Forum: Poser - OFFICIAL


Subject: Bagginsbill or other guru - shader question

JoEtzold opened this issue on Dec 08, 2008 · 35 posts


JoEtzold posted Thu, 11 December 2008 at 1:51 PM

Hi,

I yesterday experimented a bit with P6 and so found that the mathematical behavior was the same.
Seem's I had the luck never to come to that up to now ... ok, I used displacement sparse, much more often bump. Displacement is a bit more critical in strenght of effect ... the values needs very fine tuning.

Whow ... that's what I'm looking for ... great, great, great, ... :thumbupboth:

Even that pattern you used ... ok, the outside lace could be cut away but that 2 crossing "ropes" being the main part could be easily seen as 2 strings concatenating the both sides of the pants. Having some values from greyscale on that map we have a fine dsiplacement or bump map as also a color map.

And with not very much nodes we can use that in all conditions. So no need to change material for closeups. Superp ...

40000 * 40000 pixels ... I for sure have overseen some advertising Smith Micro gave out than transferring Poser to the CRAY ... 😕  I think also in 10 years no normal pc would be able to handle such size images.  So your  method  comes in handy for long times ...

This node setup look's not very complicated ... very understandable.
So instead of the fractal sum parts the uv-map, which is giving the desired path, have to implemented. Am I right ?
And that then combined with the rest of all outside material. Sounds as not too complicated procedure. Good to have tomorrow as a free day ... I'm experimenting on that.

Normally a value plugged into the scale channels should, as I understood, give the posibility to externally control (multiply) the scale value. In this sense your exploitation might be more a found bug than a undocumented feature. As I have read these are all features from the underlaying render engine which is no invention of poser. So could be interesting how this renderer is treating that feature if not implemented in poser but stand alone.
But never the less, feature or bug, until the next full version number we are sure that it's working ... as I know poser developing also for some more versions ... 😄

The problem with the seam on the uv-map for the bodysuit is not a great one. That needed seam is so small that I have no problem to hold the complete area on one side (front or back) of the bodysuit. Or I take a pattern that not neccessarily needs to match between front and back.
Especially I think of a "boatswain's seam" which in realitiy is used sewing two parts of a sail without any overlapping of the sail parts. So the fibre seen rightside over the sail will vanish under the leftside sail and vice versa. And then it's no problem that the fibres don't match in the middle.
So this problem could seen as solved.

And for use as V4 second skin it's even no problem cause at the position where the lace shall be the uv-map isn't split.

I'm with you in your critics where the cut's of the bodysuit are placed. They are not only on the outer leg side but also at the inner. The uv-map of the legs is made up from FOUR pieces, left front, left back and right front, right back. I think they did this in accordance to a pant which normally have seams at that places. And alongside the outer seam's the bodysuit has a morph to simulate such a real seam.

But on other hand I don't anderstand this ... V4 and the bodysuit coming from the same house (DAZ). Second skins on V4 and the bodysuit are two connatural posibilities to have a full body clothing so it would be a great advantage to have a similar map. Not in mat zones but in the all over shape ... rather strange ... :unsure:

I come back with some experimental results ...