Fri, Nov 22, 6:53 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Help with changing material zones or using the group tool please


rowlando ( ) posted Thu, 21 May 2015 at 12:54 AM · edited Tue, 05 November 2024 at 4:04 AM

Hi wondering if someone could help me.

I want to cause part of my character body the spybot model from market place to become invisible, when I try using the transparency node button the whole thing become invisible I am using PP2014

Thought I might have to regroup the model or something like that.

Cheers Rowland

Seek what you can never loose


primorge ( ) posted Thu, 21 May 2015 at 8:51 AM

If the area of the figure is a body part actor you can toggle its visibility in the heirarchy editor by clicking the eye icon next to its entry or by unchecking visible in that body parts properties. If the area is defined by a material in the material room you can enable transparency via material root node transparency setting value of 1. If neither of these are the case, open group editor, select the body part group in the dropdown which you would like to contain your new material and click new group. Enter name for your group. With your new group selected in the dropdown click the little + sign on the editor and select the polys that define your new material (they will be indicated red). Click the assign material button, name your material. Exit group editor. Enter material room, set value of transparency on your new material to 1.


rowlando ( ) posted Thu, 21 May 2015 at 9:50 PM

Hi Primorge

Yes I found the hierarchy editor and was able to enable the invisible body part. However I want to enable other body parts with different material settings because basically everything is painted with the same texture and changing each part is not possible as it is.

I am thinking need to create a new material group for these parts is that correct? using your instructions above.

Thanks Rowland

Seek what you can never loose


primorge ( ) posted Fri, 22 May 2015 at 12:17 AM · edited Fri, 22 May 2015 at 12:27 AM

To answer your last question, yes. And this new material that you've created will still be using the original uvs of that area on the bot.

For example, I use the group editor to create a new material in the shape of a headband on V4's forehead, an area that was originally defined by the SkinFace material zone. After having added the new material I notice that this area is no longer covered by the texture map that was applied before but is now colored an arbitrary color. OK. I go into the material room, scroll down to V4's SkinFace material, copy all, scroll to my new material, paste. The texture is applied to my new material. If I change the color to black in the diffuse chip, it will appear as though V4 is wearing a black headband (or more like a black headband shaped tattoo). Adding a new material is best for masking type techniques such as adding a patch for different specular, diffuse color, procedural makeup effects, etc. If you want to change the "painted" image map based texture of the area you will need to paint some new image maps using a UV template in an image editor or modify the original image with some procedural method.

Hope all of this makes sense, it's late and I'm a wee bit spaced out. :)

Edit: adding new material regions is a good way to make parts invisible via transparency, though. Perhaps what you're aiming to do.


rowlando ( ) posted Fri, 22 May 2015 at 3:11 AM

Yes exactly what I thought and you have clarified all for me.

Thanks so much

Cheers Rowlando

Seek what you can never loose


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.