Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 09 11:21 pm)
Quote - mungopark ... found that you have to install my folders not in Runtime:Python but in some other folder called PythonExtensions....
HOLY Cow! I'm about as new to Mac as I am Poser and I would have never figurd that out. What an odd way to do things!
Funny though, I re-read through this entire thread to look for the info only to find it as the penultimate post on the previous page.
BB, that is defintely vidal info for your user manual! Don't lose it!
Oh, BTW, I'm all good again. it worked like a charm but I have a new thing: the display window stays open and here's a sample of the many many lines that print evey time I do something:
kEventCodeKEYSCHANGED
------ Parmatic Updating Parameters
kEventCodeKEYSCHANGED
kEventCodeITEMRENAMED
Unlisted values 40000
------ Parmatic Updating Parameters
kEventCodeKEYSCHANGED
kEventCodeITEMRENAMED
Unlisted values 40000
------ Parmatic Updating Parameters
kEventCodeKEYSCHANGED
------ Parmatic Updating Parameters
kEventCodeKEYSCHANGED
------ Parmatic Updating Parameters
kEventCodeKEYSCHANGED
kEventCodeACTORSELECTIONCHANGED
------ Parmatic Updating Parameters
So, here I go again - what did I screw up this time?
jdredline,
What we are about to address is a common failing of humans, and perhaps you did NOT fail in this, so please do not be insulted if I accuse you wrongly. I have to address it first because it happens so often and I waste SO much time because of it.
OK here's the deal. The older version of Parmatic (Parmatic 1) printed stuff. The newer version (Parmatic 2) does not. Every time anybody has reported printing going constantly, it was because they installed Parmatic 1 and Parmatic 2 and they were RUNNING PARMATIC 1.
If you have Parmatic 1, you should probably delete it.
Parmatic 2 is a whole folder, where Parmatic 1 was just one file.
On the other hand, Parmatic 2 can print constantly like Parmatic 1 did. Did you change the verbose settings?
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)
BB,
False alarm. After a restart it never came back and the shader is working as expected.
However, I did have another good laugh at your last post. Its so typical of brainiacs like yourself not to have any people-skills. The way you scold me for being an idiot is an absolute blast! Not knowing a polite or kind way to state things. Just coldly and bluntly calling it out as if you were Data or Seven of Nine from the Star Trek series. I love it.
Don't get wrong. As I stated before, please, yell at me all you want when I'm an idiot for I worhsip your brain for creating and sharing this fantastic free shader for AM!
Can I get a user's manual, please? I'm not the "go in and experiment" kind of guy. I'm the "open up the manual and learn what everything does" kind of guy. Then, once I know what things do, I experiment.
Well done! That's really looking great.
See, I don't need to do everything for every figure.
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 - thanks
one thing that i noticed last week is that with your infinite light you can make the shadow more then 1.
for example in the second pic i used: shadow 1.300how did you do that?
I didn't do anything to make that happen. I didn't know that it happened. Wierd. I just clicked the plus sign and saved my lights.
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 - > Quote - thanks
one thing that i noticed last week is that with your infinite light you can make the shadow more then 1.
for example in the second pic i used: shadow 1.300how did you do that?
I didn't do anything to make that happen. I didn't know that it happened. Wierd. I just clicked the plus sign and saved my lights.
interesting. have you tryed it?
Hi BagginsBill I posted this on the forums at CP (Im BJ there) in the Image tribute thread after I saw your post with that new ghoul preset Thanks. I would have posted in the developers forum in the V4 UCFS thread ( to get your attention faster)but this thread seemed more relevent.
"Hey thanks BagginsBill. Hopefully you will see this post because I have few nice suggestions for your shader that would make it even more versitile.
I would like the ability to control nail color and maybe specular for it.
Now since Apollo already has a nails material group no mask map would be needed.
I would also like the ability to control nipple color. This one a mask map
would be needed but the good thing is it can be made easy by anyone. Even
myself ( I freely admit Im no texture artist but Im pretty good at post work so I know I could make one.)
So what do you think? Is it possible we might see this in an update. Id pay $
That and a Big Pdf manual compiling all your tips on various subjects at Rendo,RuntimeDna etc. Id pay extra $ for that.Lol
Really there's so much good info out there and Im trying to learn but it's sometimes hard to find and there's not enough time in the day. Most of it is over my head but the more I read and experiment the more it sinks in."
baginsbill,
I'd just like to say thanks.
"Thanks." :)
I've bookmarked this thread and others regarding your lightsets and shaders. I've been trying to learn more about lighting and your posts and downloads have done wonders for explaining the principles.
Thank you for adding to my personal enjoyment of this hobby! Great work!
I know this matters. Among those doing the speed test,were you on P6 or P7?
I believe P7 has a problem with extereme closeup when using displacement maps.
I can get P7 to render at a crawl even with a simple sphere and a single node plugged into displacement on the sphere.
