Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Quote - These are for Poser? Truly great looking! When and where might they be available? These will definitely be worth having -
Which ones are you referring to?
The ones by Bagginsbill will work with most (all?) versions of Poser but are not yet available. I understand their availability is imminent though, and I suspect they are going to be very popular.
My own metal shaders (those shown at the beginning of the thread) are only for Poser 9 and Poser Pro 2012, but are free to download from:
Free stuff @ https://poser.cobrablade.net/
Quote - Sg, while you are online, is there any way to scale the procedural mapping to fit smaller UV mapped objects. I wanted to apply rusty procedurals to chains but the mapping was too large.
Try reducing the Scale parameter in the 'Rust Pattern' node? It's the node at the very bottom of the middle column.
Free stuff @ https://poser.cobrablade.net/
Quote - Snarlygribbly, any chance yours will work in Poser 6? I haven't upgraded for a while, and money-wise, I'm not likely to any time soon.
No, it uses nodes only available in P9+
I understand BB's will support legacy versions of Poser though.
Hm. Maybe I can make some small changes to produce a P6 version? I'll see!
Free stuff @ https://poser.cobrablade.net/
SG - remember it's time for you to use matmatic?
Matmatic will give you the true Fresnel functions that work all the way back to P5.
Here is a totally credible chrome with built-in automatic GC and adjustable IOR.
The IOR of 11.2 produces 70% reflection at normal incidence - about average for chrome. The very best most expensive chrome is 85% - but almost never keeps that - some (tiny) level of oxidation always sets in.
ior= PM(11.2, "IOR") # parameterized index of refraction
rv = TrueFresnel(ior) # the Fresnel equation
reflect = AGC(Reflect()) # the reflection node (anti-gamma applied since this is incoming material)
output = rv * reflect # the correctly modulated reflection
View(GC(output)) # the finished surface
That was the long version, for you to learn from. Here's the short version.
View(GC(TrueFresnel(PM(11.2, "IOR")) * AGC(Reflect())))
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)
You're all talking about a mile over my head!
Thanks, SG - but don't go out of your way.... that's way too much work. I'll check out Bagginsbill's when they come out.
Here's the link to my freebies: https://www.renderosity.com/mod/freestuff/?uid=493127
My cousin Jack can speak to beans. That's right.... Jack and the beans talk
Quote - SG - remember it's time for you to use matmatic?
Hi BB.
I've been playing with matmatic quite a bit. I'm very impressed with it: simple to use and remarkably economical in terms of the amount of code needed. I know people have made some jokes about it (in good humour, I should add) but for me the code is elegant and simple. I like it.
I will certainly be using it for future adventures in shader construction.
However, with all the other projects I have on the go at the moment I haven't the time or the inclination to use it to revisit projects which, for me, are finished. It's a tool for future projects.
Also, especially in respect of the EZMetal shader, I don't want to step on your toes. I know your metal shaders will easily surpass mine in flexibility and accuracy, but nevertheless the EZMetal shader would probably be 'good enough' for many people and therefore cut down on your market potential, and I don't want to do that. I'll be one of the first to snap up your shaders when they're released :-)
Thank you for matmatic. As soon as I've got some other projects finished I'll be having a serious look at it, but first impressions are pretty good!
Free stuff @ https://poser.cobrablade.net/
Yeah thats what shes using... fibermesh can be made for anything from hair to plant leaves or grass. Once the olys are generated, you can apply a transmap or color map, and even output morphs to add additional styles.
Its dang impressive!
Way too many people take way too many things way too seriously.
Since what Mec4D is doing is not stated to be for us Poser users (unless you install DS4 and run the exporter), is there a possibility that some talented Zbrush user can do this "magic" for us?
I'm sorry for all those who create hair in the "old manner", but that way is much better!!!
P.S. please, this is not intended for to start another war.
Sorry for being OT.
Once it clicks though, its REALLY GOOD. I'm been forcing myself to stick with it since Jan, and am getting better with it daily.
The problems with learning it are that there is SO much info out there, in a few different places, and that there is also a lot of OLD out of date info out there as well, and some of it is no longer relavant.
I'm thinking its well worth the ride though.
Way too many people take way too many things way too seriously.
Fon, Cath's hair it should work just fine in poser. Shes still learning the creation process (like the rest of us) but I've done some tests here, and it does work fine.
One issue I;'m concerned with is the high polycounts that she is experimenting with. (Some hair is at 600,000 polys!) Granted, today's systems are more robust to handle things like that, but its impractical to have morphs built in for something that size.)
IMHO it would be better to just load that specific stlye you want.
Shes doing it for genesis first, because it auto generates "follow" morphs for different morphed shapes. You could easily do that for V4 as well, but for anything other than scaling I think the morphs might be somewhat problematic for developement.
Most people use the default head shapes anyway, so for that it would be a non issue.
Way too many people take way too many things way too seriously.
Yes, I know the hair will work in Poser and...
No, since there will be a V4, M4 and K4 fit morph, it will work on previous models too.
So, not only for Genesis... ;)
And... with a little tweaking, this hair can be fitted to any figure, this is what I do mostly, no matter what kind of figures they're made for.
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Good. I was scrambling around online to see when I missed news of a new SR.