Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)
This is also a great way of adding second skin textures to your figure, without having to bother with extra programs or editing in photoshop. It's particularly useful if the second skin you want to use does not follow the standard material zones of the figures. And if you're using a utility like ShaderSpider, you can even save the wedge to use in the future, so you only have to perform the node settings once and save the wedge; later on, you can just apply it with a single click to any base texture you're using.
Attached Link: http://www.rawart3d.com
Math functions rock. Ot is just a shame there isn't more documentation on them. Great point. You can plug procedurals into the Blending socket too of course. PS: The top Apollo Textures are from Rawart3d
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
bm
My aspiration: to make a decent Poser Render I'm an Oldie, a goldie, but not a miracle worker :-)
Anton - I'm still getting used to P6 nodes - can you post the full node setup for the texture blends? Cheers!
My aspiration: to make a decent Poser Render I'm an Oldie, a goldie, but not a miracle worker :-)
They there, That is the full set up. You just needs three nodes or just the four nodes if using an alpha. You plug them into diffuse color. Or for using it with more Complex MATs other people have done... plug that Blender node into wherever the texture map node was previously.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Maps get plugged into diffused color or the first socket on the material bar. adding my own bookmark: AKmaterialroombookmark
Message edited on: 04/01/2006 16:45
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
thanks Anton, I'll have a play around in the next couple of days and see what happens - I've started to enjoy using the nodes as they open up a whole new aspect of Poser
My aspiration: to make a decent Poser Render I'm an Oldie, a goldie, but not a miracle worker :-)
Content Advisory! This message contains nudity
Attached Link: http://www.forbidden-lovers.net/notsokosher/AMApril06mat3.jpg
Here is my current work-in-progress for the laterally divided materials.I have used gmadome's technique with two of my own textures.
Message edited on: 04/02/2006 08:35
Eternal Hobbyist
Attached Link: http://www.forbidden-lovers.net/notsokosher/LDSM1.jpg
And this is the actual way it has been set up: (screen capture of my Material Settings)Eternal Hobbyist
Thanks Anton, this is excellent information! I can already see the possibilities!
There are 10 kinds of people in the world. Those that understand
binary and those that don't.
Web site: http://screamingidjit.com/
Hi again.
Here is another really fun way to get new textures from existing ones. You use a bump map, as an alpha map, to define how two different texture maps are blended.
In these examples we are using Apollo's default African map, Captain Quint for Apollo (here at Rendo). and the bump maps for each.
In this image we are using Captian Quint's bump as the alpha map defining the blend.
In the next example, we are reversiing the imputs and using Apollo's bump map to define the blending of the two maps.
Please experiment and post any pics. This technique should be hugely successful for female figure textures especially. You can get brand new looks with what you already have
Cheers,
Anton
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Just to add to the confusion....
Don't forget that you can use the math->component node to extract just the red, blue or green part of an image.
Set the component to 0=Red, 1=Green, 2=Blue and plug the pic into the Color input.
This also has the advantage that you can combine 3 masks into a single image by giving each maska pure shade of RGB and extract just the part you want.You can even overlap them as long as you make sure that the overlapping bits are correctly coloured (EG where Red overlaps Green, shades of Yellow). This can easily be done automatically in any competent 2D app.
You'll still be able to isolate the individual maps...
Cheers,
Diolma
just to say, Ajax has a neat thread here about how to do this spatially with the P-node. he uses it to create a slime layer in his example. i used it to create my most popular piece, Reaching For Life. the awesome thing about controlling the blend with the P-node is you can use the same transition area across objects.
Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2227023
> Quote - This also has the advantage that you can combine 3 masks into a single image by giving each maska pure shade of RGB and extract just the part you want.You can get more than 3 masks out of a coloured image if you want to.
"You can get more than 3 masks out of a coloured image if you want to."
You probably can, but I don't know how to, not and keep all 256 levels of greyscale for each mask...
Anyway, I find it confusing enough separating and re-combing the masks with just 3 of them, let alone more. I'll let the experts like yourself do all the difficult stuff:-)
Cheers,
Diolma
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-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the face of truth is concealment."
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