How do I tell my pz2 to keep the negative and positive bumps?
BlazeMystEra
Posts: 464
Hello community,
I've been trying to create a texture for M4 with the "createPoserMs script". Worked rather well, but it doesn't keep the bump settings... I do know how to correct the bumppercentage, but I can't get the negative and positive settings into the pz2 file.
I tried the node-thingie that I saw in a bought character, but... it doesn't seem to work...
I'd really appreciate if someone in this community could help me with this... I'd really like to get this to work :)
Thanks in advance!
Comments
You have to attach a math functions node and plug the bump (or even displacment) into that.
Set the math node to "subtract" and set the Value1=2 and Value2=1 plug in your map to the values and then plug the result into the bump channel
RAwn
Thank you for the Answer Rawn!
Would this suffice?
Not sure how to answer that....my fix would be done in the material room.
I should have mentioned, that I'm using DS 3 and 4.5, sorry.
As for why I'm going for pz2s then... ;) because I'd like to make it useable for others and not only for DS.
DS will not use ShaderTree settings in any event, unfortunately. If you want to make it usable in Poser, create Poser settings in a PZ2 and place that, along with an identically named .dsa materials preset, in your Poser or Materials library - Poser will then use its settings and DS will use its.
Ah! Thank you Richard!