and make my VSS rule be TW Fig* or TW*...something like that.

**Question on re-naming the figures: ** To use the VSS rule, do I have to re-save them all to the library using a different name as I have been doing as a grouping (see 6th post on page 5).  In other words, I can just leave the library name for each figure the way it is now (even if it doesn’t begin with the letters TW) and just change the figure names in the properties panel so it begins with TW, correct? Or do I need to change both and re-save to the library again? (hope that question makes sense!)

I'll get testing this between tonight and tomorrow and hopefully I can get a good render with the D3D pro output settings now in place.  I'll emulate the render settings you posted earlier & I'll post the results once I've finished.

Once I manually setup those render settings I had some difficulty saving to a preset last time. I was able to name and save the preset ok, but when I tried to load it back in later the settings for that preset wouldn't load in.  Will give it another try.


hborre ( ) posted Sun, 22 August 2010 at 6:23 PM

Just rename them in the Properties/Parameter palette.  No need to do both.  Good luck.  Any problems, just post.


musikman ( ) posted Sun, 22 August 2010 at 9:02 PM

Ok, will do. Many thanks hborre.


musikman ( ) posted Tue, 24 August 2010 at 1:00 PM

file_458139.jpg

Looks like the VSS is working so far. These renders look much better than before. Probably need to work with the lighting, but the greyish tone is gone! :-)

After re-naming and saving the new VSS prop to the library, I noticed I can only hide the ball, because if I delete it, it deletes the shader.


musikman ( ) posted Tue, 24 August 2010 at 1:01 PM

file_458140.jpg

Here's one with a Kids 4 figure and P7 Ben together


musikman ( ) posted Tue, 24 August 2010 at 1:04 PM

file_458141.jpg

Btw, these were done with the D3D render settings you suggested hborre.

I noticed after I set up the D3D settings and saved it as a preset, I had to click "Apply" before closing the window. If I don't do that it won't keep the preset loaded.

Here is the preset with your settings


musikman ( ) posted Tue, 24 August 2010 at 1:10 PM

file_458142.jpg

After closing the window **without** clicking "apply", here's what I got when I re-opened the same window. The settings went back to the way they were before. 

Also meant to ask you, in your screenshot of your D3D settings, a couple of the words (ie...Light, Shadows, Raytracing, etc....) that are in those boxes are not the same color as mine.  Some are red, some are green, but they don't match up exactly to yours, and I'm not sure how or if I can change them. Does the color make any difference in the setting and the render outcome?

Great to get this going in the right direction, much appreciate all the help from everyone here! :-)

(Btw, I changed the poser_surface settings for the TShirt to match the P7 Ben's Tshirt settings and it cleared up all the shininess I was getting in the render.)


musikman ( ) posted Tue, 24 August 2010 at 1:16 PM

file_458143.jpg

Here are the poser_surface TShirt settings for P7 Ben that I applied to Kids4 Skateboarder TShirt.  I deleted all the original Skateboarder Tshirt nodes, changed the settings to these for poser_surface, and added one image node and connected it to Diffuse color and Specular color. I left out the second image map for Displacement, seems I didn't need it.  Granted, I'm just copying what worked and I really don't know exactly what I'm doing or why it works.


musikman ( ) posted Tue, 24 August 2010 at 1:17 PM · edited Tue, 24 August 2010 at 1:18 PM

file_458144.jpg

Here's the render of the Tshirt, still some experimenting to do, but it's at least a step in the right direction.  Shininess is at least gone for now.


hborre ( ) posted Tue, 24 August 2010 at 2:48 PM

The VSS skin templates made those texture much better, more realistic.  I'm glad it worked out for you.  Yes, when you delete the VSSProp, everything associated with it will disappear.  Saving the modified version into your library will guarantee that you will not lose the changes, however, if you are completely done with your texture conversions, you can delete it from the scene.  It will not revert the skin textures on the models, that is permanent.  The colors in those boxes in D3D's FireflyRender settings are dependent upon the raytrace/depth map selections either within the settings themselves or the objects present in your scene.  It may be worth playing around with Parameter/Properties options in your objects and lights and see how they influence your render sets. 

