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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



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


Chopperman ( ) posted Thu, 05 July 2007 at 10:09 AM

Quote - unless some knucklehead from QA comes and makes me do real work again.

Sheesh, you Dev types are all the same. :biggrin:


bagginsbill ( ) posted Thu, 05 July 2007 at 12:58 PM

So I have a new idea I'm working on. I want to run this by you guys to see if it is workable for you.

The shader is written in matmatic, and if you take the trouble to use matmatic you can edit the script to change the image files that it uses.

However, I understand that this is not the most fun thing to do. So I have another scheme.

First, I change the shader so that every image map node is clearly marked as to what it is for.

Then I add two more scripts to parmatic. The first you use to scan the shader and save a text file. This file shows all the current image map assignments. The other you use to load the text file and make the necessary changes to file names in the shader.

The saved file looks like this: 

BodyBump=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_Body1Bump.jpg
BodyColor1=:Runtime:textures:Anton'sApolloMaximus:Body:APM_Body1.jpg
BodyColor2=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_Body02.jpg
BodyDispMap=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_DisplBody1.png
BodyFreckleMask=:Runtime:Textures:Anton'sApolloMaximus:UCFS:UCFS_APM_BodyFreckleMask.jpg
BodyHairMap=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_BodyHair1.jpg
BrowsTransmap=:Runtime:textures:Anton'sApolloMaximus:Body:APM_LashTr.jpg
EyewhiteColor=:Runtime:textures:Anton'sApolloMaximus:Body:APM_Eyeball1.jpg
FaceBump=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_Face1Bump.jpg
FaceColor1=:Runtime:textures:Anton'sApolloMaximus:Body:APM_Face1.jpg
FaceColor2=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_Face02b.jpg
FaceFreckleMask=:Runtime:Textures:Anton'sApolloMaximus:UCFS:UCFS_APM_FaceFreckleMask.jpg
FacePoreMask=:Runtime:Textures:Anton'sApolloMaximus:UCFS:UCFS_APM_PoreMask.jpg
IrisColor1=:Runtime:textures:Anton'sApolloMaximus:Body:APM_EyeIris1.jpg
IrisColor2=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_EyeIris2.jpg
IrisColor3=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_EyeIris3.jpg
IrisColor4=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_EyeIris4.jpg
IrisColor5=:Runtime:Textures:Anton'sApolloMaximus:Body:APM_EyeIris5.jpg
LashTransmap=:Runtime:textures:Anton'sApolloMaximus:Body:APM_LashTr.jpg
TeethColor=:Runtime:textures:Anton'sApolloMaximus:Body:APM_TeethTongue1.jpg
TongueGumsColor=:Runtime:textures:Anton'sApolloMaximus:Body:APM_TeethTongue1.jpg

You edit that file. First you delete any items you don't want to change, leaving only those you DO want to change. For example, if all you want to do is change the BodyHairMap (jredline) you delete all the other lines. Then you edit that one line to identify the file you want to use instead.

You save the file. Then you run the Parmatic Load Image Files script and give it the file to use. It then performs all the multi-zone changes as needed.

At any time, you can then save the results modified shaders as a new material collection. Or you can just use the text files and loader script to load variations.

The alternative I can think of is to build a whole GUI around this, but it would have to be a TK GUI and it would not work on Macintosh.

Opinions?


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kobaltkween ( ) posted Thu, 05 July 2007 at 1:24 PM

well, it depends on how wide an audience you'd like to reach. no gui means reaching only people who are not only comfortable editing files like that but who don't find that so alien to their workflow that they just don't do it.  gui reaches everyone willing to run a python plug-in in poser, which is far from everyone but still a much larger group.

personally, i'm not so greedy as to ask for a gui, but i'll admit that it would be ultra-appreciated.  just to be be able to browse for the file within the interface instead of going to the explorer, finding the new file, copying the location and changing the slashes to colons would be stupendous.  on the other hand, that seems perfectly easy and clear to edit, imho. but i'm not afraid of code.



jjroland ( ) posted Thu, 05 July 2007 at 2:04 PM

I would love to give you feedback on your scheme - but I have no idea what you said : /


I am:  aka Velocity3d 


bagginsbill ( ) posted Thu, 05 July 2007 at 2:14 PM

And that answers all my questions jj :biggrin:


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bagginsbill ( ) posted Thu, 05 July 2007 at 2:18 PM

Attached Link: Replace ImageMap script

nruddock already did a script for this. It only does one image at a time and is entirely gui driven.

