Thu, Nov 28, 4:44 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Generic Material Room Question


shokoshu ( ) posted Wed, 03 April 2013 at 10:44 AM · edited Thu, 28 November 2024 at 4:42 PM

Content Advisory! This message contains profanity

Yeah, I RTFM :-), but the FM was a bit short on that theme.

By chance I discovered the existence of the P Node and what it does (kudos to Castle Poser), and immediately had 239 ideas to milk it for teh lulz. But before teh lulz comes teh work (sigh). And what is very unintuitive to me (save for all the rest of Poser :-) is how the nodes are passing the values to the upnode, because the upnode has a pre-set too. For example, say the P Node is set to x=0 y=0 z=-1 and plugged into the transparency node set to t=0.5, and my pixel is at X=1 Y=1 Z=-2. What transparency has the pixel? z-Z or Z-z or t(Z-z) or t+Z-z or...The possibilities are endless. This holds even for such a innocuous thing like an Math:Add node - you don't have two inputs A and B and an output C=A+B, no, sirre, you have two surplus parameter dials on A and B. (And I didn't even began to ask how colors are piped upstream... :-)

So I would be very indebted for any link to a better, more voluminous FM.

THX,

&S

 

 


heddheld ( ) posted Wed, 03 April 2013 at 11:37 AM

if you want to learn more about nodes search out all of BagginsBill threads (here and at  err I forgot the other site he lives in!! some one else will know)

maths node has value 1 = A value 2 = B and the output is C so not sure what your asking

colours use a "tuple" (RGB where each part is a number from 0 to 1) some nodes average out the 3 I think where others use vector math (I might be wrong on that 'cos I dont use poser much nowadays)

 

hope that helps a little


bagoas ( ) posted Wed, 03 April 2013 at 2:28 PM

The p-node retuns the co-ordinates of the point in universe space in 1/10th inches units: x-co-ordinate in red channel, y-co-ordinate in green channel, etc. so to have say output 1 at 1 foot use multiplier 1/120 = 0.00825

note Poser units are 8.6 foot. 

input values for the transparancy channel are scalar.

color inputs are converted to scalar by averaging the rgb channel values, so your output will be -1*(0+0+-2)/3 = 0.666667, your transparncy therefore should be 0.5*0.6667 = 0.333333

Inputs outside 0-1 are clamped to the nearest limit. 

 


shokoshu ( ) posted Wed, 10 April 2013 at 5:31 AM

THX! Actually reading your post (already forgot I asked :-) would have cut down the experimenting time. In the meantime I think that plugging in X into a node preset to Y always gives X*Y. But that needs moar experimenting :-)


bagoas ( ) posted Wed, 10 April 2013 at 11:37 AM

Exactly, if you type 0.4 in the input box, and your input level is say 0.5, the result is 0.5*0.4 = 0.2.

The displacement channel is an ideal method to visualise the results. Use a unit square, horizontal, plug your equation (with U and/or V dependency) in the displacement channel, render, and watch your own 3-D graphs. 


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.