Ajax opened this issue on Mar 23, 2005 ยท 67 posts
Ajax posted Thu, 24 March 2005 at 5:25 PM
Can this technique be used to do things like putting shiny spots on exposed surfaces, add speckling to toon shaders, control slime locations when combined with my slime shader, etc? Yes it can. There are some drawbacks however. While the AO algorithm is as good for finding exposed surfaces as it is for finding protected surfaces, the implementation of it in Poser 6 appears to be geared toward protected surfaces. I don't think it can tell the difference between a really exposed bit, like the end of a nose and a moderately exposed bit, like the middle of a forehead. "Can this be used to make a brick texture look dirty? (Each individual brick, as opposed to only the corners of the mesh)" Not really. This approach is really for putting dirt in protected corners. If you just want dirt evenly spattered over each brick, there are ways to do it and they're probably easier than this approach. Texture baking? I wish. I don't expect it to every happen in Poser though. Still, the fact that I can make stuff like this for P6 users makes me very happy. Will there be a dirt pack? Not sure yet, but certainly I'm always storing away shaders and it's probably getting to be time I did some more shader packs. I want to take a look at some of the other new nodes first though. They quietly introduced a bunch of new rate of change variable nodes that look really interesting. I'll have to see what I can do with those. If they work how I think they do, I should be able to use them to colour sharp bits differently from blunt bits. Thanks for the interest, everybody. Enthusiastic people keep me going :-)
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