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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 20 7:34 am)



Subject: Does this VSS template exist, or would it be hard to make?


Winterclaw ( ) posted Tue, 12 October 2010 at 11:22 AM · edited Sun, 04 August 2024 at 5:50 PM

I was trying to add some customized maps to vicki the other day, and I thought about using VSS for it since that's what it's for, but I've never made any templates before.  Anyways the problem is that VSS's default shader is set up to change the existing maps on viki.  However, since the skin root ends up linking to 4 different maps plus 4 bump/displacement maps for each area of the skin I couldn't just put one map into the skin shader because it'd use the wrong one for the different areas.

So I'm asking if there's just a simple VSS that is less for shading and more for putting the right texture/bump/ect map on the right area of viki?  If not, is something like that easy to make?

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


hborre ( ) posted Tue, 12 October 2010 at 11:55 AM

A simple VSS, at least, does not exist or is available to us.  However, modifying the current VSSPR3 is not as undaunting as one would believe.  You can configure the template any way you like by re-arranging nodes, adding more templates, or gutting out the old and replacing with new. 

Now, I am confused by your statement concerning changing the existing Vicky texture map.  VSS does not replace the map; it uses whatever map exists in the model and enhances it.  This includes generating bump & displacement settings to convey a sense of realism, but, again, it will depend if the maps originally exist.

To answer your question, yes, it is relatively easy to make.


Winterclaw ( ) posted Tue, 12 October 2010 at 3:24 PM

Quote - Now, I am confused by your statement concerning changing the existing Vicky texture map.  VSS does not replace the map; it uses whatever map exists in the model and enhances it.  This includes generating bump & displacement settings to convey a sense of realism, but, again, it will depend if the maps originally exist.

To answer your question, yes, it is relatively easy to make.

Well, there are a few texture maps used on vicki (face, torso, arms-legs, eyes, lashs).  Wouldn't it be simpler to use VSS to plug in the right maps in the right places than to manually add the maps to each mat zone viki has?

Think of character creation (all new maps) and not modification (reusing old ones).

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


hborre ( ) posted Tue, 12 October 2010 at 7:34 PM

I am still a little confused by your statement.  When you apply VSS, you initiate a synchronization python script which adds the nodes and intergrates any present texture maps connected to the model's PoserSurface.  But, now, rereading your response, I understand exactly what you mean.  Unfortunately, VSS would require some modification, perhaps extensive modifications, to apply textures the way you intend.  It can work, however, will the script allow substitution of old for new?  I don't know and I haven't tried it.  Only BB could elaborate further if VSS can be used in such a way.  Unless you are will to try a small experiment.


bagginsbill ( ) posted Wed, 13 October 2010 at 1:21 AM · edited Wed, 13 October 2010 at 1:21 AM

This is something I always planned to work on but didn't do it yet. VSS currently "groups" material zones by which template shader to use. It can also group (different groups) zones by what maps go there for color, bump, etc. But there is no user-accessible mechanism to do it yet. Just as there are "Shader Rules", there would be "Map Rules". Someday ...


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)


Vestmann ( ) posted Wed, 13 October 2010 at 10:36 AM

 I created a VSS setup for V4 that I think applies to your situation Winterclaw...

I created 3 new material zones:

Template Face
Template Torso
Template Limbs

You can fill these templates anyway you like.  You could apply the VSSPR3 material to them or use your own setup just as long as each template has the right texture maps.  The VSSPR3 material has a lot of nodes and the Color, Bump and Specular nodes are somewhere in the heap.  I like to drag them out of the heap and place them next to the Main PoserSurface node.  This saves time when loading in the texture maps.

Victoria 4 has a numbering system for her materials.  '1_xxx' is for face and lips, '2_xxx' is for torso maps, '3_xxx' is for limbs ets.

In Shader Rules delete all the nodes that are connected to Copy Template Skin and create these three rules:

1_*
2_*
3_*

I then create a copy node for each of the 3 Templates I created and connect the 3 rule nodes to them.  So:

1_* connects to Copy Template Face
2_* connects to Copy Template Torso
3_* connects to Copy Template Limbs

IMPORTANT.  For VSS to apply the new texture maps you have to strip V4 of all her existing maps.  There is mat pose in V4's folder that does just that.  Also, because there are no texture maps on V4 before you Synchronize, make sure you put texture maps in the templates like Template Iris, Template Teeth etc. but leave Template Skin blank (no texture maps) .

Once you have the texture maps where you want them you can connect the 3 Rule Nodes to Copy Template Skin.  That way you can adjust the Shine, Bump etc. from one place.

This may seem complicated but it's really not :)  I like this setup because it gives control of every material zone when I hit zynchronize.  Of course you could take this further and add a node for every material on Vicky for even greater control.

I can share this Control Prop with you if you like but that would deprive you of experimenting on your own ;)  Let me know if this helps at all.




 Vestmann's Gallery


hborre ( ) posted Wed, 13 October 2010 at 12:13 PM

Thank you, Vestmann, for actually saving me the time to test this out. 

@ Winterclaw: this would be the approach I would use as outlined.  It seems tedious at first, but, by simplifying the node arrangement, you will be able to quickly populate each image map and apply the texture to your model.   


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