Wed, Nov 13, 8:00 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 12 11:30 pm)



Subject: Predator style camo in P5 and other stupid shader tricks.


TrekkieGrrrl ( ) posted Mon, 19 April 2004 at 1:17 AM

Igohigh... I plugged it in where the granite shader (the one that caused the cement to appear) was, mostly becourse I don't really know what I'm doing LOL So I figured if I substituted the granite with the texture it would end up in the right place. Which it did. But your method may very well be better :o)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



AlleyKatArt ( ) posted Mon, 19 April 2004 at 1:41 AM

file_106267.jpg

I got to playing with the settings, and ended up making this. I like it. :D

Kreations By Khrys


Ajax ( ) posted Mon, 19 April 2004 at 7:16 AM

What a bloodbath! To stop the skin being shiny, create another blender node and set it up like the others, with your glossy node going into the slime part of the blender and the other part being black. The amount of blood on the sword looks like what I'd expect. It's the same as the other objects at that height, like vicki's chest or the walls at chest height. The P node tells you the x, y and z coordinates of any point in space. (P for "point"). They come out as a red component, a blue component and a green component, but I don't undertand how to use that, so I like to set two of them to zero so I know I'm just getting one coord. Y in this case. igohigh, If you put your bump map straight into the bump channel without a blender then you're applying the bump to both the slime and the wall. You need a blender to make sure only the wall gets the brick bumps. In this case, the lumpiness of the slime might be hiding the brick bumps enough for you not to notice them on the slime. I think that's what's happening anyway. It's hard to tell without looking at your nodes. Khrys, Procedural planets! What a cool idea!


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


compiler ( ) posted Mon, 19 April 2004 at 12:21 PM

Ajax : is there a node that outputs the x,y,z value of a point but relative to the object and not the world ? Second one : I usually use u or v to have a gradient in my backgrounds. Is there a node that would rotate the gradient to 30 or 45 ? Khrys : beautiful planet indeed. Will we see it in a freestuff near us ?


jade_nyc ( ) posted Mon, 19 April 2004 at 12:48 PM

oh that is just too cool! thanks for sharing this everybody! off to goo some things ;) lol


AlleyKatArt ( ) posted Mon, 19 April 2004 at 3:20 PM

Coming to your solar system... PLANETOIDS OF SLIME! MWHAHAHA... coughs I'm not so hot with the material room, as I suck at math. I think that it looks cool enough, but that it looks more like something a science kid made rather than an actual planet, because all I did was fiddle with the colors and some stuff along those lines.

Kreations By Khrys


Ajax ( ) posted Mon, 19 April 2004 at 4:51 PM

As far as I know, the P node is the only one that outputs x,y,z coord values and I'm pretty sure it works on global values, so I think that's a no. To rotate your gradient 45 deg to the right, just add 0.5U and 0.5V together with a math functions node set to add. It shouldn't be too hard to come up with a general forumula for rotating the gradient by an arbitrary amount. It'll be done with a rotation matrix made of trig functions of the angle of rotation. I can't remember how that works off the top of my head. I'll try and find time to work out how it goes later today.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


Ajax ( ) posted Mon, 19 April 2004 at 5:13 PM

file_106268.jpg

That didn't take long. Here's a rotated gradient. The angle of rotation gets written into Value 1 of Math Functions 6. It has to be written in radians. (x degrees = x*pi/180 radians). The angle shown is 30 degrees.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


Ajax ( ) posted Mon, 19 April 2004 at 5:17 PM

Of course, you could change math functions 6 to multiply and put value 2 to pi/180 and then you'd be able to write value 1 in degrees :-)


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


Gareee ( ) posted Mon, 19 April 2004 at 5:19 PM

Um what does this rotated gradient do? You're making my head hurt with all this math! LOL!! You're making editing UVs and 3d modelling feel easy!

Way too many people take way too many things way too seriously.


Ajax ( ) posted Mon, 19 April 2004 at 5:29 PM

It's just a gradient fill, like in photoshop, but tilted to one side. The forumla looks wrong to me. I have a feeling I should be squaring those two trig nodes or something. I'll think about it some more. Gotta go to work now.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


Theresa ( ) posted Mon, 19 April 2004 at 5:53 PM

.


Staby ( ) posted Tue, 20 April 2004 at 2:51 AM

Thanks Ajax! This is a very interesting thread.