You run the script with AMUCFS already loaded onto AM.

It will scan the shaders for image maps.

It will present a dialog, where you get to choose one of the file names. You will just have to know what it is for from the name alone.

Then you get another dialog where you choose a new file to replace it with.

Then you get another dialog where it prompts you to save the new material collection. You can skip that step and just hit cancel at that point.

So if you want to change all 5 pre-loaded iris colors, you'll have to run the script five times.

If you want to change the caucasian face color, body color, face bump, and body bump, you'll have to run it four times.

Is that clear?


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

file_381952.jpg

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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bagginsbill ( ) posted Thu, 05 July 2007 at 2:57 PM

**BB, I was wondering if you'd allow for people to distribute Material sets created using your shader as part of a character pack (free of course)? I know I could just as easily distribute shader pre-sets (thanks to your idiot proof instructions), but some people are too intimidated to download your shader in the first place. At the very least, if they like the results they get using my Material set, maybe they'll take the plunge themselves.
**Yeah, sure, what the heck. But it has to be free. No selling my free stuff please.

You can save the resulting shader as a material collection and distribute it with your character pack. I'd also give them the preset in case they actually do want to get and use AMUCFS. Please point them to divshare or this thread.

Which one are you going to give out? I like the RT one best, but some people may not like using raytracing just to get perfect eyes. I really don't like the eyes without the AO in them, but they're ok I guess. I suppose you could give them both.


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bagginsbill ( ) posted Thu, 05 July 2007 at 3:22 PM

Quote - ok it works for me now.

i have still some questions.

is it just me or is the default shader a little dark? i guess i am using the wrong lights.
to me it looks like the scandinavian is more like the europen white people. what do you think?

bagginsbill the shader is incredible. i still dont understand how you did this. amazing.

 

Ice-boy:

So glad to hear you got through the issues.

As to the darkness, have you tried rendering with my light set? I agree the default skin is not as light as a northern European, but I never said it was a European. It is a generic caucasian of indeterminate origin. I do think I made him a little too pink, but you can change that in a heartbeat, with the  PM:Stain:Hue parameter.

The preset I called Scandinavian is supposed to be a northern European, and the Latin preset is a southern European. I would have used the term "Aryan" but I thought Scandinavian was safer.

I do a lot of work in Sweden - those people really look like that.


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ice-boy ( ) posted Thu, 05 July 2007 at 3:58 PM

thanks


ClawShrimp ( ) posted Thu, 05 July 2007 at 6:49 PM

The one I've been tinkering with mostly is the big bad boy RT+Refl+AO. The results are truly fantastic (without my tinkerings), but I know the resource hit isn't to everyone's liking.

I'll have to settle for multiple versions, as you suggested. I'll get the big fella done first, apply the preset to the lower quality versions, and tweak individually where appropriate.

I'd absolutely include the preset for those that want it, and the DivShare link for those that decide to take the plunge.

I've got another (stupid) question for you. When I apply a 'Face', let's say one with facial hair, why doesn't this show on my render? What am I doing wrong? I know it's gotta be me and not the shader :).

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


bagginsbill ( ) posted Thu, 05 July 2007 at 8:50 PM

Do you mean preview, not render?

Are you saying the faces (beards) don't render?

If you're talking about preview, Poser is wierd that way. Textures or texture updates randomly do not show in preview. They seem to show more for me because I keep texture caching turned on in P6. I think other people don't do that, and for some reason that results in old or white preview data.


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)


ClawShrimp ( ) posted Thu, 05 July 2007 at 8:57 PM

No I mean an actual Firfely render.

