Editing the Transparency of the HairAfter doing the head transparency maps, the hair is a snap. It's the same procedure, so I'm going to skip a lot of the screenshots. Click the material edit arrow for the first hair component. In the material editor that opens, change Transparency from 'Widget' to 'Texture'. In the new texture editor that opens, choose 'New Texture' from the menu. Name this new texture "HAIR transmap". Again, it will be important to have an obvious name when it comes to adding the transparency map to any other hair components. Click the circle-T to enable the first texture leaf. Click it again to open the kickstand. From bottom to top, set up the kickstand as follows:
Close this texture editor. Click the material edit arrow for the second hair component. Change Transparency from 'Widget' to 'Texture'. In the new texture editor that opens, simply choose "HAIR transmap" off the drop-down list box in the upper left corner of the editor. Close the texture editor. Repeat for any other hair components the figure may have. A Note about Hair Color Poser uses an ambient color to add coloring to hair. MojoWorld assumes a global ambient color. Changing this global ambient color to make the Poser figure's hair the right color would really make a mess of the rest of the planet. There are a couple things that can be done to make the Poser figure's hair as vibrant in MojoWorld as it is in Poser:
In the image on the first page of this tutorial, I only used a specular highlight color to add color. The material editor for the hair I used looked like this:
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A Note about Render Settings I noticed while doing test renders for this tutorial that the transparency of the hair looked HEAPS better when I used a render setting with shadows! It also took a lot longer to render, but we knew that would happen. A Note about Camera Positioning Camera motion in MojoWorld is world-sized, which can make it very difficult to get a figure framed in a scene. Also, the RTR will often "clip" objects that are "too close" to the camera. The way to work around this is to use the Camera's Field Of View. Position the camera so that the figure is approximately framed and the preview render looks whole (not clipped). Open the Camera Edit dialog (the button labelled 'Edit' in the upper right of the Generator interface) and use the Field of View calipers to tighten up the camera view on the figure.
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