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



Subject: Please help with my sand shader


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DreamlandModels ( ) posted Thu, 24 October 2013 at 2:25 PM · edited Thu, 28 November 2024 at 2:55 PM

file_499059.jpg

Hi Guys, Working on my Ocean Front product and need some direction on the sand shader.

I am using a good tiling image for the sand and a displacement map made in Crazybump. I think the water is pretty decent but would like to be able to do two things with my sand shader.

(1) I want to add a P node to control the darkness of the sand starting at a hair under the surface of the water and graduate to black at the very lowest altitude of the sand model. That will help me get the depth I want instead of what you see in this first image.

(2) I would like to get a wet sand look a few feet about water level for the look of the after effects of waves hitting the shore.

The water is not animated and is intended for still shots.

This whole product is only 88,073 polygons including all the trees toys, Pier, water sky and buildings, so you can add people to the scene and not have your system cry.

Any help I can get would be very much appreciated!

Almost done with this set so if I can get at least some help with the sand I can release this bad boy.

Tom



DreamlandModels ( ) posted Thu, 24 October 2013 at 2:25 PM · edited Thu, 24 October 2013 at 2:30 PM

file_499060.jpg

Without the water.

As you can see the sand goes all the way out to the sky dome, but does not look right due to the even darkness. It is lower at the outer distance a slope af about 6 degrees throughout the whole product.



DreamlandModels ( ) posted Thu, 24 October 2013 at 2:27 PM · edited Thu, 24 October 2013 at 2:28 PM

file_499061.png

Sand shader



DreamlandModels ( ) posted Thu, 24 October 2013 at 2:27 PM · edited Thu, 24 October 2013 at 2:31 PM

file_499062.png

Water shader.

If you have suggestions for the water I am all ears.



ironsoul ( ) posted Thu, 24 October 2013 at 2:39 PM

Can it be assumed the scene is always centered around 0,0. If it needs to be relative to the props, how does the UV of the beach work (i.e. can that be used to control the darkness of the material).

 



DreamlandModels ( ) posted Thu, 24 October 2013 at 2:46 PM · edited Thu, 24 October 2013 at 2:47 PM

Yes the top of the concrete walk surface on the Pier is at world zero just a few feet from the sand so when you add a character it is standing on the pier and ready to go for a walk out to the end od mthe pier.

The sand slopes out toward the horizon at  about 6 degrees downhill.



seachnasaigh ( ) posted Thu, 24 October 2013 at 3:10 PM

     Have you tried changing the sea bed contour so that it levels off just beyond the end of the pier?  (As opposed to continuing to slope downward)

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


DreamlandModels ( ) posted Thu, 24 October 2013 at 3:15 PM

yes. It looks the same as the first image but less blach showing at the end.



seachnasaigh ( ) posted Thu, 24 October 2013 at 3:45 PM

     Ah, sorry.   I re-read your first post and just got the p-node reference.  Hence the sloping contour.

     The black area bothers me;  is the camera seeing void space between the bottom edge of the skydome and the perimeter of the terrain?  If so, you may need to make an extension skirt (seawater-colored) to cover that gap.

     The darkening of the sand with depth sounds like a good idea.  I have to go update/restart/adjust my two old surplus workstations again (I'm hoping to put them in service as render cows), so I can't experiment with the idea right now, but your concept sounds feasible.  So does the high water limit on the beach, though getting the wet effect is always touchy in Poser.  Using the p-node as a discriminator should work, I just find it challenging to get a wet look in Poser.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


Hana-Hanabi ( ) posted Thu, 24 October 2013 at 3:46 PM

I'm headed out to the park with my little one shortly, but as soon as I'm back I'll run some experiements if Bagginsbill hasn't come by and rescued you by that point. ^_~

花 | 美 | 花美 | 花火 
...It's a pun. 


DreamlandModels ( ) posted Thu, 24 October 2013 at 3:47 PM

The bottom half of the sky dome is black as it does not need to be other wise. Mainlybecause I want the gradient effect to end up as black.



DreamlandModels ( ) posted Thu, 24 October 2013 at 3:49 PM

I asked Ted a few days ago to help me out, but he is burried in day work. :-(

Hope he sees this post and is shamed into bailing me out. :-)~



ironsoul ( ) posted Thu, 24 October 2013 at 4:27 PM

file_499065.jpg

Well here's my punt (assuming understood the question), its quite crude but prehaps maybe start point .

Thought is to blend the sand shader with a darker colour.

Starting at the bottom the P scale determines how steep the slope is across the scene,

The add node is to shift the "water line" up or down

The pow is to try to get a smooth transition (may be a better function out there)



DreamlandModels ( ) posted Thu, 24 October 2013 at 4:32 PM · edited Thu, 24 October 2013 at 4:33 PM

Hi iron Soul, thanks for the fast help. Looks like what  I want but I need to be able to use the sand image and sand displacement image. Where do I hook those two image nodes? Third pic from the top of this thread.

