Wed, Dec 25, 12:20 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Yet another node question..


  • 1
  • 2
SerpentineFire ( ) posted Mon, 25 July 2011 at 8:44 AM · edited Wed, 25 December 2024 at 11:41 AM

file_471199.jpg

OK so here is the thing. I have a second skin lingerie for a character I am making and it is silk/satin. In the picture you can see it :) 

I want to make JUST the lingerie part look shiny, is there a way of isolating that part with nodes so that ONLY it looks shiny and not her legs or neck or any body part for that matter?


bagginsbill ( ) posted Mon, 25 July 2011 at 8:51 AM

You need a mask and blender(s).

A mask is like a transparency map, but you don't use it for transparency. You use it to identify areas of a prop or figure that belong to one of two different materials. You use black for one area, white for the other. 

Once you have a mask, you look at the two materials and compare them, in preparation for combining them. Where they are the same, the combination is trivial - use the value or node that is common to both. Where they are different, you place a Blender node, and set or connect the two values in Value_1 and Value_2. The mask goes into the Blender's Blending input, and set it to 1.

So - if you have two different color maps, blend them. The mask will decide where to use each.

If you have two different specular nodes, blend them. The mask will decide where to use each.

If you have two different bump maps, blend them. The mask will decide where to use each.

If you have the same node but a different number in a particular parameter, blend them - use two math nodes to hold each value and plug those into the blender.


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)


SerpentineFire ( ) posted Mon, 25 July 2011 at 9:08 AM

OK, I know this is going to sound irritating, but is there anyway I can get a screen shot of what you are talking about? 

 

 

Quote - You need a mask and blender(s).

A mask is like a transparency map, but you don't use it for transparency. You use it to identify areas of a prop or figure that belong to one of two different materials. You use black for one area, white for the other. 

Once you have a mask, you look at the two materials and compare them, in preparation for combining them. Where they are the same, the combination is trivial - use the value or node that is common to both. Where they are different, you place a Blender node, and set or connect the two values in Value_1 and Value_2. The mask goes into the Blender's Blending input, and set it to 1.

So - if you have two different color maps, blend them. The mask will decide where to use each.

If you have two different specular nodes, blend them. The mask will decide where to use each.

If you have two different bump maps, blend them. The mask will decide where to use each.

If you have the same node but a different number in a particular parameter, blend them - use two math nodes to hold each value and plug those into the blender.


SamTherapy ( ) posted Mon, 25 July 2011 at 9:31 AM

Download my Vampirella freebie from ShareCG.  It's for V3 but it illustrates exactly what you are attempting.

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


SerpentineFire ( ) posted Mon, 25 July 2011 at 9:41 AM · edited Mon, 25 July 2011 at 9:47 AM

Quote - Download my Vampirella freebie from ShareCG.  It's for V3 but it illustrates exactly what you are attempting.

 

OK thank you I will


SamTherapy ( ) posted Mon, 25 July 2011 at 9:49 AM

Attached Link: Vampi Second Skin

Here it is.

The way I set it up allows you to use any character skin with the Vampirella suit.  You can do the same by following the example given in the file. 

Coppula eam se non posit acceptera jocularum.

My Store

My Gallery


bagginsbill ( ) posted Mon, 25 July 2011 at 9:50 AM · edited Mon, 25 July 2011 at 10:02 AM


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)


SerpentineFire ( ) posted Mon, 25 July 2011 at 10:33 AM

Quote - Look here.

Thank you that is brilliant. 


Afrodite-Ohki ( ) posted Mon, 25 July 2011 at 7:06 PM

You might also want to use your Mask as a Displacement Map so that your silk/satin will look slightly raised from the skin.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


SerpentineFire ( ) posted Tue, 26 July 2011 at 2:12 AM · edited Tue, 26 July 2011 at 2:22 AM

file_471212.png

I am about to give up on this totally. I followed the instructions and it doesn't look like anything. Thanks for trying guys and thanks for the information. This is what I ended up with. Looks more like velvet than silk :S


SerpentineFire ( ) posted Tue, 26 July 2011 at 2:38 AM

file_471214.jpg

BTW this is my settings... Im doing something wrong I just don't know what it is 


millighost ( ) posted Tue, 26 July 2011 at 4:53 AM

Quote - BTW this is my settings... Im doing something wrong I just don't know what it is

There should be some kind of shiny nodes in your node setup, if it is to look shiny (like silk). Currently there are only masks and textures (and the specular value is 0). How did you manage to get the large letters into the node-titles? 


