Forum: Poser - OFFICIAL


Subject: Unbelievably Complicated Figure Shader for Apollo Maximus (AMUCFS)

bagginsbill opened this issue on Jun 29, 2007 · 236 posts


bagginsbill posted Thu, 05 July 2007 at 2:46 PM

jredline:

**I have tried everything I can think of, but the hair just doesn't pop off the picture like the standard AM texture hair does.
**Could be it's because I used a 1.5 in the texture_strength on that Image_Map. The AM body hair isn't dark enough, so I increased the texture_strength to make the hairs be truly black instead of gray on the map. If the hair map you're using is already very dark on the hairs, then this will be a bad thing. If they're already black, put the texture_strength back to 1.

Also, I generate a displacement directly from the hair map. You can adjust this. (I've already added dials for this in AMUCFS version 2 which is not released yet). For now, you can find this in the existing shader, but you'll have to do it for each zone. There is a multiplier of .1 (1 tenth) that defines the height of the hair displacement. Try changing that to .2. It is also connected to a bias with value_2 = .2. Try increasing the bias to .3. Either one of those should make the hair pop more.

The multiplier is in Mul_2:Value_1. You'll find it in the second column of nodes, fifth from the bottom. The hair displacement bias is labelled "Bias" and is in the third column, fourth from the bottom.

**Another query: A non-artist, non-Poser friend of mine critiques the picture by saying: "...the muscles on his upper arms have the texture of an orange."
**That's because the AM body displacement file has some strange bumpiness that creates a sort of cellulite-looking effect on the neck and arms. I've been meaning to ask Anton why there is noise in there. It should be perfectly smooth. Try reducing the Body Displacement parameter. This will have the unfortunate consequence of reducing those bulging veins and muscles, but it will reduce the bump surface that lookes lik an orange skin.

**And finally, how do I change eye color?  Do I simply pick another color out of the pose library for AM? Before or after applying AMUCFS?
**I assume you mean the iris and not the eye white. Go into the Eyes parameters. The Iris Clr 2 dial selects iris color #2, which is brown. You can blend it using values between 0 and 1. A value of 1 there will fully select iris 2. Then there's the Iris Clr 3 dial, which blends iris color #3 with the result of the previous blend. Iris #3 is green. Then there's Iris Clr 4 (brown inner, blue outer) and 5 (pale blue). Each in turn blends the next iris color with the results of the previous. 

If you go into the material room you can preview the iris color without rendering. Usually the parameter dials are hidden while in the mat room. But you can display and use them interactively. Go into the mat room. Select the Iris zone. Use the menu item Window/Parameter Dials to display the dials. Now mess with the Eye dials -you'll see the results in the PoserSurface preview immediately.

You can also change the final color using the Iris Stain dials. PM:Iris Stain:Hue is the hue - 0 = red, 1 = yellow, 2 = green, 3 = cyan, 4 = blue, 5 = magenta.  Values between the whole numbers will give blended versions. For example, .5 is orange. The Saturation decides how strong the hue is. Saturation = 0 means actually a shade of gray. Saturation = 1 will give you the strongest version of the hue. And finally the PM:Iris Stain:Value will lighten (greater than 1) or darken (less than 1) the iris color. Setting Value way above 1 will create the impression that the iris is glowing. Set all the Iris Clr dials to 0. Then try Iris Hue = 4, Saturation = .5, Value = 2 for a trippy looking ultra blue eye.


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