Forum: Poser - OFFICIAL


Subject: The LuxPose Project - Alpha Stage

Khai-J-Bach opened this issue on Aug 27, 2010 · 1684 posts


rty posted Sun, 12 September 2010 at 10:19 PM

And before we go OT, here is something for people needing the procedural Lux cloud material (in my case to make water for a huge pool, using a texture was not an option). It works like Poser's, with some additional options:

First declare the material:

Texture "Material::bumpmap" "float"
"blender_clouds"<br></br>
   "string type" ["default"]<br></br>
   "string noisetype"
["soft_noise"]<br></br>
   "float noisesize" [0.250000]<br></br>
   "integer noisedepth" [2]<br></br>
   "string noisebasis"
["blender_original"]<br></br>
   "float bright" [1.000000]<br></br>
   "float contrast" [1.000000]<br></br>
   "vector scale" [1.000000 1.000000
1.000000]<br></br>
   "vector rotate" [0 0 0]<br></br>
   "vector translate" [0 0 0] "float
tex1" [0.0] "float tex2" [1.0]

(Noisetype comes in soft_ and hard_noise, noisesize is AFAIK the same as scale in Poser, bright and contrast are obvious (think Poser), the vectors are used to modulate the cloud type and scaling.)

Once you've done this, add to your material the line:

"texture bumpmap"
["Material::bumpmap"]

To give you an example of how it looks like, for my pool water (caveat - it looks like crap, don't use like that, I'm still experimenting), it is:

Texture "Material::bumpmap" "float"
"blender_clouds"<br></br>
   "string type" ["default"]<br></br>
   "string noisetype"
["soft_noise"]<br></br>
   "float noisesize" [0.250000]<br></br>
   "integer noisedepth" [2]<br></br>
   "string noisebasis"
["blender_original"]<br></br>
   "float bright" [1.000000]<br></br>
   "float contrast" [1.000000]<br></br>
   "vector scale" [1.000000 1.000000
1.000000]<br></br>
   "vector rotate" [0 0 0]<br></br>
   "vector translate" [0 0 0] "float
tex1" [0.0] "float tex2" [1.0]<br></br><br></br>
MakeNamedMaterial "MyPool/Water" "string type"
["glass"]<br></br>
 "bool architectural" ["false"]
"texture bumpmap" ["Material::bumpmap"]<br></br>
 "color Kr" [1.000000 1.000000 1.000000]<br></br>
 "color Kt" [0.73725492 0.90588236 1.000000]<br></br>
 "float index" [1.33]

For the glass material "no architectural" means it uses IoR (slower but better), Kr is the reflectivity of the surface, Kt the transmitted light, and the float index is the IoR (water in this case).

Note there is also a glass2 material, which is a volume glass; But it is pretty tricky to use, for you need to declare the inside and outside IoR on each interface, not only the surface... For instance, in a simple glass of water, you'd have one interface water-air on top, and one interface water-glass all around, and on the bottom... So if you just need to place a "water plane", use the simple glass.