Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 31 9:45 am)
Can you open the image preview for Image_Map_2? So we can see what level of transparency it's applying? I assume the transparency map is to get rid of the collar of the tunic and give the V cut neck. If the "white" or opaque areas of that texture are not 100% white, then you will have a level of transparency there. Your options to deal with this are either to edit the texture and increase the brightness/contrast so the whites become true white and the blacks true black, or you can do a similar thing with a Gain math node with the texture plugged into Value_1, set to 1.0 and Value_2 set to something between 0.5 and 1.0 to boost the contrast.
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Oh, the other thing to ask is if the image you posted is a preview or render, and using what renderer.
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willyb53 posted at 6:31PM Sat, 17 August 2019 - #4359691
Another thing to check when using Trans Mats it making sure that the gamma is set to 1.0 vs 2.2. if not set, poser will modify
That turned out to be the solution! Thanks! (And to Ghostship2, who also suggested that.)
It was a Firefly render. The problem wasn't visible in preview. Superfly didn't show the problem.
Glad you got it sorted. Rules of thumb are always use gamma 1.0 for transparency maps or masks of any kind, since they're data, not colour maps. Since that turned out to be the problem, there would be no need for the addition of Transparency_Edge changes.
Not sure if you're doing SuperFly renders, but if so, Reflection_Lite_Mult is a no-no, according to Bagginsbill, yet it seems to be a default on many Poser materials.
Your Specular_Value setting of 0.0 means that Specular_Color will be ignored, and doubly so if the colour chip is set to black, so no need to plug the image map in there.
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an0malaus posted at 10:02AM Sun, 18 August 2019 - #4359727
Glad you got it sorted. Rules of thumb are always use gamma 1.0 for transparency maps or masks of any kind, since they're data, not colour maps. Since that turned out to be the problem, there would be no need for the addition of Transparency_Edge changes.
Not sure if you're doing SuperFly renders, but if so, Reflection_Lite_Mult is a no-no, according to Bagginsbill, yet it seems to be a default on many Poser materials.
Your Specular_Value setting of 0.0 means that Specular_Color will be ignored, and doubly so if the colour chip is set to black, so no need to plug the image map in there.
Thanks. I have never run into this problem before, probably because usually the only time I use trans maps are for hair, where you wouldn't really notice.
I think I changed the specular value, in case that was causing the problem. It wasn't originally black and 0.
I do sometimes use Superfly, but it's so slow compared to Firefly. I prefer Firefly for illustrative type renders. It's sharper, and so much faster.
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I'm having a transparency problem I can't figure out. I'm using a freebie (not sure if I'm allowed to link to it, but it's a texture for the M4 "Valiant" tunic). M4's skin is showing through it (very faintly) and I don't know how to fix it.
(Brightness increased to show the problem.) The texture adds that gray directly to M4's skin, to simulate an undershirt. But it's showing through the Valiant tunic. You can even see his nipples if you look closely.
Here's the nodes:
I'm using Poser Pro 11.1, Windows 10, 64-bit. The textures were uploaded 10 years ago, so meant for much older versions of Poser.