Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)
Background cloudy skies I've got a good start on. Auto paint sounds like a good thing to include. I'll see what I can do about the metalic paints.
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Thank you very much first of all. I would like some metal materials, the automotive paints too, but if the metal would be rusted and old that would be good. Maybe you could make the rust and dirt something that could be turned off by disconnecting some nodes... Thank you again, the material room is really complicated for me and your freebee and tutorial threads have been very useful. Are you going to do some commercial packages too?
There are some great free rusty metal mats over at www.runtimedna.com, but if I get a chance I might see if I can add some that are a bit different. I'm not sure about commercial packages of materials. All procedural shaders don't seem very copyrightable to me, which makes it hard to sell them, or at least to stop people ripping them off if you do. I've been thinking about writing a handbook to the material room and selling that maybe.
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It certainly does :-)
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If you haven't done it allready, a sort of moss shader, like the slime shader but more like moss creaping up (or down) from a rock. I tried to modify the slime shader myself but with little luck since I'm not totally sure what the verious math nodes do. So in other words: An inverted slime shader? Starting with the goo from the top of something instead of from the bottom :o) Hope that makes sense. And I'm thriled about the water, You can't have too much GOOD water (and I have none) OH! One more thing: Your (I hope it WAS yours...) magnifying glass material, I needed it for some nerd glasses the other day but couldn't find it :o)
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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.
More varieties of glass and liquids. The water shader you created is excellent. I've tried playing around to get other liquids and varieties of glass with varying results. I would also pay for a detailed tutorial on the Material Room.
Coppula eam se non posit acceptera jocularum.
Attached Link: http://www.fallencity.net/tut-p5/ajax-nodes101-1.php
Trekkie, you can find the tute with the magnifying glass, including a downloadable set of shaders at the link above. There's some water in that pack too. I'll see what I can do about the moss. LD, thanks for reminding me. I was planning to try a snow shader and I'd forgotten all about it. Grey Tower, I've had a go at improving the specularity on transmapped hair before and I haven't had any success with that, but I'll give wet-look skin a go. SamTherapy, I'll do a selection of different water and glass types.
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Here's a little teaser showing some of the shaders I made today. The belt buckle is the only shader that's not in the pack. The background is one of the sky shaders I've been making.
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I'm making these 100% procedural, les. Some of those sound like photo based textures might work better. I certainly plan to have a few wall shaders in there though.
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Attached Link: Reflect Materials
Wow, that's a lot of requests now - more than I can really handle for the moment. Ronstuff, those look excellent. The chrome especially looks great. I'll download them in a moment and have a closer look.
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Reflectives have a background input. You can put what ever you want into it and they'll reflect that when they can't find any actual mesh objects to reflect. It's a different thing to the background node, which is the root node for the empty background space you see in Poser.
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Your chrome material is lovely. I'm using it with my own environment map. Many thanks. Dr Geep - yup, I saw your Materials Room tutes, thank you. I can get the basic idea of what to plug into where (sounda s bit iffy) but the different math functions have me bewildered.
Coppula eam se non posit acceptera jocularum.
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well... I didn't expect an exact reproduction :p a 3d scene wouldn't be so impressionistic for one. I just meant try to mimic the color qualities, maybe simulate brush strokes. I got sort of the effect I wanted once by toying with the various cel shaders that were floating around but the look required very precise lighting that wasn't always best with the cel shaded characters. The reason I need such a shader versus just doing the background up with photoshop filters is so that the characters can more easily interact with the background
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See linked thread for latest on the free shader pack.
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I'm working on a free pack of P5 materials. So far I have some textiles, refractive water and glass, some mirror materials, some skin modifiers and a selection of odd stuff, including things like the slime I posted a couple of weeks back. Does anybody have any particular requests? No guarantees but I might be able to work something in if it seems like something a lot of people would use.
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