Must be said I am not a math guy.

Tom



Hana-Hanabi ( ) posted Thu, 24 October 2013 at 4:34 PM

Sand diffuse should plug into both color slots on the Blender. Displacement/bump should plug into their regular spots.

花 | 美 | 花美 | 花火 
...It's a pun. 


DreamlandModels ( ) posted Thu, 24 October 2013 at 4:48 PM

Have to go out for a few hours but will check back in when I get home. Thanks all for your help!

Tom



Snarlygribbly ( ) posted Thu, 24 October 2013 at 4:48 PM

file_499066.jpg

I got this so far ...

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


DreamlandModels ( ) posted Thu, 24 October 2013 at 4:52 PM

Hi Royston,

Thought you died. :-)

I have to leave, so hope you are still up in a few hours.

Thanks bud!

Tom



Hana-Hanabi ( ) posted Thu, 24 October 2013 at 5:42 PM

Changing the second value of the first Add node should raise and lower the 'waterline'. Testing some things and trying to get a nice gradient to black. 

花 | 美 | 花美 | 花火 
...It's a pun. 


DreamlandModels ( ) posted Thu, 24 October 2013 at 10:05 PM · edited Thu, 24 October 2013 at 10:06 PM

file_499068.png

Royston, Can you do a render with the water showing?

Hana are you talking about ironsouls shader?

I tried a couple changes to the sand shader the math fuction right above the P Node.

No change. I am using a point light for the sun set at 125% Intensity with shadows turned on.

Here are my render settings.

Tom



Hana-Hanabi ( ) posted Thu, 24 October 2013 at 10:07 PM

I was, but I can't seem to duplicate his results.

花 | 美 | 花美 | 花火 
...It's a pun. 


DreamlandModels ( ) posted Thu, 24 October 2013 at 11:46 PM

file_499070.jpg

Well this is what I have so far. Not bad but would like to get the dark line to go just under the water line instead of where it is now.

Also still want to get the wet sand look.

Help me Bagginsbill, you're my only hope. :-)

Seriously all thanks for all the help so far.

Tom



DreamlandModels ( ) posted Thu, 24 October 2013 at 11:48 PM

file_499071.png

Here is the sand shader so far.



DreamlandModels ( ) posted Thu, 24 October 2013 at 11:48 PM · edited Thu, 24 October 2013 at 11:50 PM

file_499072.png

The water shader so far.

Time to get some sleep. Please do not give up on helping me all of you.

I want this product to be as good as it can possibly be.



DreamlandModels ( ) posted Fri, 25 October 2013 at 12:28 AM · edited Fri, 25 October 2013 at 12:36 AM

file_499074.jpg

One last render before bedtime. Increased the light to about 350 % and made shadows softer. Moved the camera back a little so you can see where the world zero is on the sand where it meets the concrete surface.

I think the sand is looking pretty good accept for the dark line needs to be  several feet lower. I by the way am using feet as my unit of measure.

Just can't figure out what setting to change to get the dark line to move lower. Also would like the dark line to be more subtle if that is possible.

Tom



DreamlandModels ( ) posted Fri, 25 October 2013 at 12:29 AM · edited Fri, 25 October 2013 at 12:33 AM

file_499075.png

Here are the last sand shaders settings.

What do I need to do to get the dark line lower?

Tom



DreamlandModels ( ) posted Fri, 25 October 2013 at 12:37 AM · edited Fri, 25 October 2013 at 12:37 AM

file_499076.png

Also remember these renders are pretty low settings, so the quality is not really up to snuff. :-)



ironsoul ( ) posted Fri, 25 October 2013 at 12:53 AM

Ah, problem of working across time zones, just woken up (7am here)

To get the stronger effect the Blending parameter needs to be set to 1 (my mistake) but also the other parameters need to be adjusted to match the change in Y across the scene. For example of large change in height the P scale will need to be much smaller - what the scale is doing is making the blender much less sensitive to change e.g. 1 P unit (0.1inch?) is very small so to reach 1 in the scene happens very quickly, dividing the P unit by 100 (i.e. 0.01) means it takes 100 units to reach 1 (max Blend value). Somewhere there is a post with the details on how long a poser unit is but I can never remember so all I do is give it an approximate value and then adjust the dial until it fits. If you see no change try using a much smaller P scale, if you see too much change try a bigger P scale.

 



ironsoul ( ) posted Fri, 25 October 2013 at 12:56 AM

Cross post

To get the dark line lower - try making the p scale smaller or if you're happy with the gradient try increasing the Add value.



ironsoul ( ) posted Fri, 25 October 2013 at 1:46 AM

Quote - To get the dark line lower - try making the p scale smaller or if you're happy with the gradient try increasing the Add value.

