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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 7:25 pm)



Subject: Gold Shader for Clothing?


Mark@poser ( ) posted Sun, 25 January 2009 at 1:44 PM · edited Sun, 02 February 2025 at 8:45 PM

 

Hello,

I'm looking for a gold shader for clothing in Poser 7. I've looked in the shader node/material bookmark, and done some searching in the free section, but I can't find anything like that in there or I missed it. I need a gold color for a spandex or vinyl material that one might wear as clothing. My efforts keep coming out as glossy yellow. Can anyone offer some help or point me to some site that might have one?

 

Thanks as always

Mark


bantha ( ) posted Sun, 25 January 2009 at 2:30 PM

file_422538.jpg

 If you are looking for real gold, here is how mine is looking - based on BagginsBill's work, with gamma correction and a very slight noise to prevent the perfect mirror look. 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Mark@poser ( ) posted Sun, 25 January 2009 at 2:33 PM

That looks pretty good to me. Can you post a picture of the material set-up for it?

Thanks
Mark


bantha ( ) posted Sun, 25 January 2009 at 2:34 PM

file_422541.jpg

 This is the shader network I use for the gold above. 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Mark@poser ( ) posted Sun, 25 January 2009 at 2:36 PM

Okay I'll try it out.

Thanks
Mark


bantha ( ) posted Sun, 25 January 2009 at 2:38 PM · edited Sun, 25 January 2009 at 2:41 PM

One remark - you need something for this gold to reflect, or it will look boring too. My test scene has a skydome and a ground, so the gold can reflect something. You will have to replace the reflect node with a suitable sphere map node, if there is nothing to reflect.

By the way, the number in Math_Functions 3 is the value for the gamma correction. Change it, if the gold looks to intense, or to bright in your scene. Or, better, use gamma correction for all your materials. There is a helpfull thread by BagginsBill here about this.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


raven ( ) posted Sun, 25 January 2009 at 3:31 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3022160

Have a look at this thread and see if it helps.



bagginsbill ( ) posted Sun, 25 January 2009 at 3:33 PM

What raven said.

You want gold lame cloth, not real metallic gold.


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bantha ( ) posted Sun, 25 January 2009 at 5:37 PM

Most probably true. Now, when raven posted it, I remebered the gold lame thread too. I need a bookmark list.... :unsure:


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Mark@poser ( ) posted Sun, 25 January 2009 at 6:42 PM

Yes I think the "gold lame cloth" worked best. Thanks.

One question. I am trying to apply a transparency map to the same cloth to make part of it invisible. I see where the map works and the cloth disappears, but now the skin under it has the shine to it that the gold cloth has. How can I block that from happening? I think I need to plug the same transparency map into somewhere else, but I don't understand where (Still learning I'm afraid...sorry about that).

Thanks again
Mark


bagginsbill ( ) posted Sun, 25 January 2009 at 9:17 PM

Into the specular. I don't have the shader in front of me so I can't tell you where.

But this is one of the strange things Poser does. When a specular effect is present, it overrides the transparency. This is to make it easy to simulate clear plastic, I suppose. But that's not the same as "no surface here". The transparency is ambiguous on this point, and chooses in favor of the "clear plastic" interpretation.

If you want the "no surface here at all" interpretation, you need to plug your transmap into any specular effects.

If Specular_Value is not zero, certainly plug it there.

Look also for Glossy nodes or similar. They all have an equivalent to Specular_Value.

Sometimes Reflectivity.

Sometimes Ks.


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)


adp001 ( ) posted Mon, 26 January 2009 at 4:42 AM

Quote - When a specular effect is present, it overrides the transparency. This is to make it easy to simulate clear plastic, I suppose.

Poser is correct here. Transparency != Alpha. You need transparency to make glas etc.




bagginsbill ( ) posted Mon, 26 January 2009 at 6:03 AM

I don't think you need transparency to make glass. That is what Poser users do to give Poser a bad reputation. :-) What you need to make glass is Refraction.

But I agree it is easy enough to extend the transparency map into the specular nodes. If Poser did it the other way, you would have a tough time doing what 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)


adp001 ( ) posted Mon, 26 January 2009 at 10:51 AM

Refraction is a render-time-killer (transparency too, I know). For lots of renders a "fake" glasmaterial with transparency and "faked" reflections is all one needs. Think on big buildings with lots of glas/windows.




adp001 ( ) posted Mon, 26 January 2009 at 11:03 AM

Quote -  If you are looking for real gold, here is how mine is looking - based on BagginsBill's work, with gamma correction and a very slight noise to prevent the perfect mirror look. 

Sorry - for me it looks like plastic-gold.

Here is something to compare (part from a C4D-render; rendertime: 40 seconds):

Krone




bagginsbill ( ) posted Mon, 26 January 2009 at 1:55 PM

file_422636.jpg

40 seconds, adp - man that is sweet!

I wish Poser was faster. No doubt about it, ray-tracing in Firefly is a render time killer.

I occasionally experiment with what color to put in a gold shader. It's very hard to get exactly right. I have a bunch of test renders, and depending on what day I look at them, I think my brass looks like gold, my gold looks like copper, and I go round and round over and over.

Here's a recent test. I'm still not happy with it. I think the silver is good, but the gold looks too saturated/orange to me at the moment.

Rendered in Poser Pro, but all GC is material-based. It took 15 minutes to render. Of course, with 32 detailed chess pieces and 4 ray-trace bounces, plus AO on the IBL and a lot of blur on the spotlight, I don't expect this to be anywhere near a minute.


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)


adp001 ( ) posted Mon, 26 January 2009 at 2:38 PM

How a reflective material looks depends mutch on the environment and the shape/surface of the object.

A rectangular block of gold looks "wrong". Even in real life. This is the trick if you design jewelry. Good curves and some edges.

Poser is able to make good looking gold. But the material has to be setup for each scene, IMHO. My Poser comes out with good results just with a combination of phong and blinn. No tricks with the reflections. Just IBL with an additional spot.

If render time is an issue and no close-up is needed, I often use "fake reflections". Mutch faster and pretty nice with a good reflection map.

I photographed a lot of jewelry in the past. It's really hard to come out with the "right" golden look.




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