SerpentineFire ( ) posted Tue, 26 July 2011 at 5:11 AM

Quote - > Quote - BTW this is my settings... Im doing something wrong I just don't know what it is

There should be some kind of shiny nodes in your node setup, if it is to look shiny (like silk). Currently there are only masks and textures (and the specular value is 0). How did you manage to get the large letters into the node-titles? 

That is my problem, where does the shiny node go so that only the silk part looks like silk and not the whole body??

Oh the large letters is just photoshop :) 


bagginsbill ( ) posted Tue, 26 July 2011 at 6:36 AM · edited Tue, 26 July 2011 at 6:38 AM

If you don't know how to make either shader, then you won't know how to make a shader that does both.

You don't have a reasonable skin shader and you don't have a reasonable silk shader. Specular effects are prominent on both although they are very different.

In your original post you asked how to put the shine only in some places not others. I didn't know you should first have asked how to put shine on anything at all. 

Now where to begin and how far to go? Hmmm.

Well - first I'd use a Blinn specular node, white, .35, .4, .4 on the values, for the skin. That would go in the Alternate_Specular channel, with the channel value set to white.

For the silky part, I might use the Anisotropic specular node. But that isn't really going to look  very real unless you do a lot of work. First, the cloth is not all silk - some is lace which is even less shiny than skin. Second, it needs to be 3-dimensional. Otherwise it will look like body paint.

Then to combine, you run a Blender into Alternate_Specular to choose which specular to use.

A line from the movie Untouchables comes to mind - What are you prepared to do?

I like that word - prepared. It applies to you here. It is about what you're willing to do, as well as what you're able to do. You have to learn a lot more than how to use a Blender.


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)


vilters ( ) posted Tue, 26 July 2011 at 7:09 AM

A texture like this, allways needs a very good displacement map to give it its thickness; to get "life" in the cloth. Without a displacement map, it WILL allways look like bad bodypaint.

The mask BB is talking about is to get that silk shine ONLY on the silk cloth.

The skin looks "dull" also, and a blin nodo can help with that too.

Read BB's post very carefully.

Or send the origional cloth texture, and I"ll see what I can do tonight.
tony.vilters@pandora.be

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Tue, 26 July 2011 at 8:19 AM

Quote - If you don't know how to make either shader, then you won't know how to make a shader that does both.

You don't have a reasonable skin shader and you don't have a reasonable silk shader. Specular effects are prominent on both although they are very different.

In your original post you asked how to put the shine only in some places not others. I didn't know you should first have asked how to put shine on anything at all. 

Now where to begin and how far to go? Hmmm.

Well - first I'd use a Blinn specular node, white, .35, .4, .4 on the values, for the skin. That would go in the Alternate_Specular channel, with the channel value set to white.

For the silky part, I might use the Anisotropic specular node. But that isn't really going to look  very real unless you do a lot of work. First, the cloth is not all silk - some is lace which is even less shiny than skin. Second, it needs to be 3-dimensional. Otherwise it will look like body paint.

Then to combine, you run a Blender into Alternate_Specular to choose which specular to use.

A line from the movie Untouchables comes to mind - What are you prepared to do?

I like that word - prepared. It applies to you here. It is about what you're willing to do, as well as what you're able to do. You have to learn a lot more than how to use a Blender.

 

Don't worry about it, you are right in you assesment. I have no idea what I am doing, and probably have no business trying to. I shall leave it to the professionals such as yourself. 


SerpentineFire ( ) posted Tue, 26 July 2011 at 8:21 AM

Quote - A texture like this, allways needs a very good displacement map to give it its thickness; to get "life" in the cloth. Without a displacement map, it WILL allways look like bad bodypaint.

The mask BB is talking about is to get that silk shine ONLY on the silk cloth.

The skin looks "dull" also, and a blin nodo can help with that too.