Ajax ( ) posted Tue, 20 April 2004 at 5:04 AM

file_106270.jpg

Compiler, here's an improved version of the rotated gradient. You can enter your rotation in degrees and it can be anything between 0 and 90. I've been trying to figure out how to move the dark corner to the right bottom, but for the moment I can't think of a way. Thanks for stopping by, everyone. It's been great to see how much interest there was in this and it's definitely given me the motivation to put together a free material pack some time soon. I'd better get back to some other stuff now (Dystopia, Dystopia and Dystopia), but look for that material pack some time in May :-)


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


quinlor ( ) posted Tue, 20 April 2004 at 9:25 AM

I think the solution for moving the black corner to the right is: Subtract the V-coordinate from 1 and feed the result into the calculation instead of the v_coordinate . I am not at home, so I can't test it. Stefan


compiler ( ) posted Tue, 20 April 2004 at 12:09 PM

Woaw : thanks a lot Ajax ! I'm a little rusted with my maths (I'm more on the statistics side these days)...


Ajax ( ) posted Tue, 20 April 2004 at 4:32 PM

file_106271.jpg

Of course! You're right, Stefan. Thankyou. Here's how it looks. And to put the dark corner up the top, you can either subtract the final output from 1 before passing it to the diffuse channel or you can subtract v from 1 before passing it to math functions 5.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


hauksdottir ( ) posted Wed, 21 April 2004 at 2:56 AM

The sussusserations of sentient green sands slithering onwards, successfully surrounding and subjugating grey cells... arrrrrrgh! (The horror, the horror) Carolly ;^)


diolma ( ) posted Wed, 21 April 2004 at 8:08 AM

file_106272.jpg

And for a circular gradient..:-) Cheers, Diolma



Gareee ( ) posted Wed, 21 April 2004 at 8:27 AM

Can someone post examples of these gradients in use?

Way too many people take way too many things way too seriously.


TrekkieGrrrl ( ) posted Wed, 21 April 2004 at 9:46 AM

file_106273.jpg

Gareee, a funny example of a gradient used on the Poser box prop :o) Pretty cool, huh?

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



TrekkieGrrrl ( ) posted Wed, 21 April 2004 at 9:48 AM

file_106274.jpg

And with another math function in math node 5... (really I have NO idea of what I'm doing... but it's fun :o))

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



Gareee ( ) posted Wed, 21 April 2004 at 9:50 AM

Hmmm that's really odd. I can't think of what you'd use that for? Does the preceedural make that balloon looking ball in the render from the box?

Way too many people take way too many things way too seriously.


TrekkieGrrrl ( ) posted Wed, 21 April 2004 at 10:15 AM

Yeah it's the shader that makes the balloon. As you can see the shader is pluged into the displacement channel, and that is what kakes the funny effect :o)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



diolma ( ) posted Wed, 21 April 2004 at 10:22 AM

file_106275.jpg

Another example, Garee. Actually, I'm still in the "A solution looking for a Problem" stage:-) Cheers, Diolma



diolma ( ) posted Wed, 21 April 2004 at 10:24 AM

file_106276.jpg

... rendered. Celtic-looking stone?? :-)



TrekkieGrrrl ( ) posted Wed, 21 April 2004 at 1:34 PM

file_106277.jpg

Or this background which is actually also a shader? - Believe it or not it actually started as the gradient from my previous post (#72)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



TrekkieGrrrl ( ) posted Wed, 21 April 2004 at 2:40 PM

file_106278.jpg

And another one - or actually two since the version shown, is the one on the robot, with some added transparency

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



simontemplar ( ) posted Tue, 18 May 2004 at 1:50 PM

file_106279.jpg

I tried the predator invisibility thing but I couldn't make it work... To *what* do you apply the shader ? I tried applying it on every part of my character, but what happens when I render her in firefly is she's all black :/ I give you a shot here of the shader as I copied it. If anyone knows where I screwed it up...


Ajax ( ) posted Tue, 18 May 2004 at 4:10 PM

Have you got raytracing turned on in your render settings?


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


simontemplar ( ) posted Tue, 18 May 2004 at 4:51 PM

Oh, stupid me baps self One question though, if I apply this to a V3, how can I make her teeth disappear ? That's the very last thing can't fogure out.


simontemplar ( ) posted Tue, 18 May 2004 at 4:54 PM

oops the typo... Anyhow ^^; I'll check if you answer me tomorrow, Ajax, for it's very late now, but in any case, thanks for this wonderful trick ^^


Ajax ( ) posted Tue, 18 May 2004 at 5:34 PM

You're welcome :-) The teeth have a separate material don't they? Just set the transparency on that material to 1 (edge transparency to 1 too) and set everything else to black or zero. I'd do the same with the eyes, inner mouth, tongue etc.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


simontemplar ( ) posted Fri, 21 May 2004 at 9:11 AM

file_106280.jpg

I finally made it work fine, so, since this all started as a predator camouflage thing, I post here what I did with it. Once again with all my thanks :) Sidenote: how can I prevent to get black stain when a body part is over another one? example: an arm crossed in front of chest will produce a big black patch where the double refraction occurs.