I render with the default shader, then render again after selecting a face...identical.

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


jdredline ( ) posted Thu, 05 July 2007 at 9:02 PM

BB,

Thanks for all the great suggestions.  Whe I first read through them, I thought, "surely the solution must be within these adjustments."  So, no matter how scary it seeemed (for noob me) I tried your "hairy" suggestions...

...with unchanging results.  I only tested the numbers you wrote, so I haven't experimented with higher numbers to see what would happen.

I moved on to the eyes instead.

I think there may be a snag with my installation of your free download because using Poser 7 SR2, no matter what  <PM:Iris Clr> dial I turn on, I still get those beautiful baby blues.

I want brown eyes.  I went into the Material Room and selected the Iris material zone as you suggested.  With all 5 image maps opened (BTW, brown being Image Map 5 and <PM: Iris Clr 2> dial is supposed to create brown eyes is very confusing)

I'm assuming any changes made to those dials would be reflected in the first column's PoserSurface box dsiplay. 

Again, it never changes no matter what dial I turn.

Any other info I can provide you to help solve this mystery I'm happy to supply.

Thanks



bagginsbill ( ) posted Thu, 05 July 2007 at 9:02 PM

Hmmm. The face pose files are just calling python scripts. These scripts (one for each face) call a common parmatic function to go replace the filenames on the image map nodes in the various face zones.

After double clicking one, open up the mat room and check what's in the FaceClr1 image map. (On the far right of the shader) It should be changed to face01d or face01e or whatever you clicked on.

If it hasn't changed the file name, then something is wrong.


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)


bagginsbill ( ) posted Thu, 05 July 2007 at 9:06 PM

jredline,

What you're describing actually sounds like nothing to do with iris. It sounds like you started a new session of Poser and forgot to re-activate the parmatic Updater. If you find that all your parameter changes are ignored, then that's the problem. If you find that only iris changes are ignored then I'm mystified.

The Parmatic Updater must be run every time you start poser. 

Double clicking my shader automatically does that, but loading a scene where you double clicked the shader IN A PREVIOUS SESSION does not activate the updater.


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)


ClawShrimp ( ) posted Thu, 05 July 2007 at 9:06 PM

I'm at 'work' right now, so unfortunately I can't test this just yet. I'll post here once I have (shouldn't be too long).

I did notice that the material preview in the Mat Room didn't change when faces were applied, but I haven't checked whether the name had changed on the image map node.

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


bagginsbill ( ) posted Thu, 05 July 2007 at 9:07 PM

When you tried changes for the Jepe hair map, are you sure you did it to Skin Torso?


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bagginsbill ( ) posted Thu, 05 July 2007 at 9:08 PM

Work shmork - where do you think I do all my Poser stuff?


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)


ClawShrimp ( ) posted Thu, 05 July 2007 at 9:10 PM

:)

I'm guilty of this too, but in my haste this morning I forgot my laptop.

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


jdredline ( ) posted Thu, 05 July 2007 at 9:11 PM

Quote - When you tried changes for the Jepe hair map, are you sure you did it to Skin Torso?

Yes, I specifically used torso first since that's where the bulk of the hair is.

The updater:  You know, I did restart Poser.  But I also clicked on the ParmaticUpdater script in my script Window Menu.  Here's the message I get:

Traceback (most recent call last):
  File "C:Program Filese frontierPoser 7RuntimePythonposerScriptsScriptsMenuparmaticparmaticUpdater.py", line 20, in ?
    from parmatic import ParmaticActor
ImportError: No module named parmatic

Now what did I screw up?



bagginsbill ( ) posted Thu, 05 July 2007 at 9:42 PM

jd:

Ah I see the problem. You (and so many others) think you know where things go and don't follow directions.

You did not put parmatic in your runtime where it has to be. It HAS to be where I had it in the zip file.

Why do people keep doing this? When you get a zip file with a runtime tree in it JUST DRAG IT INTO YOUR POSER HOME.

So now I have a surprise for you jd. Because of this, NONE OF YOUR PARAMETERS HAVE EVER WORKED.