Read BB's post very carefully.

Or send the origional cloth texture, and I"ll see what I can do tonight.
tony.vilters@pandora.be

Thank you but don't worry about it. It's really not important. 


vilters ( ) posted Tue, 26 July 2011 at 8:27 AM · edited Tue, 26 July 2011 at 8:29 AM

Content Advisory! This message contains profanity

Never give up on a good idea,

From time to time, BB can be "hard" in his answers. 8-(

That is just his way to push us all into a better understanding of the material room, and produce a finer quality output.

He rightfully kicked my "ass" in the right direction, more then once :-) :-) :-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Tue, 26 July 2011 at 9:17 AM

Quote - Never give up on a good idea,

From time to time, BB can be "hard" in his answers. 8-(

That is just his way to push us all into a better understanding of the material room, and produce a finer quality output.

He rightfully kicked my "ass" in the right direction, more then once :-) :-) :-)

Nothing to do with him being hard or not. I really should just learn what stuff does before I attempt to use it. 


vilters ( ) posted Tue, 26 July 2011 at 9:29 AM

"Quote"
*Don't worry about it, you are right in you assesment. I have no idea what I am doing, and probably have no business trying to. I shall leave it to the professionals such as yourself. *

Oef, you are not giving up. Great.

OK. Feel free to send or not, you can always compare both solutions as future reference material.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Tue, 26 July 2011 at 10:03 AM

Quote - "Quote"
*Don't worry about it, you are right in you assesment. I have no idea what I am doing, and probably have no business trying to. I shall leave it to the professionals such as yourself. *

Oef, you are not giving up. Great.

OK. Feel free to send or not, you can always compare both solutions as future reference material.

That was me being a smart ass and taking the p*** out of myself at the same time


Afrodite-Ohki ( ) posted Tue, 26 July 2011 at 11:18 AM

Serpentine, don't give up. We all started somewhere, nobody here was born knowing. What I suggest to you, though, is that you put this project aside for just a bit, and experiment with the shader options.

The material room is something AMAZING, I adore it with a passion, and that because I'm a terrible mathmatician (knowing good math helps a lot in making good shaders). Were I any good with numbers, I'd probably be shrieking in happiness all the time when working with materials ;) there's so much you can do, such detail.

Let's focus on the shine. Your Specular Value is set to zero and that would be fine if you had something plugged into Alternate Specular... As it's both Value zero and nothing in alternate, there's no way to have something shine in your shader. The purpose of putting a mask in Specular is to separate what should be the specular/shine in each part, but also if you don't want your skin to shine at all (skin does shine, but softly; I'd rather have no specular in skin than bad specular, and as you're starting in material room...), then black specular = no specular. You can use your mask to define that there's no specular in the skin part, and plug any "shine node" to the part of the Blender node that defines your white.

 

In that shader setting image you sent... Change Specular Value to 1, Unplug the texture from Input_2 (white) in your Blender_2 node (the one that's plugged to Specular_Color). Plug an Anisotropic node to your Input_2 in Blender_2. Render. Let's see. (You might want to change the Specular_Color to white without removing the node connected to it)

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre ( ) posted Tue, 26 July 2011 at 11:54 AM

An excellent, comprehensive explanation of Material Room nodes.

 

http://www.castleposer.co.uk/my_tutorials.html


cspear ( ) posted Tue, 26 July 2011 at 12:13 PM

A big chunk of the problem is that you have to train yourself to think your way through Poser's labyrinthine node structure. You have to work methodically and patiently or you will get completely lost.

Every time I have to go into the material room I scream inside because I know I'm going to have to construct a bewildering jumble of nodes to do something quite simple. And if I want to do something complicated.... aaarrggh!

My dearest wish for the next version of Poser is that they've done something wonderful with this so that you could, for instance, package up a group of nodes that perform some useful function, hide all the spaghetti inside and just leave inputs and outputs 'open' ready to have textures, other nodes etc. plugged into them. If there were specific parameters inside that you were likely to change, it would be nice to be able to wire them up to controls - which you could label - on the outside of the box. It would be great to be able to save these and drag them into place from a library or call them up from a custom menu.

I can dream...


Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)

PoserPro 11 - Units: Metres

Adobe CC 2017


SerpentineFire ( ) posted Tue, 26 July 2011 at 11:58 PM

Ok, so here is what I learnt.. just to show I am actually interested in learning this stuff. OK so a blender node is used to blend two textures together and a transparency map is used to hide bits of one texture that you don't want to see. 

So as I understand it, with the transparency map I am hiding the skin parts of the texture so that what I do only effects the silk bit? 

Now I have seen how to make lips shiny but that effects the whole area. I just took the advice and I changed the node from the blender node and added a anistropic one, but again this has changed the color of the torso if you notice in the picture. 


SerpentineFire ( ) posted Tue, 26 July 2011 at 11:58 PM · edited Wed, 27 July 2011 at 12:02 AM

file_471242.jpg

Ok, so here is what I learnt.. just to show I am actually interested in learning this stuff. OK so a blender node is used to blend two textures together and a transparency map is used to hide bits of one texture that you don't want to see. 

So as I understand it, with the transparency map I am hiding the skin parts of the texture so that what I do only effects the silk bit? 

Now I have seen how to make lips shiny but that effects the whole area. I just took the advice and I changed the node from the blender node and added a anistropic one, but again this has changed the color of the torso if you notice in the picture. 

Also if you see the marks just above the top of the lingerie?


vilters ( ) posted Wed, 27 July 2011 at 1:21 AM

Check your transmap. Any loose-lost pixels in that area?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Wed, 27 July 2011 at 1:47 AM

Ok this is INCREDBILY frustrating.  Where is a wall to bang my head against when I need one LOL Its still changing the color of the torso WALL _ HEAD _ BANG They should make a node for THAT!  Wall node plugged into a head node plugged into a BANG animation plugged into the node that is growing in the side of my head lol 

Or maybe a node for screaming in frustration LOL This material room that everyone is speaking so highly of, right now I hate it LMAO Going to take a quick step back before I get a migrane


SerpentineFire ( ) posted Wed, 27 July 2011 at 1:48 AM

Quote - Check your transmap. Any loose-lost pixels in that area?

Sorry what do you mean by loose lost pixels? 


vilters ( ) posted Wed, 27 July 2011 at 1:56 AM

file_471243.jpg

This should be in your mail by now. (with explanations) Just my 2 cents Click to enlarge

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Wed, 27 July 2011 at 2:50 AM

Quote - This should be in your mail by now. (with explanations)
Just my 2 cents
Click to enlarge

 

It is and thank you, but I give up. It is p***ing me off now, obviously I do not have the knack. WALL BANG HEAD 


vilters ( ) posted Wed, 27 July 2011 at 2:59 AM

:-) Wait till the wall gets angry, and bangs back at you :-)

LOL

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Wed, 27 July 2011 at 10:54 PM

I give up on Poser and it's material room. INCREDIBLY DISAPPOINTING! Maybe it is my lack of ability or something but it is definitely not producing the results that I want at all. Even with help and someone who seems to know what they are doing. It's... well it's, not as great as what people seem to make it out to be.. or like I said maybe all this is just beyond me. I have been "studying" the nodes and I will continue to, but at the moment this is... Hmm 


vilters ( ) posted Thu, 28 July 2011 at 7:29 AM · edited Thu, 28 July 2011 at 7:37 AM

file_471269.jpg

After some experimenting, I came up with this temporary result. Current limiting factor are the cloth folds that are in the texture, that is also a bit too "hard" in some area's to reproduce some real satin fabric. But with a bit of texture work, it should come out OK. Color is adjusted in the blender node. Ach, the Poser learning curve . . . .

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Thu, 28 July 2011 at 11:44 AM

file_471273.jpg

I have put this aside for a second and was just experimenting with the materials rooms.. I managed to make some kind of brass/gold and a very simple skin shader.. 


