Change all bump map values at once on a figure???

Poser (Integrated Plugin developed by Paul Kinnane)

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morphious2013
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Is it possible? Especially after adding RedSped SSS, it adds 3 to 4 materials for a single body part. Going part by part and increasing the bump maps is time consuming.
Any ideas? Thanks. :?:
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TRRazor
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Paul implemented a function that makes it possible to scale all texturemaps of a highlighted material.
This however includes the diffuse, specular and opacity maps as well though, which would deliver bad results.

Manually increasing bump values in our RedSpec TGX shaders can only be done by fine adjusting them in each and every material node.

Sorry :/
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morphious2013
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Yea, I figured as much, but was hopeful. Pain in the but. I wish Octane would match the bump values from poser and Your shaders would maintain those values when added. Oh well. Can't have it all. :lol:
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face_off
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Going part by part and increasing the bump maps is time consuming.
You can adjust the bump value, then Copy the material, then Paste Node To All Skin Materials.

Paul
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TRRazor
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face_off wrote:
Going part by part and increasing the bump maps is time consuming.
You can adjust the bump value, then Copy the material, then Paste Node To All Skin Materials.

Paul
That's right !
Didn't think of that :)
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morphious2013
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but different body parts use different maps. also redspec has several bump nodes in one body part.
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face_off
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but different body parts use different maps.
The "Paste Node To All Skin Materials" handles that - it doesn't replace the existing texturemaps - just the node values.
also redspec has several bump nodes in one body part.
"Bump nodes", or "Image nodes in the Bump pin"? Pasting (retaining existing texturemaps) is not supported if a pin has more than one Image node. The bottom of the page at http://render.otoy.com/forum/viewtopic. ... &start=220 discusses why you cannot paste a material which has more than one image node in the Bump pin.

Paul
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TRRazor
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Yes, we are using different bump values in the Material Mix nodes, since we felt that using the same value on the diffuse and specular materials, sometimes doesn't give the best results.
That is particularly true with the TGX tailored shaders, that (which is why they carry "tailored" in their name) are a truly customized experience.
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face_off
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Yes, we are using different bump values in the Material Mix nodes, since we felt that using the same value on the diffuse and specular materials, sometimes doesn't give the best results.
That is particularly true with the TGX tailored shaders, that (which is why they carry "tailored" in their name) are a truly customized experience.
That should be fine with the "Paste Node To All Skin Materials" menu option.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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TRRazor
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That should be fine with the "Paste Node To All Skin Materials" menu option.
Which it is :)
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