You have copied parmatic into poserScriptsScriptsMenu - IT DOES NOT GO THERE and I NEVER TOLD YOU TO PUT IT THERE. Sorry to shout but this really bunches my knickers.

The parmatic folder goes in Runtimepython, just as I gave it to you in the zip.

You may find AMUCFS is even more fun when the parameters work.


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bagginsbill ( ) posted Thu, 05 July 2007 at 9:45 PM

This is straight out of the parmatic read me. I don't know how to be more clear.

--- INSTALLATION

Unzip the the files directly into your MAIN RUNTIME. Python scripts don't
work in other runtimes. Don't compress the parmatic folder - Python scripts
don't work when compressed.

Verify that the files end up in your runtime in this location:

Poser X:Runtime:Python:parmatic

In that folder you should find the following files:

init.py
lastSavePath.txt
parmaticDeleteParameters.py
parmaticMenu.py
parmaticSaveParameters.py
parmaticUpdater.py

The file parmticMenu.py is a Python buttons window menu. Run it to load the
parmatic buttons.


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Chopperman ( ) posted Thu, 05 July 2007 at 10:14 PM

Baggins,
I am seeing some odd ineractions with other figures. Specifically when applying a morph to Aiko.

repro:

  1. Load Apollo
  2. select initial pose from your menu
  3. select a realistic shader setup from your sub menu
  4. add your body lights
  5. add Aiko complete
  6. apply Aiko headmorph from a vendor
  7. apply body morph from same character set

Result:
The body morph "crushes" the face on Aiko without changing any dials

Notes:
I narrowed it down to this set of steps by finding a workaround. I moved the Aiko steps ahead of Apollo's and it doesnt cause the same problem. I havent tried it with Vic4 yet. I dont know if this is a problem in Aiko, Poser or your scripts.

Another issue I ran across by mistake (mine) I went to apply your base shader pose and neglected to make sure I had Apollo selected. This made Aiko look a bit funny (of course) but when I went to "Undo", poser couldnt find the temp files needed to do the undo. Reapplying the texture to Aiko fixed it. Annoying, but worth noting.

This is a helluva fun tool, Baggins! thanks again


Ghostofmacbeth ( ) posted Thu, 05 July 2007 at 11:09 PM

Injections don't normally work as well for the second figure in a scene. Create the figures seperately, add a CR2 to a folder in the figures area and then load it into the scene completed.



Chopperman ( ) posted Thu, 05 July 2007 at 11:40 PM

Quote - Injections don't normally work as well for the second figure in a scene. Create the figures seperately, add a CR2 to a folder in the figures area and then load it into the scene completed.

Ah, ok. Makes sense - Well no, it doesnt , actually- but at least it is something beyond Baggins' control.


jjroland ( ) posted Fri, 06 July 2007 at 12:21 AM

""You did not put parmatic in your runtime where it has to be. It HAS to be where I had it in the zip file.

Why do people keep doing this? When you get a zip file with a runtime tree in it JUST DRAG IT INTO YOUR POSER HOME.""

Well I suppose Im bored and have to play devils advocate here.  BUT  many many many times the files in a runtime are NOT where they are suppose to be.  Many of us have taken to simply extracting to dummy folders and then proceeding from there (alot of time manually dragging individual files).  

However that isn't the case with BBs stuff and the readme was VERY clear on where to put things.


I am:  aka Velocity3d 


jdredline ( ) posted Fri, 06 July 2007 at 2:25 AM

BB,

I get the feeling you were yelling at me.  But I don't care, because you are the God of the Material Room.  Yell all you want because this system is so fantastic, I'm forever grateful and you can do whatever you want.

But, a little explanation: I did originally load the Parmatic correctly into the Poser/Runtime/Python  folder, but when I opened the script palette, parmatic was not there.  So, I opened my "Poser 7 Revealed" book to the script section (not knowing anyhting about python/scripts) and learned that it needed to be in the scriptsmenu folder in order to show up in the menu above.  So, I moved it.

