Forum: Freestuff


Subject: UFO Moonbase outfit desired...

paramount opened this issue on Nov 20, 2008 · 225 posts


JoEtzold posted Fri, 05 December 2008 at 1:29 PM

@morkonan

Glad you understood my explanations ... though I have to excuse. It seems I had a short black out yesterday regarding that 2d-map linked to the math node with the mod function. 😊

Might be I was a bit too much surprized that this worked. But clearly a map is allowed at this point but normally in an other manner to control the function.
I assume you know the mod function ... back to school that's that thing bringing the rest of a division as result, e.g. 10 / 2 = 5 rest 0  mean's 10 mod 2 = 0, 11/ 5 = 2 rest 1 mean's 11 mod 5 = 1, and so on. So the input from the e.g. v-component is the respective value to be "mod"ded.
And in this case both value's in one and two can control the result, value 1 is a must and value 2 have to be unequal 0. But there can also a bitmap given for a variety of results.
For example the other math node with round doesn't except any value in 2 nor a bitmap, ok, no error, but also no change in result.

So while using a bitmap in mod value 2 will bring the desired result if value 2 is set to 1 and the bitmap is only black and white otherwise the result might be unpredictable.

The better or being precise correct way is to create one math node more in chain in front of the round node. This node takes the result of the round node in input 1 and your 2d-bitmap in input 2. Then you can experiment if ADD or MULTIPLY as function brings better result. In this form the 2d-map and the resulting stripes are brought together. And again that it is 2D is without problem cause working on the u-v-components which are the plan 3D-topology.

I have a bit experimented for the side lace of the legs. It's not so easy and I think only to be done using the characters u-v-maps.
B.t.w. right, the uv's of v4 and the bodysuit are equal but only in total not in the single mat zones. The bodysuit has more detailed matzones than V4. But for our purpose it's no problem.

Back to the side lace they not only needs to be uprised via displacement but also needs darker color to be seen. So a map is needed which can be used as displacement/bump and also can be added to the color channel(s).
In displacement the next problem is that I get as the result from round a black and white map which is then controlled for the effect by the value in the displacement channel.
So in this state there is no possibility to get more, higher displacement for the lace.
I will use one more math node to change the black-white result to a black-grey result and than the laces might be go in as white, also something like add, multiply, subtract or so ... I will find it.

Naturally, you have all permissions to use my materials and input them into your package ... that's the sense to whom they are build. If you might give me credit then input a link to the shareCG page. I have some things in fire like a V4 swordbelt and sword of the sort each pirate is looking for, which I hope to come to that page in next time.

Only the 3rd-party things as the both morphed CR2's shouldn't be been included they are licensed  materials.

In that licence thingies I have my own opinion or let's say frustration. OK, I'm the last who will touch anybody's rights special artificial or creative ownership. And the more if someone is lifing from earnings of this.
But on the other hand special in freebies lots of licences are much much overload.
I have there a certain sense for it's related to OBJ geometries or image maps but stuff like the CR2 or even mat poses are things consting of parametered functions included in poser. So everyone is possible to build this either with tools or only by hand. And there is no way to copywright a idea the one or other got or found and coded ther down.

For sure this is even a software problem. For example if I have a great idea for some program source code and tell about that in some forums (online or real) than it's really really ridiculous to say nobody is allowed to use this. Also this is not controlable and rules for things that can't be controlled technical are really senseles and waste of time.
And in example of the shado-materials might be that there are some more ways to get that result but never so much way's as there are poser users. So if every poser user would try that material we get hundreds of same pz2 ... and which licence will control or decide who was first.
So, ok, seems we live in a world or better time there commercial licences or rules becoming somewhat like a bible but in lots of cases I think  less will be more ...

But back to the project ... your belt is really great and those rings in the back are only marvellous, superb, gorgeous ...

B.t.w. did you split the vertices of the belt between the pipes and the plan parts and so on?
I often get there problems. Looking on my meshs in C4D all is looking smooth and then poser and his understanding of smoothing angles tend to produce shaodws of twisted plan pieces there no twist is happening. I once have cut some torpedo holes in a submarine body. Ok, by ruke of function they are lying in a region there the bow is really curvy. In C4d's origianl mesh all looked fine but in poser it got a touch of that the submarine captain rather often seems to run his boat with the nose against the harbour walls ... might be it wasn't a torpedo which crashed the Bismarcks prop but it was my submarine running directly that battleship ... :rolleyes:

Talking about morphs in the belt one of the most appreciated would be to widen or tighten the belt. Not only neccessary to adopt to several clothings underneath but also it gives the chance to wear it on different body heights where the hips/abdomen is wider or smaller.
Ok, this could be done also by x-/z-scale bat that streches all, will say with a morph only the belt can be adjusted but the buckle stays in form.

the case looks fine though a bit hardedged at this time ... but the picture on it. I don't know what it will tell us. I think not that it's a communicator. That's more the startrek fraction. Looking to the picture with it's specific head form I think it's the box for comb or brush ... so right side the lipsticks and leftside comb and eyelash color/brush ... all for the perfect make up around the clock ... :tongue2:

Aermy boots are also well choosen ... they are flat heeled as I remember ???
And they are short height that's correct for the series.

I'm looking forward sure we are getting well done results ...