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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Sep 07 9:50 am)



Subject: Transparency problem on a type of material .... (?)


RAGraphicDesign ( ) posted Sun, 05 July 2020 at 8:20 AM · edited Fri, 06 September 2024 at 4:55 PM

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).

ProblemTR.jpgMaterialCloth.jpgMaterialPoppers.jpg

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hborre ( ) posted Sun, 05 July 2020 at 8:28 AM
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Set transparency edge to 1 and see if that corrects it. Also, uncheck Reflection_Lite_Mult.


ghostship2 ( ) posted Sun, 05 July 2020 at 8:30 AM

you would also want to plug the map into transparency edge as well.

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hborre ( ) posted Sun, 05 July 2020 at 10:38 AM
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Thank you ghostship2, almost forgot about that one.


TwiztidKidd ( ) posted Sun, 05 July 2020 at 12:35 PM

Quickest fix without going thru materials & stuff... Select that part of the clothing (chest area) and uncheck 'Cast Shadows'.



RAGraphicDesign ( ) posted Sun, 05 July 2020 at 1:46 PM

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".

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TwiztidKidd ( ) posted Sun, 05 July 2020 at 2:18 PM · edited Sun, 05 July 2020 at 2:19 PM

The poppers are created using the bump map so you need to make that transparent as well, link the map to it.



TwiztidKidd ( ) posted Sun, 05 July 2020 at 2:40 PM · edited Sun, 05 July 2020 at 2:47 PM

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.



RAGraphicDesign ( ) posted Sun, 05 July 2020 at 2:55 PM

Automatic buttons have their own volume Poppers.png

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TwiztidKidd ( ) posted Sun, 05 July 2020 at 3:01 PM

I agree... you have to fix this issue especially if it's for a product you're trying to sell... The tester will catch it, they're good at it.



RedPhantom ( ) posted Sun, 05 July 2020 at 3:03 PM
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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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TwiztidKidd ( ) posted Sun, 05 July 2020 at 3:22 PM

It could be the geometric edge lines of the poppers that still cast a shadow



EldritchCellar ( ) posted Mon, 06 July 2020 at 8:55 AM

Is the button intersecting the underlying skin mesh?



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EldritchCellar ( ) posted Mon, 06 July 2020 at 8:56 AM

If so, try translating that button out a little bit so it's not intersecting and then test.



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SamTherapy ( ) posted Mon, 06 July 2020 at 11:18 AM

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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ypvs ( ) posted Mon, 06 July 2020 at 4:35 PM

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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TwiztidKidd ( ) posted Tue, 07 July 2020 at 12:45 PM · edited Tue, 07 July 2020 at 12:47 PM

Grouping Tool... assign a new material for the top two poppers material... then make the newly created material invisible.



RAGraphicDesign ( ) posted Fri, 10 July 2020 at 4:56 AM

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.

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bagginsbill ( ) posted Fri, 10 July 2020 at 9:31 AM · edited Fri, 10 July 2020 at 9:33 AM

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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bagginsbill ( ) posted Fri, 10 July 2020 at 9:36 AM

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?


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RAGraphicDesign ( ) posted Fri, 10 July 2020 at 1:44 PM

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.

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RAGraphicDesign ( ) posted Fri, 10 July 2020 at 1:55 PM

I just checked Photoshop's "transparency" file Test_RGB.jpg

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dadt ( ) posted Sat, 11 July 2020 at 2:16 AM

When something is 100% transparent the specular value needs to be set at 0.


RAGraphicDesign ( ) posted Sat, 11 July 2020 at 6:11 AM

dadt posted at 1:11PM Sat, 11 July 2020 - #4394304

When something is 100% transparent the specular value needs to be set at 0.

dadt, I have tried this too. The screenshot you see at the beginning is the one in which I had not applied all the advice received.

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EldritchCellar ( ) posted Sat, 11 July 2020 at 1:26 PM

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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EldritchCellar ( ) posted Sat, 11 July 2020 at 1:32 PM

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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EldritchCellar ( ) posted Sat, 11 July 2020 at 1:38 PM

Might be helpful to see the uv map also. Actually VERY helpful.



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EldritchCellar ( ) posted Sat, 11 July 2020 at 1:41 PM · edited Sat, 11 July 2020 at 1:43 PM

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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RAGraphicDesign ( ) posted Sun, 12 July 2020 at 6:28 AM

EldritchCellar, you can see the map (here in low resolution) BabyGrowMappaLR.jpg

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EldritchCellar ( ) posted Sun, 12 July 2020 at 10:03 AM

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...

torusuv.png



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EldritchCellar ( ) posted Sun, 12 July 2020 at 10:05 AM

A texture map for a torus created with this mapping would look like this from a flat frontal view...

topd.png



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EldritchCellar ( ) posted Sun, 12 July 2020 at 10:07 AM · edited Sun, 12 July 2020 at 10:07 AM

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.

side.png



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EldritchCellar ( ) posted Sun, 12 July 2020 at 10:10 AM

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?

20200712_110301.jpg



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EldritchCellar ( ) posted Sun, 12 July 2020 at 10:29 AM · edited Sun, 12 July 2020 at 10:39 AM

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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EldritchCellar ( ) posted Sun, 12 July 2020 at 11:00 AM

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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RAGraphicDesign ( ) posted Mon, 13 July 2020 at 2:18 AM

EldritchCellar, thanks for your explanations.

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