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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Sep 07 9:50 am)
hborre, ghostship2, thanks, but the tricks do not solve the problem..:( TwiztidKidd, eliminating the "Cast Shadow" in the area is a good idea, but I have to correct the "material poses".
Wait, I might be wrong there... the poppers DO have their own material lol ... It's the edge of the poppers that cast a shadow... obviously. That's why I choose the quick fix or else I'm gonna be going at it all day, I rather turn off the shadows for that part or select that area & fill it using content aware in Photoshop. How bad do you need that bump map for the poppers? lol Try a quick test render without it.
check the gamma correction on the poppers trans map and make sure it's set to 1. And check the specular and make sure that's black and not dark gray.
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I use Poser 13 and win 10
Is the button intersecting the underlying skin mesh?
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If so, try translating that button out a little bit so it's not intersecting and then test.
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Try this:
Unplug the texture map from Diffuse_Color and Specular_Color. But don't delete the map.
Create a Blender node, and plug it into Diffuse_Color.
Attach the texture map to Input 1 of the Blender. Make sure the colour of Input 1 is white.
Set Input 2 to black.
Attach the transparency map to Blending and make sure the value is 1. Make sure it's still attached to Transparency as well.
It's a good idea to remove texture maps from Specular_Color, anyhow; they usually don't do much good and often make things look worse.
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Can you set the two troublesome poppers to a different material zone? You can then use a simple transparency for them and he more complex one for those still on the fabric
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Hello everyone and thanks for the advice: I tried everything indicated, but unfortunately it didn't work. For the parts that work (Dungarees, Pacifier, Skin, Hair. Eyes, Bottle, Teddy Bear) I have already uploaded add-ons for the ToonBaby to my "free" area.
The neck transparency map is not black. This is a problem. I sampled your screen shot and it shows RGB 1, 1, 1, not 0, 0, 0.
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Also, I don't really know the UV mapping here, but looking at the transmap you showed us, that does not look like it is the one for the transparent chest. It look like it goes right to the neck. Are you showing us the one you're actually using for the lowered neckline?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Hi bagginsbill, I try to edit and check the black of the transparency. The mapping is right: the middle and top part is the back of the onesie, while the sides at the bottom are the front of the onesie.
Something isn't adding up. The problem is not unsolvable. I'm inclined to think that it's not actually a transparency problem at all or some test hasn't been implemented or implemented properly. Every conceivable transparency fix/method has been thrown at the problem.
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Out of curiosities sake have you tried rendering with shadows disabled? Not that it makes any sense but sometimes things are revealed by approaching in a different way.
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Might be helpful to see the uv map also. Actually VERY helpful.
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I'm not seeing shells for the poppers so I'm assuming they are not unwrapped, integrated into the body shell, and sort of planar projection mapped. Or maybe not uv mapped at all?
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I see. The poppers are solid torus'. They're planar mapped along the Y axis and not split, basically a kind of orthographic xray mapping...
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A texture map for a torus created with this mapping would look like this from a flat frontal view...
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This is what it looks like from the side however, lots of texture distortion or stretching along the inside and outside turning edges of the torus.
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Not saying this is the problem but notice how the artifacts in your render correspond to where the turning edges of the torus popper is in relation to that kind of mapping?
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A solid black (0) would be smeared into shades of grey (not 0) on a map such as this, just as the black squares of the checkerboard are smeared into grey in the above illustration. I don't know enough about the actual mechanics of alpha map transparency to know if this smearing makes a difference but it does seem like it might be a consideration, especially since those areas are showing as not fully transparent.
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Probably always best to split objects into separate shells rather than planar map them. If uv space is a consideration you can stack shells like this on top of one another within the same uv space. For something small it's not really an issue, the texture map will just be identical throughout the stack.
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Hi, I was reviewing some textures and if I use some types of lighting I have this problem. The rendering is done in Poser 11. The transparency map does not seem to work in the part of the buttons (only in that).
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