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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)



Subject: Shader Help, please?


Latexluv ( ) posted Mon, 23 February 2009 at 12:20 AM · edited Thu, 28 November 2024 at 7:24 AM

file_424798.jpg

This will take a few pictures to demonstrate. There is a game called Fallout 3. Some of you may know of it. A 'product' specific to the whole series of games is called Nuka Cola Quantum. It's your basic cola with the wee addition of glowing strontium for that radiation zip. Well, I'm trying to make the cola shader. Another fan of the game actually made a Quantum from an old cola bottle and I know that he has placed a light under the bottle to get the glowing effect as seen in the game. So this is what I'm trying to achieve.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Latexluv ( ) posted Mon, 23 February 2009 at 12:21 AM

file_424799.jpg

This is what I have so far.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Latexluv ( ) posted Mon, 23 February 2009 at 12:21 AM · edited Mon, 23 February 2009 at 12:22 AM

file_424800.jpg

This is a view of my shader.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Morkonan ( ) posted Mon, 23 February 2009 at 12:47 AM

There's a recent thread on this.  You have to use shadow catcher nodes, IIRC.  A search on that combined as well with posts by "bagginsbill" will get you the info you need.


Latexluv ( ) posted Mon, 23 February 2009 at 1:26 AM

You mean 'gather'???

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


TrekkieGrrrl ( ) posted Mon, 23 February 2009 at 4:37 AM

 Search for the bioluminecense thread here. There's all about the gather node and how to use it :)

I must say I think it's easier done with postwork .. but it could be cool with a glowing-water shader anyway :)

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IsaoShi ( ) posted Mon, 23 February 2009 at 9:22 AM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2704099

Here's a pointer to some of Acadia's pointers on this topic.... hope it helps.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


raven ( ) posted Mon, 23 February 2009 at 11:12 AM · edited Mon, 23 February 2009 at 11:13 AM

How about just putting a low power point light inside the bottle?



Miss Nancy ( ) posted Mon, 23 February 2009 at 10:08 PM

poser7 will do a shape light, but it's very CPU-intensive.
they may fix it up good in P8, tho.



Morkonan ( ) posted Mon, 23 February 2009 at 10:56 PM

Quote - You mean 'gather'???

DOH!  Yes, sorry.. "Gather" nodes..   :)

My poser Nodespeak is weak.. :(


Latexluv ( ) posted Tue, 24 February 2009 at 8:18 PM

file_424874.jpg

Well, I fiddled some more and this is what I have. I tried putting gather on the floor but I must not have done it quite right. And really, the Quantum soda is intended as a small element of the Fallout 3 inspired picture I'm working, so the glow isn't as important as it would be for just a render of the Soda by itself. What I really, really would like is a Glass Shader that renders quickly, if there is such a thing.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


IsaoShi ( ) posted Wed, 25 February 2009 at 2:49 AM

I did see a procedural 'fake' glass shader product that claimed to render very fast, just a couple of days ago. (I wasn't sure what they meant by 'fake'... isn't it all? Anyway, it looked convincing.)

I'd have to check my browser history when I get home this evening to find out where it was. I don't think it was here at Rendo.... it might have been RDNA.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


Latexluv ( ) posted Wed, 25 February 2009 at 4:53 PM · edited Wed, 25 February 2009 at 4:54 PM

If I apply a gather node to the glass material, I get quite an interesting effect. My soda's 'glow' does intensify. It actually looks like someone shook the soda bottle, put it down on the floor, and then took a picture of it. The soda sort of looks like it is roiling inside the bottle. Quite interesting. However, putting a gather node onto the floor also doesn't seem to develop a glow on the floor at all and my guess is that the soda object, being inside the bottle and not directly sitting on the floor is the cause and thus that would be where postwork would have to be used. Unless I'm not doing this right at all.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


bagginsbill ( ) posted Wed, 25 February 2009 at 6:04 PM

I really think a point light is the way to go here. Gather is slow and grainy and you'd end up with gather effects on the entire floor which will pick up other things you may not want.

