Forum: Poser - OFFICIAL


Subject: What is it with built in highlights and reflections?

coldrake opened this issue on Jan 13, 2007 ยท 35 posts


AntoniaTiger posted Sun, 14 January 2007 at 5:20 AM

A lot of people still seem to be thinking in P4 terms with tecturing and materials. And I think P5 is out of print now: no downloads, just old physical stock. P4 is ancient. Which means, apart from painted on highlights and shadows, you don't use the Gradient Bump input -- that's for P4-style .bum files using the P4 shader. Don't bother with greyscales of the texturemap as bump maps. If you want to greyscale the texturemap, you can do it with the shaders with no need for a seperate bitmap. Displacement maps. I don't like two or three distinct garments sharing the same texturemap. But if you use the Scale and Offset settings on an image_map node you can give each garment its own texture without wasted bitmap-space. You can do the same with lips. And, while I remember, I dislike textures where the line between the lips on the texture (it's called the mouth by us technical types) doesn't match the boundary line in the UV map. I had high hopes when I heard V4 was going to drop P4 support. I forgot how little difference there is between DAZ Studio and P4 -- the textures are still essentially P4 texturesets with a few shader tweaks added. Some time I'm going to have to try to produce a textureset that really shows off this stuff. Have you noticed that V4 doesn't have spandex morphs?