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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Making metal


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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:17 PM · edited Fri, 22 November 2024 at 1:07 AM

file_478138.jpg

 

I've been trying to make a metal shader lately.

Some of the results are looking ok to me, certainly good enough to use in my own renders. I thought I'd post a few renders to show you where I'm up to with it.

This is iron.

Free stuff @ https://poser.cobrablade.net/


Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:17 PM

file_478139.jpg

 

Brushed copper

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:18 PM

file_478140.jpg

 

Hammered gold

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:18 PM

file_478141.jpg

 

Gunmetal

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:19 PM

file_478142.jpg

 

A bronze

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:20 PM

file_478143.jpg

 

You can add rust too ...

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Sa_raneth ( ) posted Wed, 01 February 2012 at 6:22 PM

lookin good 


Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:23 PM

file_478144.jpg

 

All these variations and more are controlled by a few parameters in the shader tree

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:24 PM

file_478145.jpg

 

A nice shiny chrome :-)

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:29 PM

file_478146.jpg

 

A rough gold?

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Snarlygribbly ( ) posted Wed, 01 February 2012 at 6:31 PM

file_478147.jpg

 

A brushed stainless steel

I'll stop there, but you can see that it's possible to make all sorts of metallic effects with these few parameters.

Free stuff @ https://poser.cobrablade.net/


lkendall ( ) posted Wed, 01 February 2012 at 7:09 PM

Thanks at Renderosity as at other Places.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


Miss Nancy ( ) posted Wed, 01 February 2012 at 7:58 PM

I saw those when you posted them on legume's newsgroup - very nice IMVHO.  one question that may be inevitable - can you reduce diffuse colour on the uncorroded metals, so that they're mostly reflective?



bagginsbill ( ) posted Wed, 01 February 2012 at 8:08 PM · edited Wed, 01 February 2012 at 8:09 PM

file_478150.jpg

Gah - I need to get my metal shader set done. The shaders are done, actually. I was working on the manual pretty diligently, but then other work got in the way. The manual is at 10 pages already and needs to go another 10.

I have 19 "traditional" metals, as accurate as I can get them.


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bagginsbill ( ) posted Wed, 01 February 2012 at 8:10 PM

file_478151.jpg

The new blur is amazing.


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bagginsbill ( ) posted Wed, 01 February 2012 at 8:12 PM

file_478152.jpg

I made 500 more exotic variations as samplers. The possibilities are endless.


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bagginsbill ( ) posted Wed, 01 February 2012 at 8:14 PM

file_478153.jpg

I didn't go after rust, per se. I'll do that in a follow on set. In the first set I'm using diffuse as an exotic decoration. Here's an example.


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bagginsbill ( ) posted Wed, 01 February 2012 at 8:16 PM

file_478154.jpg

More exotics, in a continuum.


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bagginsbill ( ) posted Wed, 01 February 2012 at 8:18 PM · edited Wed, 01 February 2012 at 8:30 PM

file_478156.jpg

Few "natural" metals exhibit significant diffuse reflection, as that requires subsurface penetration or a very rough surface, and it simply doesn't happen with polished metal.

Nevertheless, for purposes of fantasy materials, you can mix diffuse and specular reflections. Some examples in green here.


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bagginsbill ( ) posted Wed, 01 February 2012 at 8:21 PM · edited Wed, 01 February 2012 at 8:26 PM

file_478157.jpg

I have been studying multi-layer materials. One very interesting effect is "Candy Apple Red". I only just recently came to fully understand the math of this 3-layer effect, literally yesterday. I'll be putting this in another set - I'm already late from adding so many features to the basic metal. No new features!

Here is the candy finish in red and some other colors.

The candy finish is:

A base metallic layer, somewhat blurry

A transparent tint layer that alters the color before and after it hits the base metallic layer. The color intensity of this layer depends on viewing angle - simple geometry. I covered the effect in the BBNylon thread.

A clear gloss top coat.


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bagginsbill ( ) posted Wed, 01 February 2012 at 9:00 PM

file_478163.jpg

Candy car - and blurred metal wheels.


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Winterclaw ( ) posted Wed, 01 February 2012 at 9:22 PM

Bill, are those bricks on the first image procedural too? 

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


JoePublic ( ) posted Wed, 01 February 2012 at 9:56 PM

Attached Link: http://metalflakecorp.com/mod.php?mod=userpage&menu=31&page_id=27

Love that Candy, Bagginsbill.

Just two remarks:

The transparent candy paint always contains one or more flourescent pigments as a "secondary" color mixed with the transparent non-flourescent main color. This creates an interresting color changing effect depending on the angel of view.

Sometimes the candy paint itself also contains metallic flakes or mica.

