Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=798100&Start=1&Artist=compiler&ByArtist=Yes
In this pic, I tried to make a SF pavement : ultrasmooth, and wet. I'll leave it to you to judge wether I succeeded...Attached Link: http://www.evermotion.org/tutorials/particles/rain/
In this tutorial (which was made for 3dsmax) there are some excellent "wet" maps that can be used in Poser as well to test the results. Its an excellent example of a highly realistic "wet" ground material. He offers the 3ds scene files for download, and the maps themselves can be downloaded seperately for you to run tests with. You can't use them commercially of course, but you can use his maps as a reference to make your own reflection maps in photoshop that simulate the effect as seen in that tutorial, right in Poser. Creating the "rain" (if you wanted to) would be another issue, but Poser can probably simulate that too using the Metaparticles plugin. This example shows a "ripple and splash" effect from the rain hitting the ground, but you can use it's basic reflection map principles to produce any kind of wet surface effect. It's just a matter of creating a greyscale map of the ground surface that you plug into the reflection node of the ground material, telling it what parts of the ground are more "wet" than others. Using this map in the bump node as well should produce a great wet effect.Tools : Â 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
That's actually looking pretty damn good. Are you using displacement or bump maps? I can't tell if you have a texture in the diffuse node, but whatever the surface is that you want to achieve, put a diffuse map in there (like a concrete map, or whatever). Then, plug the same texture that's in your diffuse node to your bump or displacement node (your choice), or make your own seperate bump map in photoshop using greyscale tones. Then, use the same texture you have for your reflection map, and plug that one into whatever node you DIDN'T plug the diffuse/bump map into... for instance, if your diffuse map is also plugged into the bump node, then try plugging the reflect map into the displacment node, or vice versa, to "mix" the surface complexity, and give the impression that the water has a different texture and actually rests on top of the ground surface. If you know how to use math nodes or any of the advanced nodes in the material room, they could do the same effect, and probably be even more useful for this.
Play with the intensities of both the bump node and displacement node, and make sure you render in Firefly with displacement enabled in the render settings. Don't go too heavy on the displacement or bump value, but try different things.
The point of this would be to make the ground look more wet in some areas (like areas on the gound where water has collected in small puddles or pools), and slightly less wet in others (where it's surface would just be shiny from the wetness, but no water has actually accumulated). Of course, this would only apply if the ground surface you are trying to represent is not supposed to be completely flat... surfaces like concrete or pavement are never completely flat and smooth, so water builds up in some spots, but not in others.
Good luck testing the different techniques. Let me know how it progresses.
Message edited on: 12/11/2004 22:24
Tools : Â 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
I think their is a bug in Transparency. Soon as I select it and use 1.0000 as a value. My CPU temp increases. I had the computer shut off by itself from overheating (Turn off a this temp). I have a AMD Athlon 3200XP+, with 2GB of DDr Ram (PC3200's duel channel, at 400mhz), 128 mb Radeon 9600xt, 80GB HD (7200 RPM), and poser doesn't perform like I would like it to (Or it should). I wonder if CL is working on another patch for P5? I couldn't see them come out with P6 and leaving P5 users with buggy software. That will be totally bad service to the customers.
Can you see image above has a gloss effect on ground? Looks wet, but this is not what I am looking for although it still needs adjustments. Still trying.
Message edited on: 12/12/2004 01:04
Robo, I personally think the example you gave in post #8 looks the most like real wet pavement. It looks extremely good. IMHO, the examples given after that one appear more like the car is standing on water. The first one (post #7) looks good, but not like wet pavement. Looks more like marble.
I think you nailed the look on post #8 honestly. :-) But that's just my opinion, you know what you're after.
Message edited on: 12/12/2004 11:00
Tools : Â 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
I like Post #8 as well. I am keeping that one to. :-) That is why I also posted the nod settings. Although that is not what I am looking for. Trying for that real glossy ground, wet with waves. "Shiny" Like Post #11. See in post #11 That is what I like, the ground really wet, but I am having a problem with the reflection. Lower part of the vehicle looks ok, although the top part doesn't look right. So in Post #12, looks better, but still problems. I will post my nods later.
This is a great thread :) It did help a lot in finishing my latest image... For anyone who's interested... http://www.renderosity.com/viewed.ez?galleryid=838237 Now, I'll have to find a way to create convincing rain and get more realistic waterdrops. And postwork is not an option ;-)
Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.
I am not quite sure if plugging the reflect node into the Translucence channel
really has any effect or if I am just seeing things :))
Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.
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Since we can make mirror reflection in P5, using ground. I was wondering if it is possible to make a wet ground, using the reflection? Has anyone done this?