A point light with a falloff so it goes to zero intensity before lighting the whole room would work well.


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)


Latexluv ( ) posted Wed, 25 February 2009 at 7:01 PM

Ah! I had tried the point light idea but had forgotten to use the falloff. So now I know why the point light had not worked well. Okay, I will try that. I am curious though. Is there a way to save the light and the prop together? I ask because I downloaded a prop room from ShareCG and when I loaded up the prop room, it came in with lights and all and I am not sure how they did that.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Latexluv ( ) posted Wed, 25 February 2009 at 7:14 PM

Bagginsbill, I also did want to ask you about Glass shaders. Forgive me, because I don't want to sound dumb here, but is there a way to build a Glass shader that will render more quickly? My glass shader at the moment is rather simplistic, pretty much a fresnel into the refraction node. I had been using your Glass Orb shader on my bottle, but I'm pretty sure that some of the math in that shader was designed to work best on an orb shape.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


bagginsbill ( ) posted Wed, 25 February 2009 at 7:15 PM

That's a great question. Maybe one of the PZ2 file hackers around here knows how to do that. I'm pretty sure that isn't possible by simply saving the two items - I don't think Poser will let you even choose a light when saving to the props library. But, like so many other things, I bet if you correctly combine the contents of a light file and a prop file, it can be done.

Perhaps you could open up that prop you got in a text editor and poke around to see how it was done.


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)


bagginsbill ( ) posted Wed, 25 February 2009 at 7:17 PM

Hmm. Faster glass, eh? Well one of the interesting things about thin glass is it doesn't actually cause much of a turning of the light rays. So you could probably get away with transparency instead of refraction. And if you're willing to tolerate fake reflection, a Sphere_Map with a reflection map might be usable instead of real reflections.

The trouble with transparency in poser is it partially or completely shuts down most of the other channels, so you have to boost the data you feed into them to get them to show up.

Let me think about that a bit.


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)


bagginsbill ( ) posted Wed, 25 February 2009 at 7:21 PM

Quote - I had been using your Glass Orb shader on my bottle, but I'm pretty sure that some of the math in that shader was designed to work best on an orb shape.

Actually it isn't. The basic glass shaders for the orb are just general physics - nothing to do with the shape. Particularly the thin glass one (#4) should work great on anything, like car windows and wine glasses and such. You just need to change the color to white inside the shader, because I made them all that carnation color (for no particular reason).


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)


markschum ( ) posted Wed, 25 February 2009 at 7:23 PM

Parent the light to the bottle. Not sure but I think that works 


bagginsbill ( ) posted Wed, 25 February 2009 at 7:45 PM

file_424930.jpg

How does this look? No raytracing at 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)


bagginsbill ( ) posted Wed, 25 February 2009 at 7:49 PM

file_424932.jpg

Here's the material. There's a little trick here where I cheat for the Fresnel effect. Works pretty good. Match my value in the Edge_Blend node - inner color is RGB 61 61 61

You need a good high-contrast image for the sphere_map to show. I used an outdoor panoramic image, the kind I use on my environment sphere.

Go to flickr you'll find a million of them.


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)


Latexluv ( ) posted Wed, 25 February 2009 at 8:50 PM

file_424934.jpg

Great, I'll give this a try! Sorry that I've taken a while to reply, I was rendering the bottle glass with the gather on it to put up here just because it has an interesting look to it. Yes, it did slow down render time. As I said, I was using your orb shader for thin glass on my bottle.  However when placed in the larger scene where the bottles were just a small element, the glass didn't render as well. But I'll admit, on the earlier trials of the larger scene, I had not placed your Evosphere into the studio (even though the Evosphere is not seen at all in the scene, I realized that the glass needed the Evosphere to reflect off of).  I think if I'm doing a render such as this one with just the bottle, or a grouping of glassware, then the Orb Shaderis perfect (as long as something like the Evosphere is in your studio even tho not visible in the render scene), but if the bottles are just incidental props then maybe I don't need true reflection/refraction.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


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