Tue, Nov 26, 10:43 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: Some more material room exploration


quinlor ( ) posted Sun, 10 August 2003 at 3:34 PM ยท edited Tue, 26 November 2024 at 10:39 AM

file_71103.jpg

I have played a lot with the material room in the last weekends, and I am very pleased with the results. Many thanks to Stewer, EmpressZario and all the others who posted tips on the material room.

This picture uses only on infinite light with shadows at 100 %. The fill light is provided by the Probe Light Node. I am really impressed with its possibilities. I will post some screens from the material room in the next messages.

Stefan


quinlor ( ) posted Sun, 10 August 2003 at 3:36 PM

file_71104.jpg

This are the settings I used for the skin, the head uses the same settings, just with the head texture.

The bump settings I got from the posts of EmpressZario, many thanks for that.

I found I get the best skin illumination if I plug the texture in the skin node and that into the probe light node. I did turn down the saturation of the probe light and the exposure up.

The blinn node gives much nicer highlights for skin than the standard poser specularity.


quinlor ( ) posted Sun, 10 August 2003 at 3:37 PM

file_71105.jpg

For the cornea I used anisotropic highlights, they are great for wet surfaces. The reflection map is landscape photo I made. The swords use the same reflection map.

In the real world, the reflections on eyes show mostly against the black background of the pupils, so I took the Eye texture, inverted it and turned up the contrast with the math nodes and used that to control refletivity.


quinlor ( ) posted Sun, 10 August 2003 at 3:39 PM

file_71106.jpg

The lacrimals are very important for the look of the eyes, in my opinion. I used the anisotropic node and a procedural bump to get a wet look.


quinlor ( ) posted Sun, 10 August 2003 at 3:40 PM

file_71107.jpg

I made the color of the hair (Godness hair) solid black and used the texture map to control specularty. A more uniform specularity map would probably look even more natural.


KarenJ ( ) posted Sun, 10 August 2003 at 5:04 PM

Very useful post, thanks - I'll be playing with some of these findings!


"you are terrifying
and strange and beautiful
something not everyone knows how to love." - Warsan Shire


Puntomaus ( ) posted Sun, 10 August 2003 at 5:18 PM

Thank you for sharing this :-).

Every organisation rests upon a mountain of secrets ~ Julian Assange


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.