Sun, Jan 5, 3:02 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: Solution to texture distortion?


ashley9803 ( ) posted Tue, 18 December 2012 at 11:46 PM · edited Sat, 04 January 2025 at 7:53 AM

file_489672.jpg

I generally avoid patterned textures on shirts/tops because (as illistrated above) there is nasty texture stretching. Most noticeable on shirts (shoulders), and on the breast region of female shirts. Unless this shirt is made of rubber the squares on this pattern should all be about the same size. Is there a way of fixing this issue?


Paloth ( ) posted Wed, 19 December 2012 at 12:07 AM

If the shirt has a morph conforming to a busty dial spin, there is no way to correct the texture stretching in Poser. Perhaps the best way to do the texture would be procedurally, in the material room, since procedurals do not distort in this manner. Bagginsbill would probably be able to tell you how to set up this sort of thing.

Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368


ashley9803 ( ) posted Wed, 19 December 2012 at 12:46 AM

Thanks Paloth, I wasn't thinking about procedural texturing. Yes, that would be the way to go. The distortion is also noticable on the skin of bent knees and shoulders, but less so, unless there are freckles.

I guess you could design a texture for a shirt with the pattern "compressed" in the breast region, so that it look right when stretched. It's already probably been done by someone. Would the texture map on dynamic clothing distort?- I'll have to do some playing around.


Paloth ( ) posted Wed, 19 December 2012 at 12:48 AM

Dynamic cloth might work, actually.

Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368


kawecki ( ) posted Wed, 19 December 2012 at 4:29 AM

The problem is that with morphs or even dynamic clothes is that the distance between vertices is changed while the texture coodinates remain always the same.

The only way to avoid the stretching or compression of the texture is to morph the u,v coordinates too and not only x,y,z

Stupidity also evolves!


shvrdavid ( ) posted Wed, 19 December 2012 at 11:30 AM

You could probably fix a lot of that by putting a magnet on the center of the chest of the shirt, pull the center of the shirt out where it would actually be, then put two more on the chest to correct the x stretch on either side of the center of the shirt.

The breast morphs on shirts should pull the whole breast area of the shirt out, not just two sides. The massixe stretching you are getting would be nowhere near as bad with a decent morph that moved more of the shirt.



Some things are easy to explain, other things are not........ <- Store ->   <-Freebies->


vilters ( ) posted Wed, 19 December 2012 at 4:50 PM

Sorry to say but the sollution is very simple:
Let your figure have breasts instead of balloons.
Deflate the baloons, and the texture will be fine.

On a sidenote.
A real shirt over such LARGE breasts does not look like that.
A real shirt would hang loose over the breasts.
Euh, balloons.

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"!


ashley9803 ( ) posted Wed, 19 December 2012 at 11:39 PM

Thanks for the replies. No, this is not my render, it's a promo from the MP. My Poser women never have balloons like this. It was used to illustrate the issue I have on the shoulders and elbows of shirts when the armes are bent. Thanks everyone - even though the stretching issue remains essentially unsolved.


Lyrra ( ) posted Thu, 20 December 2012 at 11:34 AM

options

A morph that is made which minimises texture stretching - can be impossible to entirely reduce, but it can help

Smaller chest size to cause less distortion

Uvs which have no distortion from the start, which is not always true

'Texture stretch fix' morphs for extreme bends - I included some of these in a recent product to good effect. Difficult to make

Procedural textures aka shaders. downside is often a lack of sharp detail supplied by an imagemap

Mixed texturing - a painted detail map blended with a procedural fabric pattern. May be difficult to set up

This is always an issue, but as you can see there are a variety of ways to get around some of it.  If you have a large chested figure you use often, you can consider modifying existing garments to suit the figure better, by editing the uvs to fit the distorted shape or squishing the texture maps. For a single use this is a lot of work to put in.

Lyrra



vilters ( ) posted Thu, 20 December 2012 at 11:39 AM

For shoulders, elbows and knees the problem is the center point of the joint.

The arm/elbow/knee  pivots in the center of the joint.

The wider the sleeve the stronger the strech on the outside of the bend.

To get no strech, the center point for the sleeve bend, should on the outboard edge.

The inboard sleeve cloth wil crush as cloth normally does.

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"!


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.