SerpentineFire ( ) posted Thu, 28 July 2011 at 11:45 AM

file_471274.jpg

here is my skin...  I am really just trying to get a feel as to what the nodes do and how they effect things... 


vilters ( ) posted Thu, 28 July 2011 at 7:12 PM · edited Thu, 28 July 2011 at 7:19 PM

file_471288.jpg

This is what i came up with in the end. Sorry had to compress to get below 200K Click to enlarge

The color can be changed by putting another color in the Input_2 of the blender.
For true colors, you'll have to make the texture a grayscale.
but I liked this white-blue effect.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Thu, 28 July 2011 at 7:38 PM

file_471289.jpg

An a cluse - up looks like this

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


MistyLaraCarrara ( ) posted Fri, 29 July 2011 at 9:22 AM

looks great!

 

is there any way to make poser understand the transparent area of .png or .psd file as black,

and read the non-transparent area as white?

 

that would save the extra photoshop steps of making a transparency mask.  🤤

 



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


hborre ( ) posted Fri, 29 July 2011 at 9:31 AM

I don't believe so.


bagginsbill ( ) posted Fri, 29 July 2011 at 9:31 AM

MLP - I'm not aware of a way to do that. I have tried things that would be expected to work. 


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)


vilters ( ) posted Fri, 29 July 2011 at 9:34 AM · edited Fri, 29 July 2011 at 9:46 AM

Content Advisory! This message contains nudity

file_471298.jpg

@Misty check this setup. Sorry had to compress to get below 200K Click to enlarge

The red is another texture and does not count.
The white one, (with the nodes) becomes transparant.
The yellow one uses the same setup but has a mild yellow plugged into Input_2 of the blender . (leaving it also mildly transparant)

Displacement and bump control the "thickness" of the cloth.
The blinn controls the shine of the cloth.

The biggest advantage from this setup, is that you do not have to create a mask, and have lots of control of what is happening.
Start with a good texture, and Poser does the rest for you.

In cluse up, the middle one is "stunning".

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Fri, 29 July 2011 at 10:36 AM · edited Fri, 29 July 2011 at 10:40 AM

I must be the biggest ***** in the world because no matter what I do, I cannot get mine to go that way. I swear, every time I do it, I do something wrong. I GIVE UP !!! 


MistyLaraCarrara ( ) posted Fri, 29 July 2011 at 10:41 AM

imagining the possibilities for a node designed specifically for .png  🤤



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


vilters ( ) posted Fri, 29 July 2011 at 11:16 AM · edited Fri, 29 July 2011 at 11:16 AM

Oh! Oh!

Dive, all stations clear to dive!

MLP wants to be a nauthy girl :-)

Ha- ha- ha- with a sword in a temple????

Running for a freezing cold shower . . .

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


MistyLaraCarrara ( ) posted Fri, 29 July 2011 at 11:32 AM

Quote - Oh! Oh!

Dive, all stations clear to dive!

MLP wants to be a nauthy girl :-)

Ha- ha- ha- with a sword in a temple????

Running for a freezing cold shower . . .

 

tee hee

"Emergency Blow, surface, surface"    i luv submarine parlance. 😄



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


vilters ( ) posted Fri, 29 July 2011 at 6:01 PM · edited Fri, 29 July 2011 at 6:03 PM

file_471316.jpg

:-( Oh, so sorry to dissapoint you. :-(

Allow me to properly introduce myself
Tony Vilters
Captain-Commander
Belgian Air Force
Retired

 

No blup- blup - blup- Navy

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Sat, 30 July 2011 at 7:44 PM

file_471348.jpg

Combining Glossy and Blinn :-)

Click, but you will need the mask for this one. :-(

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


SerpentineFire ( ) posted Sun, 31 July 2011 at 11:39 PM

Im scrapping the entire idea. im over it, I truly am


MistyLaraCarrara ( ) posted Wed, 03 August 2011 at 9:32 AM · edited Wed, 03 August 2011 at 9:33 AM

i know this is a reach,

displacement only goes in the direction of the normals? 

is there no way to influence direction?

 

like a feather's feathery stuff



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


MistyLaraCarrara ( ) posted Wed, 03 August 2011 at 9:36 AM

Quote - Combining Glossy and Blinn :-)

Click, but you will need the mask for this one. :-(

 

kewl 😄  what about making those ribbons come out more?

too bad smart props can't read morphs.  smart props only follow bones?

i wonder if that morph follower can super conform the ribbon with the breathing morph?



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


  • 1
  • 2

Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.