Of course, I copied it back and now I know to click on an empty button in the palette to go to the Parmatic folder and run the menubuttons script.  (BTW, in case you didn't know, when you go back to the main menu on the scirpt palette, the parmatic button is no longer there and needs to be run again.)

So, with everything in the correct place and all the zones changed to your suggestions, I started a new render while writing this post.

Let' see how it turned out...



ClawShrimp ( ) posted Fri, 06 July 2007 at 2:29 AM · edited Fri, 06 July 2007 at 2:35 AM

Edit

Could this possibly be due to the face image maps not being in their default location?

I can't remember if I moved them, but I do have a habit of re-organising just about everything before dropping it into my runtime. It's possible I deviated from Anton's original locations.

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


jdredline ( ) posted Fri, 06 July 2007 at 3:11 AM

file_382008.jpg

Now that's popping!

(I think I orgasmed)

Still very much "orange" texture, but I'm just too excited to mess with anything.

I'll experiment at a later time.



jdredline ( ) posted Fri, 06 July 2007 at 3:27 AM

file_382010.jpg

Original without hair displacement map working.



bagginsbill ( ) posted Fri, 06 July 2007 at 7:03 AM

Heheh. Thanks all for your patience and kindness. Sometimes I get cranky.

JJ and jdredline - I did indeed ask why and you both gave sensible answers so I'll go take a time-out in a corner for 10 minutes.

jd - You made me actually laugh out loud. Boy that guy sure looks scary hairy. I'm impressed that you managed to get it working with all those freaking nodes in the mat room.

Clawshrimp - 

Moving the files could be a problem. Each face pz2 runs a python script. The python scripts are in :Runtime:Python:AMUCFS.

Each of them looks like this (showing the one for FaceColor1):

import parmatic
parmatic.ParmaticReplaceImage("FaceColor1", ":Runtime:Textures:Anton'sApolloMaximus:Body:APM_Face1.jpg")

If the path to the face jpeg is wrong, you can fix it. If your faces are in a different path, go edit each of those to reflect where you have them. If they are in a different runtime, that's not a problem. Mine are in a separate Apollo runtime, but the runtime path resolution works anyway.


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)


bagginsbill ( ) posted Fri, 06 July 2007 at 7:09 AM

jdredline:

I didn't know that P7 had some sort of integration of menus with Python plugins. I don't have P7. That sounds cool.

However, I will probably soon have P7. Apparently E-Frontier has noticed me. They contacted me and invited me to join their Beta program. So I'll be getting a free (YIPEE) copy of P7 shortly. So this is good because then I'll be able to design and test scripts and shaders for P7.


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)


jdredline ( ) posted Fri, 06 July 2007 at 7:26 AM

So, my next problem:  After getting it to work so well with that guy, I decided to go back to another project which has 2 charaters in it and apply your system to them.

Just for safety, I closed Poser altogether.  Re-opened, and then opened the scene.  With one of the figures>body selected, I ran the updater and here's the result:

Traceback (most recent call last):
  File "C:Program Filese frontierPoser 7RuntimePythonposerScriptsScriptsMenuparmaticparmaticUpdater.py", line 131, in ?
    ParmaticCameraUpdate()
  File "C:Program Filese frontierPoser 7RuntimePythonposerScriptsScriptsMenuparmaticparmaticUpdater.py", line 118, in ParmaticCameraUpdate
    for mat in materials:
TypeError: iteration over non-sequence

What did I screw up this time?



bagginsbill ( ) posted Fri, 06 July 2007 at 7:56 AM

jdredline,

graphixa posted the same problem at RDNA

www.runtimedna.com/mod/forum/messages.php

See post #13.

We don't know what the problem is. There's a prop in the scene that barfs when i ask for its materials. I don't know what it could be.

The workaround is to bypass the camera update stuff. It really isn't needed for this shader at all. Follow the instructions in that thread to edit your parmatic script and stop trying to do the camera update.


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Conniekat8 ( ) posted Fri, 06 July 2007 at 11:40 AM

Quote - Now that's popping....

