Forum: Poser - OFFICIAL


Subject: attn bagginsbill - procedural bruising?

PapaBlueMarlin opened this issue on Aug 18, 2006 · 87 posts


Dead_Reckoning posted Sun, 20 August 2006 at 4:43 PM

Quote - Aligning a bruise texture file is pretty easy - you just plug in UV offsets into the ImageMap node.

To make any node in Parmatic, look up the node in the Node Reference. I listed them all. The parameters are documented. You usually want to set the parameters when you create the node, in the argument list. This is all covered in the manual.

So to make the nodes you showed me in your screen shot:

I'll do this step by step instead of one big statement

First the noise - since all the parms are default value, I need no arguments

myNoiseNode = Noise()
#The granite has the noise plugged into the first parameter and all the rest are default:
myGraniteNode = Granite(myNoiseNode)

#The granite was plugged into the blender second color (for the bruise):
s.Diffuse_Color = Blend(s.Diffuse_Color, bruiseclr * myGraniteNode, bruiseblend)

 

That's all I need to do to match what you modified in my shader.

 

This was very Helpful BagginsBill.

I think this is what has been holding those of us who what to do a script back. We are to thickdense to understand How to add the P6 Materila Room Nodes as lines of text in the script. Your explainations make it much easier.

Definitely needs work here, size is off and coloring is wrong. But at least it shows what I am attempting to do with the Vericose Vein idea. Vericose Veins and SSS would certainly go along way to making and Older Persons' Skin.

I tried it on G2 James. The positioning was off, so I would say the Maps are different between P6James and G2 James.

Cheers

DR

 

 

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