Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 1:45 am)
I was working on trying to get something to look metallic in P6. What I wound up doing was taking the clouds node, changing the colors via a color_math node, and plugging it into the reflection color channel. It didn't work out so well, but it was bearable. If anyone has a better suggestion, I would really love to hear it!
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1022221
This is for chrome. But it should work for other types with different image maps applied to the color channel. -ScottATemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
you dont HAVE to learn anything. the reason there are so many nodes is to simulate the following : the color of the metal effecting the color of the reflection the brightness of the reflections effecting the amount that is reflected viewing straight on has less reflection that glancing reflections on the sides of the metal you DID ask how to make something look like metal! metal does these things
TemplarGFX
3D Hobbyist since 1996
I use poser native units
you might try that "simple" tab at the top so you dont have to work with all the nodes. I'm kinda in the middle of something so i cant test it out but it has a place to put in "reflection". I've never had p4 but it would seem to be rather equalivent to what little i know of p4.
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I guess I assumed you wanted a node configuration that was more than simple.. so to make up for my confusing material, here is one, set on the SIMPLE tab
the reflection is a sphere map. depending on the texture you use, you may want to untick object color and/or lights in that reflection box.
Message edited on: 08/04/2005 21:34
TemplarGFX
3D Hobbyist since 1996
I use poser native units
"viewing straight on has less reflection that glancing reflections on the sides of the metal" Nice fresnel effect, but it should be pointed out that not all metal has this property. In fact, I can only think of one offhand, and that would be metal that has a glossy "carpaint" material on top of it... or perhaps a "brushed" metal. Chromium, silver, gold, steel, platinum, aluminum, etc. all have standard reflective properties, and shouldn't have fresnel (or glancing) reflections. Your metals look fine, by the way, templargfx. Just pointing out the obvious. ;-)
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
this is true for real reflection (ie ray-traced) which takes a completely different approach, but other than chrome, using a sphere map looks wrong. the more complex material I did above helps to give more definition to the shape of the object, and aslo makes the "whites" brighter at the edges, simply having the reflection_lite_mult ticked with ray-tracing is engough, but not really enough for sphere maps. well, in my opinion, but then again, I like complex :)
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Attached Link: http://www.rdna3d.com/Tutorials/Poser6/Inside01/Inside01.html
Thanks, that's what I posted in the first place. It gives me this flat image with no reflection....myabe I should give up and go with Traveler's material idea.... http://www.rdna3d.com/Tutorials/Poser6/Inside01/Inside01.htmlin your node setup image at the top of this thread, you do not have either relfection_lite_mult ticked, or reflection_kd_mult ticked, this will be greatly increasing the bright or washed out look. tick these two options!
TemplarGFX
3D Hobbyist since 1996
I use poser native units
ok, first, set your reflection color to WHITE, that gray will be making it quite dark, secondly change your Highlight size to .5 or less. also, try changing your camera angle, render the object from different sides, one thing you may not have considered is that the part of the sphere map that is being rendered on the surface you are looking at may have no details, and therefore, not show up. try applying your material to a sphere, and rendering that the problem with sphere maps is that it "Stretches" it over the surface of the object, flat areas (especially those directly facing the camera) have a small section of the sphere map stretched right across a larger suface, losing the detail (sometimes all of it) from the sphere map. http://stupes.customer.netspace.net.au/templargfx.zip here is zip file with my complex materal above. simply unzip it to your POSER directory. (make sure you use directories) then in material room you should find a materal called templargfxmetal apply this to your object, then under image_map select the imagemap you are using at the moment
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
I can get it it to do that too, but it looks more like its textured than reflecting dont you think?
TemplarGFX
3D Hobbyist since 1996
I use poser native units
well, I think your only option is to use real ray-tracing. do you have any sky domes? if not, I will whip you up one with a freebie image off the internet. you can then place this dome in the scene, and it will surround everything, and then be reflected by your port hole cover thing
TemplarGFX
3D Hobbyist since 1996
I use poser native units
poser can do planar mapping?
TemplarGFX
3D Hobbyist since 1996
I use poser native units
I think Poser does planar by default. The reason the reflect maps in post 31 didn't look too good seems to be because that reflection image isn't really meant for planar or box mapping (most aren't). Raytrace is indeed the best solution. However, I know there's some acceptable reflect maps that are used on water planes in other apps, so they ARE out there. Basically they seem to be simple blurred images of a sky and land mapped to a plane. However, they're only effective if there's some bump on the plane's surface to break up the specularity a bit. There's really no such thing as a perfectly smooth flat surface in the real world. Even if it takes looking under a magnifying glass, you'd see some imperfections in every surface known to man. This helps light react with the surface as we see it with our eyes. In 3D, obviously, these minute details make the big difference in something that looks photorealistic or fake to our trained eye. Objects could never be as detailed as they actually are in the real world, so we must fake some things. If your suface MUST remain perfectly smooth, then I see no other alternative but to use raytraced reflections as was suggested. If you can afford to put some kind of bump on the surface, however... you might not need much more than some anisotroptic specularity and a simple blurred gradient reflect map to fake the effect.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
Message edited on: 08/05/2005 23:43
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
One important factor... Shiny metallic objects will look totally flat if there's nothing in the scene to reflect. At best, you'll have a highlight from the workspace lights bouncing off it but that's all. Poser can't guess what the object is supposed to be reflecting, so in the absence of something to reflect you'll get... nothing. Adding an environment map (suited to your scene) will greatly enhance the appearance of your metals. I don't recommend adding an environment map everything, though. Use with discretion.
Coppula eam se non posit acceptera jocularum.
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