 

Oh my!  It gave me the urge to grab him and dip him in a bathtub full of 'Nair'
Too cute!

Bagginsbill, fantastic work on the shader. I really can't think of a superlative that would do it justice, so I've just been sitting back and staring at this thread with my jaw dropped.
(As soon as I untangle myself from coule of current projects I intend to play with it)

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
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jdredline ( ) posted Fri, 06 July 2007 at 12:12 PM

Okay, that did the trick.  No error messages when I run the updater from the palette and the parameter dials load up when I select them.

Something else I want to mention - not a problem.

Some people mention when they apply your shader, the figure turns white - but renders normal.

The first time I used your shader the same thing happened to me. But I thought, "better check it out in the material room."  So, I switched to the material room.  For each zone I selected, the material went from white to the texture preview.  So, I selected all the zones one at a time and wa-la! Texture preview back in the Pose Room. (except for lashes and eyebrows - they still show white in the preview, but render normal)

Another odd thing: On one project I tested the African 2 preset.  He didn't display white, but the texture preview was of a white man, but when I rendered, he was black as I had selected.

I think I know why it does that. Because AM_Body01 is the automatic selection, when I choose one of the black presets, the shader is programmed to switch to AM_Body02 and this doesn't happen until it renders.  (am I close?)

Anyway, this shader you've come up with is a dream come true and I can't thank you enough.  Thank goodness it was free since the name scared me off at first, but now that I know it's potential, I would have paid a very pretty penny for this shader.  And if you decide to make this system for other male models - you definitely should charge for it!

I'm currently rendering an image with the AMUCFS!RT+refl+AO and "oily" selections and I can't believe my eyes!

Thank you, thank you, thank you!

JDRedLine



jdredline ( ) posted Fri, 06 July 2007 at 12:17 PM

Quote - > Quote - Now that's popping....

 
...
(As soon as I untangle myself from coule of current projects I intend to play with it)

My problem is, I've already integrated this shader into my current project just for fun, but the images don't match the previous images.  I'm dreading going back to my original style since I'm already past the halfway point.

All future projects will have this shader!



Ghostofmacbeth ( ) posted Fri, 06 July 2007 at 1:20 PM

Yep .. the white preview is that way for me ... Basically it seems to mean old computer can't deal with the number of nodes.



ClawShrimp ( ) posted Fri, 06 July 2007 at 1:34 PM

Thanks BB.

I did move them, so I'll just fix the paths in the script and I'll be golden.

It's like 2.30 in the morning here, so I'll have to do this after breakfast :).

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


Conniekat8 ( ) posted Fri, 06 July 2007 at 2:00 PM · edited Fri, 06 July 2007 at 2:01 PM

Quote - Yep .. the white preview is that way for me ... Basically it seems to mean old computer can't deal with the number of nodes.

 

I think in general, Poser doesn't preview procedurals, except for it's basic diffuse color. Lot of 3D programs are like that. IIRC Max does the same. It's a normal thing.  Makes you use plop/area render a lot.

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bagginsbill ( ) posted Fri, 06 July 2007 at 3:37 PM

file_382054.jpg

Yay - love the interest. More renders!

I think the white preview happens also with face_off's shaders. I believe it is because there really are two shader models, the old P4 model (the simple material room) and the full blown P5 model (the advanced material room).

I do not fill in any of the information for the P4 version. I know that "touching" the mat zone will update the P4 version with dumbed-down info from the P5 shader tree. This basically involves a very stupid simple thing - Poser looks for the first color image attached to the Diffuse_Color input. It plugs that into the P4 preview jigger. Now for me this happens as soon as I load the shader (in P6), but occasionally it doesn't, so I know what you guys are talking about.

There is no doubt that the preview does not analyze or use any complex shader tree information, so it doesn't know things that are obviously known inside the mat room preview.

When you select one of the black presets, you're not loading a new color image. I actually have the white and black skins loaded all the time. They both go into a Blender node. That Blender node let's you blend anywhere between fully white and fully black. This is controlled by the PM:Skin 2 Blend dial. You can choose 0 (100% caucasian), 1 (100% african), .5 (half and half), .75 (3/4 black) etc.