Sorry, meant make the Y value in the P node slightly smaller.

Should not have used the word scale in either post.



Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:18 AM

I've run out of time on this project, on account of having to go away for the next couple of days to spend time with my son. I'll post what i have so far and maybe somebody can finish it off?

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:22 AM

I have a shader with three key parameters:

'Min height' : Controls the height at which the transition from dark colour to light colour begins.

'Max height' : The height at which the transition is complete

'Move up' : used to shift the whole calculation up or down in height

The larger the difference between 'Min height' and 'Max height', the more gradual the transition will be.

 

There are also two colour parameters to specfy the dark and light colours.

I'll post some examples ...

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:24 AM

file_499078.jpg

Move up = -200 Min height = 1 Max height = 600

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:25 AM

file_499079.jpg

Move up = -300 Min height = 1 Max height = 300

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:26 AM

file_499080.jpg

Move up = -500 Min height = 200 Max height = 300

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:26 AM

file_499081.jpg

Move up = -650 Min height = 200 Max height = 300

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:29 AM

file_499082.jpg

The key nodes

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:30 AM

file_499083.jpg

oops - a node was collapsed. Here it is expanded.

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


Snarlygribbly ( ) posted Fri, 25 October 2013 at 5:34 AM

Tom: These nodes are to be added into the original shader you provided to me. I assume it's not proper to to distribute that as an matpose file here, or show the full shader in a screenshot. The Blender node simply gets plugged into where the PMC:Diffuse used to be plugged into.

I'm back on Sunday ...

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


DreamlandModels ( ) posted Fri, 25 October 2013 at 10:23 AM

Wow Thanks Royston.

Maybe if you are still around you could drop box it to me?

That way I will get it right.

Tom



DreamlandModels ( ) posted Fri, 25 October 2013 at 10:26 AM

file_499088.jpg

Ironsoul,

I was actually moveing the water line but did not realize it as I was only changing the Add value 2 by 1/10s changed it to 3.5 and here is what I get.



DreamlandModels ( ) posted Fri, 25 October 2013 at 10:27 AM

file_499089.png

Sand shader now



ironsoul ( ) posted Fri, 25 October 2013 at 11:19 AM

Think the 0.02 value in the y parameter on the P node I suggested is too small for a 6 degree slope. You could try around 0.2 if you want the darker sand nearer the shoreline darker.



DreamlandModels ( ) posted Fri, 25 October 2013 at 1:50 PM

Is it possible to use the P Node to control the amount of displacement on the ocean the further away from shore it goes? In other words have less displacement by the shore line which is world zero and much more out to sea?

Tom



seachnasaigh ( ) posted Fri, 25 October 2013 at 2:33 PM

     I'm still working on resurrecting my two newly purchased (but old surplus) workstations, and will continue to for the rest of the day, but while having lunch I am able to peruse the forum on my lappy.

     Great work you've done on this project, guys! hooray

     You can use the Z variable of the p-node to discriminate between water close to shore (Z value will be small) and distant water (Z will be high).  Personally, I would have the discrimination fall off fairly close to shore, so that some distance beyond the pier, the water settles asymptotically to a constant magnitude of displacement.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


DreamlandModels ( ) posted Fri, 25 October 2013 at 2:46 PM · edited Fri, 25 October 2013 at 2:55 PM

file_499090.png

Can you show me where to implement the nodes and what nodes to add on this shader?

Glad you like the product.

Tom



DreamlandModels ( ) posted Fri, 25 October 2013 at 3:49 PM · edited Fri, 25 October 2013 at 3:52 PM

file_499091.jpg

Forgot to mention that I remodeled the water and the sand to have a more straight shoreline because of the issues with the sand color change.

Looks better now that I did that.

Would still love if anyone could help with the sand looking wet from the color line down and have the beach be dry from the water line upward.

Also added a bump map for the sand that is just a simple white dots on a black background image.



DreamlandModels ( ) posted Fri, 25 October 2013 at 3:50 PM

file_499092.png

The sand shader as it is currently



DreamlandModels ( ) posted Fri, 25 October 2013 at 6:24 PM

file_499094.jpg

Well thanks to all who have helped me on this journey of 187 test renders. I think I have gotten to where I want to be, on the water and the sand.

Unless someone has a suggestion from this final test image.

Regards, Tom



DreamlandModels ( ) posted Sat, 26 October 2013 at 2:47 PM

file_499112.jpg

Here is a look at the lighthouse



bopperthijs ( ) posted Sat, 26 October 2013 at 10:10 PM · edited Sat, 26 October 2013 at 10:15 PM

Bagginsbill made a sand shader some years ago, here is the link:

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=2635530&ebot_calc_page#message_2635530

But perhaps he has some fresh ideas, you have done a great job already.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


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