Suggestion:  On the PoserSurface, uncheck the Reflection_Lite_Multi, you don't need that feature on clothing and skin textures.  It has more relevance on shiny surfaces.  Also, set filtering on the image nodes to none, Quality has a tendency of downgrading the texture image resolution.  This is fine if the model is placed in the distance, not so good if you plan to bring your subject closer to the camera.

As an added note, I notice that your t-shirt image is also plugged into, what appears, a black specular_color with a specular_value set to 1.  Double check that color chip by opening up the color picker using shift+click.  If the RGB values are truly set to 0, there is no need to plug the image in it.  Black is the same as setting the specular_value to 0, it is doing nothing to your texture and is unnecessary.  And if you are not interested in doing any displacement, unplug that image map and delete it.  Keep the material room clean and simple. 


musikman ( ) posted Wed, 25 August 2010 at 5:27 PM · edited Wed, 25 August 2010 at 5:28 PM

Thanks for the tips, I really appreciate all the help. I’m just glad everyone here was so generous with their time in assisting me to get this part sorted out. Texturing is definitely one of my weakest areas and I’m sure this has saved me a lot of headaches down the line.

I thought if I deleted the VSSProp I'd lose the settings for the skin texture. Btw, I didn't realize I had to use the synchronize button to actually run the script for VSS to make the changes, but I figured it out after reading the instructions in the readme file.

(Simple sounds good to me, lol.)   That Reflection_Lite_Multi might have been from the default settings that load with the kids 4 Skateboarder’s Tshirt. There was a “glossy” node in there that I had deleted.

I’ll check the specular color value to see if it’s zero. That setup is the one that loads when I load the P7 Ben’s Tshirt, so I don’t know what it’s plugged in there for tbh. As for the displacement image map, I’ve heard the term displacement before, if I remember correctly, I think it has to do with giving the surface more depth, but also adds to the geometry. If that’s true I guess a Tshirt can do without it. Once I delete the image map, should I set the displacement value to zero ? 


hborre ( ) posted Wed, 25 August 2010 at 8:01 PM

Yes, reset the displacement value to zero.  Yep, the Reflection_Lite_multi, unfortunately, is ticked on by default.  Most of us familiar with Poser will venture into the Material Room for quick changes and rearrangements.  I, myself, will reset all Diffuse_Values to 0.8 (80%) on all models and props.  If I need bump and displacement maps and there are none available, I will create them.  In most cases, you should inspect the content right out of the box; vendors can erroneously make fatal node connections which a newbie would have a hard time figuring out. 


musikman ( ) posted Fri, 27 August 2010 at 11:15 AM

Thanks, that is good advice, and looking for the basic key settings every time will at least let me know if something seems way off from the start. I've filed away all the info for reference. I should see if I can save the poser_surface settings to the library, that way I don't have to change them manually for all fifteen figures.

Hborre,  I have to do an HDRI sample animation,  rendered out to PSD images to send to my animation team leader. He’s going to insert it into his Truespace 3D program to ensure that our renders will match.

He’s suggested it should be just thirty frames in length, (which will allow us to multiply the time it takes to render in order to estimate render times for production scheduling going forward), no background needed, two animated figures in a walk cycle, 30 fps, at a resolution of 1280 x 720, using full HDRI lighting, and at a quality level that at least matches Truespace's lightworks render output. Also he mentioned to be sure to have the Alpha Mask option selected/ticked, and all the lights in my scene will need to be disabled/deleted.. 

Other than understanding how to setup the basics in the scene using these guidelines, I’m not sure what other detailed render setting, if any, I should be changing or adding/removing. Should I use the D3D, or just regular firefly engine?  Would you be able to post a screenshot to give me a starting point of how you might go about setting up this type of render?  Many thanks, any help would be appreciated.

(I'll probably use one Kids 4 figure, and one P7 Ben figure, with VSS applied.)

