mamba-negra opened this issue on Dec 22, 2013 · 9 posts
mamba-negra posted Sun, 22 December 2013 at 11:13 PM
I've been using the DAZ suit for M4 a bit lately with poser Pro 2012 and I'm finding that none of the textures actually work properly. As was common (and might still be, for all I know), the background for the texture itself is white and the texture components are colored. In this case, the suit is brown, but the same happens with hair and a few other things. Particularly those from DAZ, even though they are from different vendors.
Anyway, the edges light up, since the texture map is bleeding over into the background and it's picking up the white. If I manually go in and paint the background something consistant with the textures that are there, then it isn't noticeable. However, many of these are highly compressed, and it's not trivial trying to select only the "white" part of the background.
Is there some poser thing that I can turn on or off that stops it from picking up these incorrect white pixels? I've tried turning Texture filtering to Crisp, None, and all other settings, but nothing helps.
Any ideas?
JimTS posted Sun, 22 December 2013 at 11:27 PM
Texture filtering in the material room
A word is not the same with one writer as with another. One tears it from his guts. The other pulls it out of his overcoat pocket
Charles Péguy
Heat and animosity, contest and conflict, may sharpen the wits, although they rarely do;they never strengthen the understanding, clear the perspicacity, guide the judgment, or improve the heart
Walter Savage Landor
So is that TTFN or TANSTAAFL?
mamba-negra posted Mon, 23 December 2013 at 12:03 AM
I've tried that. What should I set it to? Setting it to None, Quality and Crisp do nothing to resolve the problem.
vilters posted Mon, 23 December 2013 at 1:10 AM
Show a screengrab.
Did you set it on all meterial zones?
A thing like this IS Texture filtering that should be set to crisp on all material zones in the figure. => Scenefixer script can do that automatically for you.
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"!
Hana-Hanabi posted Mon, 23 December 2013 at 1:32 AM
I've had this problem with a few of the hairs as well. Correct gamma correction settings worsens it, and setting the texture filtering to Crisp doesn't help (Scenefixer is an integral part of my workflow, and I render no scene without running it).
If the OP can't give a screen grab, I'll see if I can reproduce the problem tomorrow.
花 | 美 | 花美 | 花火
...It's a pun.
Teyon posted Mon, 23 December 2013 at 6:15 AM
Sounds like they didn't give enough padding on the diffuse map. I usually go 8 pixels beyond the edge of the UV island as a buffer to avoid this issue. That should have been done at the time of the texture creation. I fear that your only recourse is to do the thing you've already attempted and paint matching colors along the edges manually.
basicwiz posted Mon, 23 December 2013 at 12:41 PM
One of those "Just in case this is the case" issues...
When you render, are you rendering with "Draft" settings? I've had several items have seam failure at draft, but when I actually pply the render settings I want to use, the problem goes away.
Ghostofmacbeth posted Mon, 23 December 2013 at 8:35 PM
I only see those when I have it set to render at low quality.
mamba-negra posted Mon, 23 December 2013 at 9:05 PM
So, it does appear to be the texture filtering. When I went into the material room, those were set to Quality. I was certain that I had run SceneFixer to correct that, but maybe I didn't select the whole scene or something.
Now I need to find the hair styles that do it to and see if it really is always just a texture filtering issue.