And second, the base coat can vary from a very finely grained to a very rough metallic paint of various colors. (Most commom are white, silver, gold and black)


bagginsbill ( ) posted Wed, 01 February 2012 at 10:26 PM

Quote - Bill, are those bricks on the first image procedural too? 

I wish. No they're the first image here:

http://www.cgtextures.com/texview.php?id=17707


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)


Miss Nancy ( ) posted Wed, 01 February 2012 at 10:40 PM

I daresay snarly deserves a thread of his own for these metals, however in re: candy-apple car-customising paints, word on the street is that they require a special sprayer for the base coat (metallic paint) as the aluminium flakes are larger than those found in ordinary metallic paints.  n.b.: when one uses the term "metallic layer", it doesn't mean a metal surface, rather the paint sprayed on a primed metal surface AFAIK.



Latexluv ( ) posted Thu, 02 February 2012 at 2:07 AM

I love all of them! I wanzit all, my precious! :)

"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

 

 


Snarlygribbly ( ) posted Thu, 02 February 2012 at 3:25 AM

Attached Link: EZMetals

I've packaged my shader with a few presets into the linked zip file. Feel free to download it and try it out.

NB: It is for Poser Pro 2012 and Poser 9 only.

It will not work properly in earlier versions of Poser.

If anybody can find any use for it, then consider it released into the public domain.

Free stuff @ https://poser.cobrablade.net/


CaptainMARC ( ) posted Thu, 02 February 2012 at 3:29 AM

Thanks! Very useful!


Latexluv ( ) posted Thu, 02 February 2012 at 6:03 AM

Thank you! I will play with it!

"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

 

 


Snarlygribbly ( ) posted Thu, 02 February 2012 at 8:38 AM

Quote - I have been studying multi-layer materials.

These look amazing.

Free stuff @ https://poser.cobrablade.net/


hborre ( ) posted Thu, 02 February 2012 at 9:02 AM

I will definitely take a close look at this.  I am into the habit of changing metal surfaces for procedurals.  This may absolutely be handy.  Thanks.


bagginsbill ( ) posted Thu, 02 February 2012 at 9:03 AM

SG - Have you tried building shaders with matmatic yet?


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)


Biscuits ( ) posted Thu, 02 February 2012 at 9:05 AM

Thank you for the freebie metal mats Snarly!

Love that they are for IDL renders!

My 2D&3D Store 

My Youtube Channel


Latexluv ( ) posted Thu, 02 February 2012 at 9:51 AM

SG these are great! BB, eagerly awaiting your material package as well!

"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

 

 


Snarlygribbly ( ) posted Thu, 02 February 2012 at 11:00 AM

Quote - SG - Have you tried building shaders with matmatic yet?

No, not yet. I keep thinking I should though.

Perhaps surprisingly, I feel a little daunted by it. Then again, I usually find things are much easier than I'd imagined, once I decide to do something. Maybe it's time to give it a try.

Quick question: do you have any control over the layout of the nodes when using matmatic or is the positioning all automatic?

Free stuff @ https://poser.cobrablade.net/


bagginsbill ( ) posted Thu, 02 February 2012 at 1:07 PM · edited Thu, 02 February 2012 at 1:10 PM

You can control the layout. Each node has a pos attribute, which is just an x,y tuple. If you assign a pos to the node, it uses it. If you don't, it calculates one.

You can also decide which nodes are open or closed, and which nodes show a preview.

Nodes identified as parameter nodes, via the PM or PM2 or PMC functions, will automatically be placed on the left side of the page.

Note that messing with node position somewhat dilutes the value of using matmatic.

For example:

candyColor = color ** (1 / (.1 + .9 * EdgeBlend(1, 0, 1)))

There are four nodes in there - to position them explicitly you'd have to break that nice clean expression up into many more.


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 Thu, 02 February 2012 at 1:28 PM · edited Thu, 02 February 2012 at 1:38 PM

Here's something to try - not a complete candy paint shader, but it is the essence of it. This makes 47 nodes. It has auto enabled shader GC, and works all the way back to Poser 5. The parameter nodes Candy Color, Candy Blur, and IOR will be arranged neatly on the left side.

 

color = AGC(PMC(Color(.8, .03, .03), "Candy Color"))

candyBlur = PM(2, "Candy Blur")

ior = PM(1.6, "IOR")

candyColor = color ** (1 / (.1 + .9 * EdgeBlend(1, 0, 1)))

baseColor = WHITE

baseFresnel = .6 + .4 * ((1 - .18 * EdgeBlend(1, 0, 1)) ** 30.8)

reflectBase = candyColor * baseFresnel * baseColor * AGC(Reflect(0, .6, candyBlur, .1))

reflectSurface = AGC(Reflect(0, .2, 0, .1))

fresnel = TrueFresnel(ior)

output = Blend(reflectBase, reflectSurface, fresnel)

View(GC(output))

 


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 Thu, 02 February 2012 at 1:35 PM

file_478177.jpg

Looks like this. First one is as written above. In the second one, I changed the color in the material room to IColor(130, 10, 201).