 


hborre ( ) posted Sun, 29 August 2010 at 6:16 PM

I am pretty sure you will not need D3D's render script, it looks like a straight render easily done in Poser's native FFrender engine.  And also no need for IDL.   Raytracing and cast shadows should be ticked on unless otherwise instructed.  Pixel sampling can be maintained at 3-4 pixels, anything higher will just increase render time. 

I am confused by the HDRI lighting.  Will other parties be providing HDRI images for your lighting?  It sounds light a typical IBL light for ambiant, global illumination.  But you lose that if you delete all your light sets from your scene.  I would be a better elaboration about that aspect of your workflow.  Also, IIRC, Poser does not support alpha masking.

I am not knowledgeable in animation just yet to confidently instruct you what is correct or wrong in the workflow.


musikman ( ) posted Mon, 30 August 2010 at 10:46 AM

Thanks hborre, I'll make note of your suggested settings. I don't know if I can accurately answer your question until I've had a chance to speak with my team leader, and he has unfortunately been unavailable the past week, but I will be in touch with him soon and get a more accurate answer for you. If possible I'd like to have him jump into the thread here to clarify the process better than I can.

That said, what I do know is that I will be animating the characters without anything else in the scene, and then I'll be forwarding those rendered images to him. To the best of my knowledge he will then edit or touch up the images if necessary, and place them in the actual scenes in Truespace 3D program.  The entire movie is going to take place indoors in a kid's room, so no outdoor scenes.  So, in a nutshell, we are basically utilizing poser mostly for creating and animating the characters, the rest will be assembled and finalized in another 3D app.

I am a bit concerned about poser not supporting alpha masking, but I don't know enough about that to determine how important that will be, and how not having it will affect the workflow.

Btw, is there a way to actually save all the Poser_Surface settings to the materials library for quick loading so I don't have to change them all manually for all the kids clothing?


hborre ( ) posted Mon, 30 August 2010 at 12:55 PM

Just the PoserSurfaces?  I don't think so.  You have invested quite a bit of time attaching textures for each item of clothes and for each kid.  If the node structures for each outfit were similar, VSS, with modification, would be the answer.  However, that would involve reconfiguring VSS to cope with clothing, and not skin textures.


musikman ( ) posted Mon, 30 August 2010 at 8:31 PM

I didn't think I could save the poser_surface settings. I did a pretty thorough check of the manual and wasn't able to find that. Closest I came was saving materials as a group.  I suppose once I change them all it will be done, and I only have to do it once. 

Awhile back you mentioned not saving a figure "over" the same one with the same name. You didn't mention why, but no matter, I'll take that for face value and heed the warning. :-) My curious question is, does that also apply if I have a figure for example saved as "Ben7 Figure", and I just change something minor, like only the shirt node setup, can I still save over the existing one using the same name "Ben7 Figure", or should I still delete the old one first before saving the new one with the new node setup so it doesn't overwrite the old one?


hborre ( ) posted Tue, 31 August 2010 at 12:17 AM

The old one can be overwritten without any problems.  The models you definitely don't want to overwrite are your originals.


musikman ( ) posted Tue, 31 August 2010 at 9:58 AM

file_458489.jpg

I see, you're talking about the base models that came with poser, and the original Kids 4 base model. Thanks hborre.  My team leader is still offline for now, once I've heard from him I'll post here regarding the HDRI settings he's looking for.

For now I've attempted to setup the render settings.  As far as I can tell, I needed to setup the regular render settings, and also the movie render settings. I'm not sure whether or not one affects the other. Here are the screenshots, look ok to you so far?


musikman ( ) posted Tue, 31 August 2010 at 9:58 AM

file_458490.jpg

Movie render settings


musikman ( ) posted Wed, 08 September 2010 at 2:04 PM · edited Wed, 08 September 2010 at 2:05 PM

file_458852.jpg

I know this thread is getting long, but I've just been preparing all the kids using the VSS shader and all work fine except the Poser 5 Will and Penny Figures.  For some reason the eyes get whited out when I run/synchronize the script.  Looks like you can almost barely make out the eyes behind all that white.  Comes out the same way when rendered too.  Any thoughts or suggestions?  I'm wondering if mayve the VSS isn't backwards compatible with Poser 5? 