When it goes super slow, it usually is because it is out of memory and is swapping. When I do a super closeup in P7, my memory shoots over 2 Gigabytes and swapping then ruins the performance.
I dismissed it as a fluke when I hit this, because I was just amusing myself and didn't really need the extreme closeup.
JDRedline - try extreme closeup on a sphere, using a turbulence node for displacement. Get close and closer. Does it use more memory? If so, we should start a new thread about this.
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)
Oh and when I say extreme closeup, I mean that the bumps on an orange-sized sphere should look like huge rocks.
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)
P7 does seem to have trouble with closeups in general--i haven't done your sphere test, but i've had P7 poof/disappear during many closeups, enough times to see a pattern....
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Quote - Hi BagginsBill I posted this on the forums at CP (Im BJ there) in the Image tribute thread after I saw your post with that new ghoul preset Thanks.
...
"Hey thanks BagginsBill. Hopefully you will see this post because I have few nice suggestions for your shader that would make it even more versitile.
I would like the ability to control nail color and maybe specular for it.
Now since Apollo already has a nails material group no mask map would be needed.I would also like the ability to control nipple color. This one a mask map
would be needed but the good thing is it can be made easy by anyone. Even
myself ( I freely admit Im no texture artist but Im pretty good at post work so I know I could make one.)So what do you think? Is it possible we might see this in an update. Id pay $
That and a Big Pdf manual compiling all your tips on various subjects at Rendo,RuntimeDna etc. Id pay extra $ for that.Lol
Really there's so much good info out there and Im trying to learn but it's sometimes hard to find and there's not enough time in the day. Most of it is over my head but the more I read and experiment the more it sinks in."
Hi JB/BJ. Sorry I missed this and never answered. I have too much going on.
Controlling mask effects (something like a transmap but used to choose between multiple material effects on the same material zone) and dual-materials (multiple colors, multiple finishes) is something that will be built into VSS and very easy to do.
I'm trying to re-arrange my consulting work so I can devote 40% of my time to graphics. So far that's been impossible. Still I'm working on it.
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 - bagginsbill
i am looking at the nodes but i can not find the bump on the face.
can you explain how you did the bump on the face or just on the nose?thanks.
i guess you used spots? but it looks like its rotated.
Ice-boy:
To really understand the shader, you must look at the matmatic script.
It is in Runtime:libraries:Pose:Apollo_UCFS:AMUCFS.mm1.txt
That file is the master file that produces all of the shaders for AMUCFS. There is quite a bit of "intellectual property" in that file and if you want to know how things work, you should study that.
The pores on the nose and cheeks are not from Spots nodes - that would be far too simple.
Look in the script for the "Pores" method. It begins with this:
**# This method generates pores. It was adapted from my Polkadot Matmatic script!
def Pores(n = 200, mask = None):
# n is how many dots per unit in U and V
**
That method generates a shader network for the bump and a mask to selectively darken the face where the pores are deepest. It is based on the idea of dividing the UV space into tiny diamond shapes, and assigning a random circle with a random radius and position into each of those diamonds. These random circles are then used to generate thousands of different tornado shaped depressions on the face.
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)
If you continue to read the scrip you'll see the Skin Shader.
That's where I use Spots - for freckles and moles and capillaries and other skin color irregularities - 5 Spots nodes in all.
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 - Drum roll please ....... after weeks of work - it's ready.
The Unbelievably Complicated Figure Shader for Apollo Maximus is finished. The shader system uses the standard textures that come with AM. All of the new features are done with procedural shaders. There are over 120 nodes in the face shader, and dozens more on the other zones.
Over 40 figure dials let you adjust the shaders from the pose room. No need to navigate the shader tree in the material room.
Also, I've published a new version of parmatic. You need that to make this shader system do the shader parameters on the figure. I've also published my light set.
With this shader system you can get hundreds of distinct looks from this one set of textures. It comes with many presets to help get you started.
Click here for the AMUCFS Shader thread at RDNA
These links are no longer valid. So I did a search for AMUCFS at RDNA and found the thread, but no link to the shader on that page that I could see:
www.runtimedna.com/forum/showthread.php
Anyone have any clue how to get a copy of the shader, please?
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Apparently there was a mm1 script that came with it, cobaltdream, that somehow incorporated Parmatic stuff into the shader. I was going to have a look at the script to see if I could see if I could get by this issue:
www.renderosity.com/mod/forumpro/showthread.php
that I'm having with Parmatic.
My understanding is that the script was included in the pz2 files...
Thanks for that, anyway.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Thanks, cobaltdream - you're a treasure! Having a look now at the Water.mm1.txt thingie... yep, you're right, good examples of setting up PM: nodes. Now, to get that other problem solved: how to save them so that they get assigned to the right group properly when you double-click on the pz2.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
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mungopark had problems with matmatic on OSX, probably parmatic is the same.
He found that you have to install my folders not in Runtime:Python but in some other folder called PythonExtensions
I don't know why the MAC Poser is different.
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)