Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 10 10:34 am)
Just as bantha said - any URLs that say forum_Id=43 are referring to the old P6 forum. The URL works without a forum id - all it needs is the ShowMessage=#.
There were also:
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Attached Link: Replace ImageMap script
Already done, momodot - follow the link.Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Thank you bantha, and bagginsbill, very much!
momodot - Replace ImageMap script by nruddock, I think, is what you're looking for.
I hav'nt tested yet, though, and would like to hear it worked fine for you?
Ay - you are Sooo slow - you should take a typing course. KIDDING
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Attached Link: Matmatic V3 Eyes by bagginsbill
You can get the script and/or the mat-pose files already compiled at the link.
Enjoy.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
I call nostril glow on both of you :biggrin:
Robo - that's a good one. Care to share how you did it?
Tbird - that dress shader is awesome. How'd you do it? The light on her is a little harsh, though. Her skin has that classic yellow bloom were the red channel got above 100% and could no longer be represented.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
DISCLAIMER! This was just "fooling around" and not a finished work
But... I made a material out of shaders!
character 'jimmy' based on a real person i knew, a musician.
radical morphing of Judy/EJ mesh (in real life jimmy's mouth was like that)
random V2 texture altered in PS for color.
skin effect driven by granite displacement settings in RealSkinShader combined with custom bump map taken from texture desaturated then inverted in photoshop and contrast pushed high. I did not know how to set even one shader, but by having RealSkin drive these changes, then going into the material room I began to see how shaders work.
::::: Opera :::::
Neat - i wondered if you'd used the velvet node, because I saw interesting velvety whitening on the edges - but I gues that's just from the parts of the noise that were low - very clever and simple. I love it. You should post this kind of stuff at RDNA node cult forum. It is specifically for shader discussion and sharing of tips like this one.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
OG: have to go to a meeting for a few hours - i'll get back to you later this afternoon.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
This "color sub" is in fact a "color math" node. Only the name is different. Try with that one, adding the proper color as in your tut, and changing the math argument to "substract".
"Your work is to keep cranking the flywheel that turns the gears
that spin the belt in the engine of belief that keeps you and your
desk in midair."
Annie Dillard
Hi ice-boy.
That tutorial is not called "realistic", but rather "ultra basic" as in - this is the smallest possible number of nodes to get a reasonable implementation of skin that doesn't look plastic.
If you want realistic, you have to use a lot more nodes.
Anyway, probably what is wrong is that the shader is primarily using the difference between specular and diffuse calculations to produce a smooth change in hue of the skin. Because of this, you want to tune it or your lights - take your pick - to get the effect you want. You need more specular light to offset the orange. Try increasing the Specular_Value - you can raise it above 1. Try 1.1, 1.2, 1.3, 1.4, 1.5, etc.
Also, as I pointed out in the tutorial, the peach color that is being applied to the texture has to be chosen again for each texture. That color I showed was a reasonable one to adjust the V3 texture I was using to get a nice tanned skin look. The color of your texture will dictate the color you should use to modify it in the shader. The closer to white you make it, the less the shader will darken or re-hue the texture.
No shader perfectly mimics real life. Instead, it consists of a bunch of approximations and cheats that need to be adjusted in connection with the situation you have. The range of conditions for which an approximation works is always confined somehow. If you move outside that range, you must adjust the approximation so that it produces its best results under the current conditions.
So the color and brightness of your IBL (if you have one) and your other lights, as well as the basic skin texture you start with - these are going to dictate changes in the shader to bring its best performance in line with the current conditions.
The point of the UBSS was that there are only a few colors and parameters you have to modify - so it should be easy to tune it to work under your desired conditions.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Quote - Hi ice-boy.
That tutorial is not called "realistic", but rather "ultra basic" as in - this is the smallest possible number of nodes to get a reasonable implementation of skin that doesn't look plastic.
If you want realistic, you have to use a lot more nodes.
Anyway, probably what is wrong is that the shader is primarily using the difference between specular and diffuse calculations to produce a smooth change in hue of the skin. Because of this, you want to tune it or your lights - take your pick - to get the effect you want. You need more specular light to offset the orange. Try increasing the Specular_Value - you can raise it above 1. Try 1.1, 1.2, 1.3, 1.4, 1.5, etc.
Also, as I pointed out in the tutorial, the peach color that is being applied to the texture has to be chosen again for each texture. That color I showed was a reasonable one to adjust the V3 texture I was using to get a nice tanned skin look. The color of your texture will dictate the color you should use to modify it in the shader. The closer to white you make it, the less the shader will darken or re-hue the texture.
No shader perfectly mimics real life. Instead, it consists of a bunch of approximations and cheats that need to be adjusted in connection with the situation you have. The range of conditions for which an approximation works is always confined somehow. If you move outside that range, you must adjust the approximation so that it produces its best results under the current conditions.
So the color and brightness of your IBL (if you have one) and your other lights, as well as the basic skin texture you start with - these are going to dictate changes in the shader to bring its best performance in line with the current conditions.
The point of the UBSS was that there are only a few colors and parameters you have to modify - so it should be easy to tune it to work under your desired conditions.
thanks for your post.
i saw your thread about making the realistic skin.
cna you maybe post a screenshot of how to use right nodes?
Suppose the black line represents real-world behavior of skin, with respect to apparent brightness based on the lights. A perfectly realistic shader that worked under all lighting conditions would track that line.
But to do so would take a lot of math nodes. Suppose instead you don't feel like doing that and just want to use a single math node (Add) that produces a straight line. The Add node has multipliers built into it (the two numbers), so you can produce any line you want. For example, to implement the line y = mx + b, you make a math function Add. Plug "x", the value you're getting from somewhere else, into Value_1. Put "m" into the number for Value_1. That makes m * x. Now put "b" into Value_2. That computes mx + b. Clearly you can make many different lines by chosing m and b.
In the diagram, I show two choices for m and b - one is colored red, the other green. Neither one looks anything like the black line except for a narrow range of x. Depending on the range of values for x in your scene (light brightness) you'd want to adjust the approximation so that the area where it best overlaps the black line is in the neighborhood of the x value for your scene.
Does this help?
The last picture you posted was using actual shaders which I uploaded - you can download those exact shaders and look at them to see what values I chose for the parameters.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Quote - I
The last picture you posted was using actual shaders which I uploaded - you can download those exact shaders and look at them to see what values I chose for the parameters.
this ?
Attached File: V4UBSS.zip.doc (84.9 kilobytes)
Yep that's it. There are five shaders in there: Plain, Tan, DeepTan, Light, and Porcelain.
Also in there is the matmatic script to generate those shaders - v4ubss.mm1.txt.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Hmmm - I guess you do. I distributed them as mat pose files and those only load on the real figure.
What figure do you want, Apollo? I could go get him and make shaders for him.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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Attached Link: Porcelain-like Skin
They have closed the Poser 6 forum and moved the messages over to the Poser 7 forum. So the direct link does no longer work, but the message still is there. If you miss something just do a search in the P6/P7 forum, a lot of old matmatics postings have that problem.A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper
Avatar image of me done by Chidori.