Btw, hborre, if you're out there, I've got to get the HDRI short animation test done soon, and haven't heard back from my team leader yet.  Any thoughts on the previous two posts (above)?

Many thanks!

MM


Medzinatar ( ) posted Wed, 08 September 2010 at 2:20 PM

Quote - ....all work fine except the Poser 5 Will and Penny Figures.  For some reason the eyes get whited out when I run/synchronize the script.  Looks like you can almost barely make out the eyes behind all that white.  Comes out the same way when rendered too.  Any thoughts or suggestions? 

I believe you will have to make a rule for material "lenscovering", only P5 figures have this name for material.  Or it might be your rule for "eyeball"



hborre ( ) posted Wed, 08 September 2010 at 4:15 PM

Just stumbled back into your post, MM.  Been in and out, and busy with my other life.  Settings look good as far as I can tell.

There is an extra material called lenscovering that is definitely not present in VSS.  That will need to be created as a rule and connected to a template which closely resembles it.  I would need to take a look at the screencap of the original material before I could hazard a guess where it should be connected.


musikman ( ) posted Wed, 08 September 2010 at 7:15 PM

Thanks everyone, I figured it was something like that.  Hborre, if I can't get the screencap to you tonight I'll definitely get it posted tomorrow, so check back.  My team leader has contacted me, and over the next few days I should have more on the requirements he's looking for for the HDRI test also.


hborre ( ) posted Wed, 08 September 2010 at 9:18 PM

Ok, tomorrow will be fine.


musikman ( ) posted Thu, 09 September 2010 at 1:57 PM · edited Thu, 09 September 2010 at 2:00 PM

file_458902.jpg

There's an "Eyewhite", "Iris", "Pupil", "Pupils", "Lenscovering", and "Eyeball" listed in the materials room for Will.

For now, since you both mentioned "Lenscovering", I've posted that one. If you need any others let me know.

If I change the VSS for Will, am I going to be able to put Will and a Kids 4 figure in the same scene and blanket apply the same VSS rule I created before, or will I have to re-name Will & Penny, or make and save a new Vss rule?  I had included Will & Penny in the last VSS rule by changing his name to match the first letters with the Kids 4.

Thanks!

MM


hborre ( ) posted Thu, 09 September 2010 at 3:27 PM

The screencap you provided is similar to the cornea in VSS.  All you will need to do is create a new rule under Shader Rules, and name it lenscovering.  Connect it to the Copy Template Cornea, then resave your VSS prop.  If you are applying this particular VSS shader to multiple characters, I would not worry about changing any name convention you have already established.  VSS will skip and ignore shader Lenscovering in any character that does not have that particular material zone.


musikman ( ) posted Thu, 09 September 2010 at 4:05 PM · edited Thu, 09 September 2010 at 4:10 PM

file_458910.jpg

Ok, I'm in the Shader Rules part of the material.  I understand to use the same procedure as before, 1.run the script, 2. click Designer, 3. click Add Rule Node (and I'm doing this in the Shader Rules section of the material room instead of the Apply Rules section).

Here's where I'm confused, not sure what you mean by "connect it to the "Copy Template Cornea" (I don't see that in the nodes that are there, I only see Rule Cornea, am I creating it?).  Do I choose to add a "Template Cornea" rule node, or choose "other - type it in" as I did the first time?  If I choose to add a Template Cornea rule node it won't let me change the name, also then what am I connecting it to?  Sorry about the confusion, I think I'm on the right track except the last part....here's a screencap of where I am so far.


hborre ( ) posted Thu, 09 September 2010 at 9:11 PM

Look on the right side of the material room.  Actually, follow the purple connector leading from the Rule cornea to the right.  You should see it connected to the Template Cornea node (Unless something changed that I am not seeing in your screencap).


musikman ( ) posted Thu, 09 September 2010 at 10:03 PM

Ok, I see it now,  I just didn't scroll over before, so I didn't see it, thanks hborre.

