Forum: Poser - OFFICIAL


Subject: Bagginsbill or other guru - shader question

JoEtzold opened this issue on Dec 08, 2008 · 35 posts


JoEtzold posted Wed, 10 December 2008 at 11:40 AM

Thanx for these links ...

Matmatic is already on my harddrive but only as download in archive. I'm hanging lot's back with updating my runtimes. As first I updated my V4 runtime. Year's ago people often used no path's in zipfiles so you needed to sort the things by hand to directories.

Now the runtime structure is in zip but people often forget to have the correct path's also in the CR2, PP2, PZ2, .... so again lot's of work even if using a organiser software.

So V3/M3 is awaitung update and than architectural runtimes and so on ... and there is also a bunch zip's with scripts, python, tools, ... From that your leg stocking shader's have the highest priority ... b.t.w. really great stuff.  Especially that idea with the color matrix is super. With the normal poser/windows color selector it's sometimes a lot of trial and error to find a correct choice cause you have to go back and fore a lot to see if the color really looks well on the complete cloth part. So having a bunch of fine tuned matching theme related color's in one pallet is a great help. :thumbupboth:

As far as I have lurked through the matmatic thread's I understood that it will help greatly to create patterns, textures and so on of all kind.
But has it also abilities to position the pattern exactly on the figure where it belongs.

So my main problem at the moment is less to have a texture as such but to have it at that small leg seam.

B.t.w. in my legseam material I have combined the uv-map with the stripe shader in the last node going to the displacement channel. For that combination I used the ADD function that gave a clear black und white map. So should work as none or full displacement.

Yesterday I have looked much much closer to the rendering and found that white is not equal white in that last node. That makes different displacement along that seam there it should have the same amount.

Mathematical it is correct. So there the black parts of both inputs comes together it's zero. Black and white adds correctly to 1 and where both inputs are white the result is 2.
But I was surprised that Poser 7 is using the numerical equivalent of that transaction and not the shown grafical interpretation. So in this fact we have white (1) and whiter than white (2).
Is this a new behavior in P7 or did P6/P5 it in the same manner. I didn't recognise that before.
I now have changed the ADD to MAX. So using this I get only 0 or 1 but this might not be sufficent in case grey value's are used in such surroundings.

As also I have found that under some circumstances it's not enough to set transparency to 1 to have some clothparts invisible. I had to go to 2 or even 5. I didn't see such behavior before and hidding part's by full transparency is a often used trick of cloth texture designers.

I know that poser creators switched something in that themes, e.g. the filtering options for texture maps. But did they also change on the interpretations of that numerical parameters ?