Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)
Well I have one but it was given to me by semidieu at Rdna. I don't know if it is also part of one of his packages. I buy nearly all of his stuff as well, so my bought stuff and scripts he gives me are all bunched together.
It is a script I use very regularly.
Love esther
I aim to update it about once a month. Oh, and it's free!
Well, I never leave well-enough alone: when I get a new figure, first thing I do is go into the shader and study it and then re-create (reverse-engineer?) it in Python which then gets compiled into material files using Matmatic. Doesn't really take all that long, seriously. And then the shader is right. {ducking and running}
I'm just looking at doing collections as opposed to using VSS, but VSS does make distributing mt5 info out on to your multi-matzone figure quite easy. What I like about collections is: you create an mt6, which can then be applied to a figure all one go. However, your code needs to include all the zones, so whether it is faster is hugely debatable.
Which doesn't really answer your question, does it... but it is an option.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Mine is very much quicker. maybe I have to use one texture I bought instead of another, but it is still quicker.
Love esther
PS i'm sure your way looks very much better
Your molly character textures are amazing. the eyes are stunning!! (it's available here in the MP)
I aim to update it about once a month. Oh, and it's free!
Hate to admit it, Esther, but the shader is BB's... got his permission to use it. It doesn't get better than Bagginsbill's... any way you slice things.
Oh, and absolutely, a script is infinitely faster than my method. Infinitely! Whether mine looks better is strongly debatable, since I still suck at lighting and rendering and a number of other aspects of getting that final-product image. HeRaZa's the talented one in our team: she does all the lovely promos!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - Well I have one but it was given to me by semidieu at Rdna. I don't know if it is also part of one of his packages. I buy nearly all of his stuff as well, so my bought stuff and scripts he gives me are all bunched together.
It is a script I use very regularly.
Love esther
If you can site mail me the name of the script I'll see if I have it -- I have most if not all of semidieu's stuff already.
I guess another possible script solution would be one which gives you a list of all the textures on a prop/character and lets you click gamma on and off.
PP2010 comes with such a script.
Go to menu Scripts / MaterialMods / changeGamma.
Enter 1.
Then select "all props and figures".
Then select "bump".
All bump maps are now gamma=1.
Then do it again for transparency maps.
Or choose the "all of the above" option. Then disp, trans, grad bump, and bump are all set to 1.
Semidieu's script is a lot nicer and graphically richer but this will do the job.
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)
the script I have is called "remove gamma from scene"
I aim to update it about once a month. Oh, and it's free!
Quote - PP2010 comes with such a script.
Go to menu Scripts / MaterialMods / changeGamma.
Enter 1.
Then select "all props and figures".
Then select "bump".All bump maps are now gamma=1.
Then do it again for transparency maps.
Or choose the "all of the above" option. Then disp, trans, grad bump, and bump are all set to 1.
Semidieu's script is a lot nicer and graphically richer but this will do the job.
Cool, that sounds great
Quote - > Quote - PP2010 comes with such a script.
Go to menu Scripts / MaterialMods / changeGamma.
Enter 1.
Then select "all props and figures".
Then select "bump".All bump maps are now gamma=1.
Then do it again for transparency maps.
Or choose the "all of the above" option. Then disp, trans, grad bump, and bump are all set to 1.
Semidieu's script is a lot nicer and graphically richer but this will do the job.
Cool, that sounds great
Works like a champ. The one problem, and it is a problem with Poser, not the script, is that if the same texture is used as both diffuse input and input into something else. Even if it is included in two different nodes, as long as it is the same file, Poser uses the gamma on it.
Quote - Works like a champ. The one problem, and it is a problem with Poser, not the script, is that if the same texture is used as both diffuse input and input into something else. Even if it is included in two different nodes, as long as it is the same file, Poser uses the gamma on it.
Which makes a strong case for not using a colourMap for both the main colour and for, say, bump, doesn't it? (besides the obvious reasons that colour maps are completely wrong for bump)
Problem doesn't seem to be so much with Poser as with those who put that shader together. You will, unfortunately, find that sort of thing quite frequently. Benefit: it makes you very familiar with the material room, making those and other significant changes.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
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I've discovered that it is quite painful dealing with non-diffuse/specular textures gamma values in Poser Pro 2010. If you let them be gamma corrected, the transparencies, bump, and diffuse don't work right. On the other hand, correcting them by hand is a PITA. It is only slightly easier (for objects with lots of non-diffuse texture maps) to use the material->gamma script to set them gamma to 1, and then go in by hand and reset the main textures back to 2.2.
Is there a script which can look at the shader trees and figure out which texture maps feed which inputs, so that you can set any map which doesn't feed diffuse or specular to have a fixed gamma. (There is still the edge case where the same texture feeds, say, both diffuse and bump, but at least you get the 95% solution.)
thanks