Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 19 11:01 am)
Try plugging into diffuse value instead of diffuse color.
DPH
STOP PALESTINIAN CHILD ABUSE!!!! ISLAMIC HATRED OF JEWS
Quote - Nruddock, I tried that and it had no effect, the picture shows the settings I used, I am not sure if that is what I was supposed to do, I tried the colour map plugged into the blender node as well and that also had no effect.
The map needs to be connected to the Blending input and the value set to 1.0
Quote - I tried it with these settings and it still didn`t work.
Reverse the settings/connections on Input_1 and Input_2
I'd also turn off the Ambient , Translucence, and Specular.
It's always best to build things up one affect at a time, start with the colour, then add the transparency back in, and finally add in other things to see if they're really needed and/or enhance the render.
If you open up the previews on the nodes, you will find it easier to tell if your going to get what you want/expect.
You don't need two image maps: you can easily calculate the negative map by using a Math Functions->Subtract node, setting both input values to 1.000 and plugging the image node into the Value2 input.. Saves on memory used by texture maps.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
The same trick can be used to create "quick and dirty" bump/displacement maps from a color texture.
The "quick and dirty" method consists of desaturating and inverting the color map. See the attached .JPG file for the material room setup.
Note: the bump map will look quite dark. In fact, after inverting the image map (using the formula bumpValue= 1-colorValue) I subtract another 0.5, which gets you both positive and negative bump in the same map.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Quote - The same trick can be used to create "quick and dirty" bump/displacement maps from a color texture.
The "quick and dirty" method consists of desaturating and inverting the color map. See the attached .JPG file for the material room setup.
Note: the bump map will look quite dark. In fact, after inverting the image map (using the formula bumpValue= 1-colorValue) I subtract another 0.5, which gets you both positive and negative bump in the same map.
I see this a lot. It relies on the premise that darker areas on the color map are actually raised on a human figure. Examples- nipples, eyebrows, chest hair, moles etc. But don't get carried away. There are other dark areas that actually should be lowered, not raised, such as pores. If you're not careful, you're going to get raised pores which is going to look mighty strange.
Also, a lot of color maps made from photos have burned in specular highlights, from tiny raised bumps on the skin. What happens to these when you invert? They get lowered - not the effect you want.
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)
It is a "quick and dirty" bump map indeed. Correct bump mapping is a whole different ballgame, I don't think it's possible to derive a correct bump/displacement map from the texture map alone, using only shader math.
But I found it helpful for displacement mapping a stone tile floor, for example.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
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