So I just have to create a rule node and use the "other-type it in" option and type in lenscovering, (using asterisks before and after), then connect that to the Template Cornea node, then re-save the VSS prop, correct?

I should probably save the vss prop as a separate one just in case, so I don't ruin the first one.


musikman ( ) posted Thu, 09 September 2010 at 10:13 PM · edited Thu, 09 September 2010 at 10:14 PM

file_458923.jpg

Just tried the procedure and for some reason it's not allowing me to connect the new lenscovering rule node.  The "new node" box just keeps popping up. Happens no matter which sides of the nodes I try to connect it to.  What am I doing wrong?


hborre ( ) posted Thu, 09 September 2010 at 10:50 PM

Click on the script icon next to the eye.  That will open text portion of the node.


musikman ( ) posted Fri, 10 September 2010 at 9:12 AM

file_458943.jpg

I was able to connect the lenscovering rule node (see screencap), but after that I hit the synchronize button and still getting the same result in the eyes.  Did I connect it backwards maybe?


musikman ( ) posted Fri, 10 September 2010 at 9:16 AM

file_458945.jpg

Here's a screencap of the script after I synchronized it, and the result on the figure's eyes.


hborre ( ) posted Fri, 10 September 2010 at 11:37 AM

And what does it look like after rendering?


musikman ( ) posted Fri, 10 September 2010 at 12:39 PM

file_458954.jpg

Here's the render


Medzinatar ( ) posted Fri, 10 September 2010 at 12:47 PM

You shouldn't have material for EyeWhite on Eyeball, it should be mostly transparent, like equivalent EyeSurface material on Generation 4 characters



hborre ( ) posted Fri, 10 September 2010 at 2:41 PM

Looks like there is a transparency issure going on.  Unfortunately, I don't have neither Will or Penny installed in my old P5 version on my decommissioned HD.  Maybe someone else could verify the MR settings.


hborre ( ) posted Fri, 10 September 2010 at 4:02 PM

Found out how to correct the problem.  For Will and Penny, enter the Apply Rules for their VSS, and disconnect the eyeball node from the Template Eyewhite  rule.  Reload your original characters, and then reapply VSS.  In this particular instance, Will and Penny's material zone textures do not match those of the Kids 4.  VSSProp would need to be reworked to accommodate the different material zone arrangements.  This is a quick fix and it should correct your problem.


Breech_Block ( ) posted Fri, 10 September 2010 at 5:59 PM

Hi all.

I'm afraid I'm the one who is guilty of tasking musikman to create and render all the characters we need for our upcoming movie short. So first off, must say I'm very impressed with the community here. The level of knowledge and the kind assistance that has been provided has been fantastic and very much appreciated.

To throw some light...err no pun intended, on the whole IBL/HDRI requirements that mm has mentioned previously, its really a case of trying to figure out how to get elements made in separate software applications to match. All the scenes in which our characters will be appearing in will be modelled and rendered in trueSpace. The resultant renders/footage will then be inserted either directly into Poser as a backplate or combined as different layers in a compositor. I originally thought that instead of trying to match/transfer complicated light set-ups between trueSpace and Poser, if the renders were produced using the same HDRI image, then all the lighting levels/colours/shadows of the different layers would be a seamless match. Especially in view of the fact that in trueSpace you can eliminate all other light sources so your renders are produced solely on the data provided by the HDRI source.
 

However, having read some of the comments here it would seem Poser is not set-up in the same fashion. Thus, any comments/suggestions/pointers on this matter would be greatly appreciated.


hborre ( ) posted Fri, 10 September 2010 at 6:56 PM

In Poser, the source of HDRI lighting would be provided through IBL, or Image Based Lighting.  This will establish your overall global illumination which, I understand, you are trying to achieve.  Unlike Truspace, you do require a light source to channel the lighting information into the scene, but it should achieve same effect, ambient light matching the same background from which it is deriving it's lighting data. 


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