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)


Snarlygribbly ( ) posted Thu, 02 February 2012 at 3:40 PM

Ok, that was quite painless.

Downloaded, installed and configured matmatic. Saved your example candy paint script as a mm1.txt file and ran matmatic.

Worked first time :-)

Cool. So now I have to read the documentation carefully and see if I can write something from scratch. Doesn't seem so daunting now.

Thanks BB.

Free stuff @ https://poser.cobrablade.net/


lkendall ( ) posted Thu, 02 February 2012 at 3:42 PM

SnarlyGribbly:

RobynsVeil will be ecstatic that some one has joined her on the Mathmatics-side.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


Snarlygribbly ( ) posted Thu, 02 February 2012 at 4:06 PM

@lkendall: Yes, I had noticed that Robyn mentions it from time to time :-)

@BB: Ha! You'll wish you'd never mentioned matmatic to me :-) ... any chance the Scatter node could be updated to be compatible with the latest builds?

Free stuff @ https://poser.cobrablade.net/


bagginsbill ( ) posted Thu, 02 February 2012 at 4:21 PM

Latest builds? You mean there's a change in SR2? I haven't installed it yet. What's different?


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)


Snarlygribbly ( ) posted Thu, 02 February 2012 at 4:39 PM

Quote - Latest builds? You mean there's a change in SR2? I haven't installed it yet. What's different?

Scatter node now has a Scatter_Group input.

It means we can put the skin in one scatter group, and mouth materials in another. No more blue skin that way. Same with skin/nostrils materials.

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bagginsbill ( ) posted Thu, 02 February 2012 at 4:58 PM

That's easy to add. But I will have to install it and reverse engineer the internal parameter name. They don't document any of this, so each time I have to hand-build a material using a new feature, save it, open it in a text editor, and look at what got stored.

If you want to just post me an MT5 with nothing but a scatter node in there, then I would not have to install SR2 and I could get you an updated matmatic very quickly.

I'm in the middle of work at the moment.


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)


Snarlygribbly ( ) posted Thu, 02 February 2012 at 5:27 PM

file_478181.txt

 

I use a simple wacro to give me data on the nodes in a shader, including internal names of the node and its inputs:

Name: Scatter (Internal name = scatter)
Type: scatter
Location: (255, 34)
    Material = 1.0
    Use_Material_Color = 1.0
    Texture_Detail = 0.5
    scale = 1.0
    maxError = 0.20000000298
    Color = (1.0, 1.0, 1.0)
    Scatter_Group = 1.0

I've attached the .mt5 anyway.

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LilWolff ( ) posted Thu, 02 February 2012 at 6:20 PM

Snarlygribbly thank you for sharing the metals


bagginsbill ( ) posted Thu, 02 February 2012 at 6:54 PM

SG I updated the matmatic page with 1.5.0 - it has the Scatter_Group added to Scatter and to SubsurfaceSkin. (I assumed it was there too - let me know if it isn't.)

There are a couple other new things that were waiting in the wings. See the included Revision History for details.

 


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)


Snarlygribbly ( ) posted Fri, 03 February 2012 at 3:33 AM

Thanks for that BB!  All looking good now.

The timing of my interest in Matmatic is especially bad as I'm about to go away for the weekend so won't be able to explore it for a few days. I'm trying to resist the temptation to take a netbook with me as I'm supposed to be photographing and being sociable, and I know what I'm like if I have a 'pooter with me!

Anyway, this looks like it'll be a real boon once I get my head around it, which a quick glance through the documentation suggests will be quite straightforward.

Thank you!

 

ps: Just a tiny thing, but the paragraph on your free site introducing v1.5 still refers to the 1.4 zip.

Free stuff @ https://poser.cobrablade.net/


bagginsbill ( ) posted Fri, 03 February 2012 at 8:14 AM

Thanks - I fixed the page.

Make sure you have a look at PP2012.mm1.txt - in the PP2012-Demos folder.


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)


Keith ( ) posted Fri, 03 February 2012 at 11:07 AM

Just to be clear: that's an internal, beta-testing SR2, yes?



bagginsbill ( ) posted Fri, 03 February 2012 at 11:24 AM

Beta is, by definition, external. But, yes, it is in beta.


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)


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