Forum: Poser - OFFICIAL


Subject: Material Room - Draw a line on a Surface

RichardCoffey opened this issue on Oct 10, 2010 · 35 posts


bagginsbill posted Thu, 14 October 2010 at 1:59 PM

To get a little closer to skin and water, I'll do a bunch of things with the mask.

We're going to want to combine diffuse, specular, and reflection effects. For testing purposes, I'm using procedural colors and bumps - these will be replaced with maps from your figure later on.

Make some bump outside the segment

bump = .02 * Turbulence(.1, .1, .1) * (1-m)

Use a modulated Blinn node for specular.

Define a not-very-shiny value, but increase it by a lot for the segment.

shine = .4 + 1.6 * m
spec = Blinn(WHITE, (.96 ** (50 * shine)) * .7, .4, shine ** 2)

make a skin-like color pattern

color = Clouds(Blend(SKIN, RED, .2), SKIN, 1, 6, 0)

Set up the diffuse value.

Water focuses light on the surface underneath. A cheap hack

to deal with this is simply to increase the diffuse value inside

the segment.

dv = .8 + .03 * m + .1 * h

Handy trick for diffuse value respecting conservation of energy

dv = dv * Clamp(Sub(1, spec))

Define a diffuse node with

diff = Diffuse(color, dv)

Compute Fresnel reflection effect.

Water's IOR is really 1.33, but for "artistic" reasons I'm using more.

fresnel = TrueFresnel(1.5)

Reflection value will be modulated by the mask.

rv = fresnel * m
reflect = Reflect()
dr = Blend(diff, reflect, rv)

Combine all elements

output = dr + spec

s = View(output)
s.Displacement = disp
s.Bump = bump

 


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