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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 4:22 pm)



Subject: Image disappear after opening the Material Room.


attilako ( ) posted Thu, 12 March 2015 at 5:00 PM · edited Wed, 20 November 2024 at 2:35 PM

I have a simple flat with alpha transparency. ...but it disappears after opening the material room. 

Maybe Poser will reload the image every-time the material room opened. but then can't find the path?

Sometimes it's only the white alpha, and I cannot do anything with it.

The situation is worse when there is several flats sharing the same image.

Have you experienced this before?


Morkonan ( ) posted Thu, 12 March 2015 at 6:03 PM

Poser used to reload/update materials when leaving the Material Room and, perhaps, it did something similar when entering it, I'm not sure. What version of Poser are you using?

And, what do you mean by "image" and "flat?"


attilako ( ) posted Fri, 13 March 2015 at 3:00 AM

Poser 7

The flat is a two sided  polygon, it's just a background picture. An image or texture is laid on it. 


Morkonan ( ) posted Fri, 13 March 2015 at 9:23 AM

Poser 7

The flat is a two sided  polygon, it's just a background picture. An image or texture is laid on it. 

When you say that the "texture disappear", does it not show up in the Material Room or does the texture appear to disappear in the main Poser Room window? Poser has problems with double-sided polygons. (ie: Polygons with two faces) Instead of using a two-sided polygon, try loading the texture on a primitive, preferably the high polygon square found here:

Props/Primitives/Square-Hi-res


attilako ( ) posted Sat, 14 March 2015 at 2:58 AM

It;s in the Poser room window. But I cannot use one sided polis, because my camera goes around it.  And high polis are no good for a whole forest.


Morkonan ( ) posted Sat, 14 March 2015 at 12:31 PM · edited Sat, 14 March 2015 at 12:34 PM

It;s in the Poser room window. But I cannot use one sided polis, because my camera goes around it.  And high polis are no good for a whole forest.

Yes, you can use one-sided polygons. Poser/Firefly does not use face normals, so you do not need two-sided polygons in order to display the texture or material on both sides of a polygon's face.
Open the Material Room window. Navigate to the material on the object in question, then on the "Poser Surface" panel, make sue the "Normals Forward" box is checked. This will tell the renderer to render all polygon faces that face the camera, regardless of their "normals" or "vertice winding order." It will render the materials for whatever side of a polygon's face is facing the camera when the materials are rendered.

An explanation: It's important to note that Poser's Preview Window, the workspace you're using when your building your scenes, is rendered using OpenGL as a default renderer. This allows fast and fairly accurate rendering of the workspace and also allows you to, depending on the version you're using, render certain Materials fairly accurately while you're working with them prior to rendering.

However, OpenGL does use a form of face-normal interpretation when rendering. It uses the "winding order" of the vertices that make up a face in order to calculate a face normal for viewing. (This is different than embedded "n" values in an object's file structure and is independent of that, no matter if the object is loaded with "normal information" or not!) This is standard OpenGL behavior and it is not something that Smith Micro changed to more accurately reflect what a finished render in Firefly might look like.

So, the result might be, for instance, that you may load up an object in which all the vertice orders for faces have been "reversed", meaning that those vertices were wound counter-clockwise, making the faces appear in the OpenGl preview in the "Pose Room" view as if they are facing away from the camera. However, when you render such an object, Firefly can be told to ignore this face normal behavior if you check the "Normals Forward" box in the material for that object. If that box is checked, the Firefly renderer will render all faces that the camera can see as if their normals are facing the camera, regardless of how the faces are constructed or if they include added face-normal information.

So, what I have explained can be summarized like this: The OpenGl rendering engine used in the Pose Room might seem to be telling you that your one-sided polygon faces will not be rendered by the Firefly renderer. However, that is not the case and you can be sure that those one-sided polgyons will be rendered, no matter what direction they're facing, by checking the "Normals Forward" box in the Poser Surface node for their material in the Material Room.

I hope that explanation helps you and you can understand it. :) Try a few test renders with the single-sided polgyon "Square" and you'll see that what I have explained is how Poser, Firefly and the OpenGl preview use face normals. Don't use double-sided polygons as these present Poser with unusual geometry that will cause problems for it. Double-sided polygons aren't necessary for Poser, given that you use the "Normals Forward" setting in the Materials Room.

PS- You don't have to use high-polygon planes for what you're doing. I just suggested that in case you needed a high-polyon flat plane object. You can use a single-polygon plane object if you wish. But, if you see that it is getting deformed by "soft shading", then make sure to uncheck soft shading for it and to turn the shading rate down until it is no longer deformed.


attilako ( ) posted Sat, 14 March 2015 at 5:08 PM

I never render!!    ..and I'm so happy


Morkonan ( ) posted Sat, 14 March 2015 at 5:13 PM

:)


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