Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 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
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
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)
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
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
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.
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/
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/
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!
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
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.
Bagginsbill made a sand shader some years ago, here is the link:
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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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