The preview doesn't know anything about this. It just knows that the first color image file (the caucasian) is what it's going to show you in the pose room preview.

The renders above show the default preset, but with various settings of PM:Skin 2 Blend changing.

I believe the P7 hardware-accelerated pose preview actually does try to implement the shader full shader tree in OpenGL. I'm told that my shader slows P7 down something fierce when you try to use that feature.

I haven't seen anybody besides me render the teeth. I'm particularly proud of the teeth - it's always been difficult to get them to look good. See, to get good renders, you must use IBL. But IBL tends to make the inner mouth parts glow too much. You can try AO, but that just doesn't do a good job on such complicated geometry. Poser AO is only a rough approximation and works ok for a hand or shirt close to the skin, but doesn't figure out all the nooks and crannies in the mouth. I tried many different settings for light-based AO and shader node AO - nothing worked well. So I did a trick. I hardly use any diffuse on the teeth and tongue. IBL doesn't generate any data for specular nodes - only diffuse light is generated. So the teeth and tongue are almost completely lit by specular nodes. This makes them ignore the IBL. Yet they look like diffuse, and hopefully with some subsurface scattering in there too. I thought this was a pretty clever solution.

Let's see your teeth renders. Use my lights - the face light - with really clean shadows.


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)


Ghostofmacbeth ( ) posted Fri, 06 July 2007 at 3:56 PM

I rendered the teeth (a post over at Content Paradise) but it is pretty far away. It does work really well though.  I will do up a better shot sometime soon.



bagginsbill ( ) posted Fri, 06 July 2007 at 4:07 PM · edited Fri, 06 July 2007 at 4:07 PM

file_382060.jpg

Amusing myself with the Alien preset.

Be sure to click to see it at full resolution.


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)


TSHamby ( ) posted Fri, 06 July 2007 at 4:38 PM

Impressive work ... thanks for sharing.


ClawShrimp ( ) posted Sat, 07 July 2007 at 1:17 AM

file_382099.JPG

The image map locations was the problem BB. All good now.

Here I had a little fun tinkering with the mole options, which are cool as hell I might add.

The morph is one of Carodan's new ones.

I apologise for the horrible JPG artifacts. I saved it as BMP, and the PC I'm on right now only has MS Paint!

BTW that alien test is soooo cool. Love the displacement.

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


ice-boy ( ) posted Sat, 07 July 2007 at 4:35 AM

Quote - The image map locations was the problem BB. All good now.

Here I had a little fun tinkering with the mole options, which are cool as hell I might add.

The morph is one of Carodan's new ones.

I apologise for the horrible JPG artifacts. I saved it as BMP, and the PC I'm on right now only has MS Paint!

BTW that alien test is soooo cool. Love the displacement.

what lights are you using here? 
this looks amazing. is this poser 6?


ClawShrimp ( ) posted Sat, 07 July 2007 at 6:13 AM

Thank you iceboy!

It's a Poser 7 render with VERY slight level adjustments in Photoshop (and obvious depth of field too).

I used a simple HDR IBL and Specular setup. Two lights, that's it. In fact, I simply swapped out the HDR map from one of the default Poser 7 HDR-VFX setups with one of my own (there are hundreds of freebies all over the net).

I started with BB's preset Asian base, decreased the bump, increased the glow, fiddled with the mole dials...and voila!

If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!


bagginsbill ( ) posted Sat, 07 July 2007 at 6:49 AM

ClawShrimp - that is an excellent image. Thanks for showing it. 

I don't experiment enough with lights - I've gotten so fed up with bad light sets from people that I never use anything but my hand-made IBL.

I'm looking forward to getting P7 now - it looks like the HDR IBL does work a bit better.

Keep showing stuff - it broadens my thinking.


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)


bagginsbill ( ) posted Sat, 07 July 2007 at 6:51 AM

Only thing CS is you should have turned on shadows for the key light. The inner mouth and left ear are CG giveaways.


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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