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Subject: P5 materials pack - any requests?


Ajax ( ) posted Sun, 16 May 2004 at 2:54 AM · edited Thu, 13 February 2025 at 1:12 AM

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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Lyrra ( ) posted Sun, 16 May 2004 at 2:58 AM

automotive paint, including metallics :)



Neo10 ( ) posted Sun, 16 May 2004 at 3:04 AM

i dont have p5 but i bet alot of people would like clouds.


Ajax ( ) posted Sun, 16 May 2004 at 3:31 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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Staby ( ) posted Sun, 16 May 2004 at 3:45 AM

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?


Ajax ( ) posted Sun, 16 May 2004 at 3:52 AM

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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Little_Dragon ( ) posted Sun, 16 May 2004 at 4:17 AM

The Material Room deserves its own manual.



Ajax ( ) posted Sun, 16 May 2004 at 4:35 AM
CraigMunden ( ) posted Sun, 16 May 2004 at 5:48 AM

I'd certainly be interested in a Material Room Manual. I've 'got' the basics - but the advanced stuff is beyond me!



TrekkieGrrrl ( ) posted Sun, 16 May 2004 at 5:49 AM

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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Little_Dragon ( ) posted Sun, 16 May 2004 at 6:10 AM

A snow material for winter scenes. Also "inverted", as ernyoka1 says, for adding snow to tree branches and the like.



Grey_Tower ( ) posted Sun, 16 May 2004 at 6:21 AM

I'd like to see something to add some nice specularity to transmapped hair and some nice "wet look" shaders.


SamTherapy ( ) posted Sun, 16 May 2004 at 7:21 AM

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.

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Ajax ( ) posted Sun, 16 May 2004 at 7:36 AM

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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geep ( ) posted Sun, 16 May 2004 at 7:40 AM

Hi SamTherapy, Um, ... Did you miss THIS ONE? cheers, dr geep ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Ajax ( ) posted Sun, 16 May 2004 at 7:40 AM

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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lesbentley ( ) posted Sun, 16 May 2004 at 7:40 AM

Tileable grass and other sorts of ground cover would be high on my list. Rock textures. Good quality stone and brick wall. Rough cement. Thached roof. Parched (cracked) ground. Flag stones. Cobble stones.


Ajax ( ) posted Sun, 16 May 2004 at 7:45 AM

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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lesbentley ( ) posted Sun, 16 May 2004 at 9:43 AM

Ah! All this Poser 5 stuff is new to me, some day I will understand.


PabloS ( ) posted Sun, 16 May 2004 at 1:24 PM

Requests? OMG. Where do I start!?! We already discussed dirt and grime in another thread. What about a waterfall shader? Ok. Now my head became overloaded... LOL


PabloS ( ) posted Sun, 16 May 2004 at 1:30 PM

Oh. Similar to the waterfall, would be fountain water ... a shader you could apply to a cylinder (or other object) to get that water-flowing-over-the-edge look ... if that makes sense.


PapaBlueMarlin ( ) posted Sun, 16 May 2004 at 1:41 PM

to be able to do stuff like dress sequents, scale patterns, grass, realistic paints, blood spatter, bricks, gunshot patterns, liquids to name a few



Kenmac ( ) posted Sun, 16 May 2004 at 1:57 PM

How about a realistic fur shader? I've experimented with this using a jpg that Catherina Harders posted some time back on the Millenium dog and the results have been fair to average.


ronstuff ( ) posted Sun, 16 May 2004 at 2:14 PM

Attached Link: Reflect Materials

file_109514.jpg

These look great Ajax! I'm also working on some P5 materials and will try to avoid duplicating what you have, but here is a pack that I already have for reflective metals and a flat mirror surface. The reflect materials have a reflect map that is suitable for urban exteriors, but if you want to use the material for an object which is indoors, you will probably need to change the reflect map. Other than that they should be fairly universal. By the way, these were created to render very fast even with reflections. Compare them with other similar materials and you will see that they render 2 to 5 times faster.


geep ( ) posted Sun, 16 May 2004 at 2:45 PM

Hi Ron, That's real nice work ... thank you for sharing it. cheers, dr geep ;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



rreynolds ( ) posted Sun, 16 May 2004 at 7:02 PM

I don't know if grass can be done. How about a diseased skin texture with a bubbly look in the center of a patch with bubbles that decrease in size and end with a scabby look that returns to normal skin texture at the endges?


Ajax ( ) posted Sun, 16 May 2004 at 7:04 PM

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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Ajax ( ) posted Mon, 17 May 2004 at 6:05 AM

file_109515.jpg

Here's today's teaser. I've spent just about the whole day on Santa Fe style paintwork.


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Lyrra ( ) posted Mon, 17 May 2004 at 7:43 AM

don't reflective materials get the Background node as a source so they reflect their surroundings?



Ajax ( ) posted Mon, 17 May 2004 at 8:01 AM

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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Berserga ( ) posted Mon, 17 May 2004 at 10:07 AM

file_109516.jpg

/ / / / / Here's a unique one that I'd like to see and could REALLY use. A shader to make an object have the impression of being hand painted with poster colors. The reason? To have authentic animation backgrounds to go with celshaded characters. :D If you could pull this off you'd be my hero!


SamTherapy ( ) posted Mon, 17 May 2004 at 10:57 AM

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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Ajax ( ) posted Mon, 17 May 2004 at 5:29 PM

file_109517.jpg

Bersega, I can't do that with a shader, but here's a trick for doing it. Use your background picture as a texture on a flat square, then do a sketch render and save the result to be your new background pic. Here's what you get when you do that with Ronstuff's outdoor reflection map.


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Shadow_Fyre ( ) posted Tue, 18 May 2004 at 12:51 AM

Wow, I missed this thread by almost 2 days...a little late maybe for a request, but here's mine...water dripping off the body would be cool.

Your teasers Ajax are excellant!


Berserga ( ) posted Tue, 18 May 2004 at 7:59 AM

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


Ajax ( ) posted Mon, 31 May 2004 at 7:35 AM

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