Ajax ( ) posted Fri, 21 May 2004 at 10:04 AM

The black stain is caused by the number of raytrace bounces being higher than the limit in your render settings. You've got two choices. You can turn up the raytrace bounces render setting, or you can use some sort of shader in the background colour input of the refract node to replace the black with something that blends in better. Turning up the bounces will slow down the render, so don't set it too high. I find 10-12 usually works pretty well.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


VI_Knight ( ) posted Mon, 24 May 2004 at 12:41 PM

These are all excellent settings. Will be watching this for more.


Ajax ( ) posted Mon, 31 May 2004 at 7:34 AM
satsugai ( ) posted Sat, 31 July 2004 at 4:50 PM

I'd like to say I'm having abit of trouble too, my prop comes out black just like what happened to simontemplar. My raytracing is ticked on too, and everything else is spot on. :( I just don't know what the problem could be, probably something simple i'm missing lol.

Donnie: My parents didn't get me what I wanted for Christmas. Dr. Lilian Thurman: What did you want? Donnie: Hungry Hungry Hippos. Dr. Lilian Thurman: And how did you feel, being denied these hungry, hungry hippos? Donnie: Regret.


Ajax ( ) posted Sat, 31 July 2004 at 8:03 PM

Can you post a pic so I can see how your render looks? My first guesses are: Try turning up the number of raytrace bounces to about 10 or 12. Make sure you have objects behind and around your prop so there is something to be seen through it. It won't work with just the background behind it.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message


soulhuntre ( ) posted Sun, 01 August 2004 at 6:38 AM

Awesome thread! Great work you guys! Its really good to see folks starting to really use the shader room, the possabilities are amazing.


satsugai ( ) posted Sun, 01 August 2004 at 12:46 PM

file_106281.jpg

Ok call me dumb, all i had to do was place a few props around, lol...

Donnie: My parents didn't get me what I wanted for Christmas. Dr. Lilian Thurman: What did you want? Donnie: Hungry Hungry Hippos. Dr. Lilian Thurman: And how did you feel, being denied these hungry, hungry hippos? Donnie: Regret.


hauksdottir ( ) posted Sun, 01 August 2004 at 2:04 PM

Not dumb... The only dumb question is the one which isn't asked... and you've probably saved a dozen other people who would have given up without learning anything because they hesitated to ask. ;)


TrekkieGrrrl ( ) posted Sun, 01 August 2004 at 2:08 PM

Heh btw I noticed something funny on the pic above: The logs inflate due to the Smoot Polygon thing, but the reflection looks normal :o) Hmm Perhaps that could be used to create some special effects... goes off pondering

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



shadownet ( ) posted Sun, 01 August 2004 at 4:24 PM

Okay, this is just plain way too cool! Now I can see why folks get excited about the P5 material room. :O)


Shadow_Fyre ( ) posted Wed, 25 March 2009 at 8:52 PM

Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=669636

Hey, I just wanted to resurrect this thread cause the content of it is soo cool and I bet alot of new people don't even know about it. :biggrin: I had fun using this shader node in an image from (a long) while ago.


bagginsbill ( ) posted Wed, 25 March 2009 at 9:52 PM

Ooooh - cool thread. Ajax in his early days.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


jenay ( ) posted Sat, 28 March 2009 at 9:45 AM

file_427326.jpg

I stumbled into this thread and had to try out the slime effect. looks terrific !!! however, I found out there is a problem with the displacement: it makes my model to "explode"  at the edges. I think there must be a simple solution by combining some math nodes, but I was not successful yet. It's tricky to analyze, what the various nodes do. I used the "Slime and Concrete" by Ajax


nruddock ( ) posted Sat, 28 March 2009 at 11:22 AM

Quote - I found out there is a problem with the displacement: it makes my model to
"explode"  at the edges. I think there must be a simple solution by combining some math nodes,
but I was not successful yet.

While not theoretically impossible to correct with nodes, doing so would be far more work than making the geometry compatible with displacement.

What you need to do is weld the vertices and then use some modelling program to (micro) bevel the edges.

The reason this is necessary is that Poser will only displace surfaces along the normal, so unless the displacement is zero, sharp edges will always split.


TrekkieGrrrl ( ) posted Sat, 28 March 2009 at 4:22 PM

Ooh necromancing agaiun ^_^

And I agree, this thread is so cool! Heh I made a lot of things I can't even remember any more...

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



vholf ( ) posted Sat, 28 March 2009 at 4:52 PM

Quote - Hey, I just wanted to resurrect this thread cause the content of it is soo cool and I bet alot of new people don't even know about it.

Like me :tongue2:

Thanks!


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.