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MarketPlace Showcase F.A.Q (Last Updated: 2024 Nov 08 7:09 am)
How to make the "Bloody" Drow into a muddy drow
The link for the video is above. URL is below.
http://youtu.be/_KATtMuUzVA
ok ... I think I got it now .... just gotta get the right settings to have her dark skin show up the right color ....
now ... your mud vid .... your cat sounds nice and happy purring .... LOL .... but there is now way I can re-create your mass of nodes .... is there any way to alter the settings on the blood to make it look more like dirt?
oh and the sound in your vid is way down btw .....
How about this? Red and blue make purple, yeah? SO...lets try taking the color red and the color blue and mixing them together inside the Material Room.
New Node>Math>Simple Color. Make this Red.
New Node>Math>Simple Color. Make this Blue. New Node>Math>Blender.
Into the Blender node, plug Simple Color:Red into "Input_1"
Into the Blender node, plug Simple Color:Blue into "Input_2"
Blender node "Blending" should be set at "0.5"
Congratulations! You now have the color Purple!
So...a Blender node blends things together. Blender can blend two skin textures together or...mix two specular types together so you have Gloss and Blinn at the same time! The uses are endless, but let's keep it this simple for now: Blenders mix things, like colors.
Quote - didn't mean to sound dense ... if ya check the pic I posted I think i got it .... not 100% sure but ..... posted forthe pro to check out ... aka you ...
:P I don't think you're dense. No one knows how to do all this stuff except bagginsbill and he'd tell you I'm doing it incorrectly, anyway - I am. Believe me, this stuff is immensly more complicated than what I actually release to the public; I water everything down in hopes the end product renders faster and is easier for everyone to grasp. All learning takes time, though - I used to HATE doing textures...couldn't get me to make a UVmap for a cube! That was years ago, and now I can do most things in a 3D pipeline. I've no doubt anything we're doing today will be simple by standards set in the near future.
I really just want anyone reading this forum to understand the concepts behind how things work in Poser. With that in mind, lets begin the next round of know-how to increase community awareness.
Take a step back. Let's keep the Blender value at "0"(zero). Remember that - in a mask - anything white becomes visible and anything black becomes invisible. So, what does that mean when working with a Blender node? Let's see.
First thing, make a black and white checkered surface. To do this,
Notice there, at this point, no changes occuring in your Blender node. This is good, as there is "0"(zero) influence from the black and white mask on the Blender node. Next, let's maximize the influence of the Tile mask on the Blender node. To do this,
Notice that anything white in the Tile mask causes the Blender node to use the Input_1 color(Red). Anything in black from the Tile mask causes the Blender node to use the Input_2 color(Blue). Cool!
You should get this scene, shown above. - Next, bring in another image map - any image map using Victoria 4's torso...seriously, anything. Okay, well don't use the same map twice, smart-ass!
Plug this new map into Input_2 of the Blender node.
Wait...we're going to do something here... Next step is coming - I need to make a mask. Wait here. There's candy in the lobby.
Input the "V4SmplTorsoM_BKN_mask.jpg" mask into the Blending input of the Blender node.
As you can see, there is, now, a clear separation of both maps that are plugged into Blender. Bravo, you're captain of the starship cool'ness!
Well..almost. Aw man, what happened?! Well, nothing unexpected as we learn to control things. Next step, we'll take control of this situation.
This concludes the diffuse part of this tutorial. Next, we'll tackle specularity in grand repative fashion! :D
Again, lets do this right.
Lets decide on a Blinn node for the skin's specularity. So make one.
Lets decide to make the bikini glossy - why not? So make a glossy node.
First, reference your earlier Blender node for the diffuse map; the one with your bikini'd lass. See the Input_1 value that was used for the skin? Input_1 in your specular Blender node will handle the specular value for your skin as well.
I suppose you get where this is going...
Last, let's put this Glossy node to work. The Glossy node represents the bikini are's reaction to light and shadow. Let's do it!
Again, good job! Next time, neighbor, we'll cover the the bump map deal.
, essentially turning your bikini map into grayscale then inverting that color. This will be your bump map value for the bikini since we...don't have a bump map for the bikini in the first place. Daz didn't make one - go figure!
When done, the result is something like what's displayed above.
Quote - def gonna try this later .... awesome .....
just playing with tweeking/editing nodes to turn the blood into mud .... while reading your posts ...
Turning the mud into dust is also simple. Really, all you have to do is greatly lower the specular value for the mud to get dust. This, and make a map or procedural material for the dust.
Again, its all about using the mask. Just set up the specularity for the skin and then for the dust before mixing them together with that Blender node and mask. Same thing goes for the bump/displacement and the diffuse.
Quote - ok ... I think I got it now .... just gotta get the right settings to have her dark skin show up the right color ....
now ... your mud vid .... your cat sounds nice and happy purring .... LOL .... but there is now way I can re-create your mass of nodes .... is there any way to alter the settings on the blood to make it look more like dirt?
oh and the sound in your vid is way down btw .....
You have to, like, paint dirt onto your textures in an image eding program like Photoshop while being careful of seams. You can still use a mask to split specularity between skin and dirt. Remember that dirt is matte and won't be reflecting things.
Quote - trying to get blood effect but not her skin under it glossy .... but I think I got it ....
The skin being shinney as well as the blood could easily be the result of the reflection area not having enough of the mask applied. Could also be the refraction value if that was used... Once that mask is plugged into the correct spots, this issue should vanish.
Oh. and M4 is done as well as the update to SimOne. Will be uploading the updates by next week once I get my laptop to have more RAM.
Quote - The skin being shinney as well as the blood could easily be the result of the reflection area not having enough of the mask applied. Could also be the refraction value if that was used... Once that mask is plugged into the correct spots, this issue should vanish.
Oh. and M4 is done as well as the update to SimOne. Will be uploading the updates by next week once I get my laptop to have more RAM.
oooooo ... can't wait for the update .... then I need to figure how to bribe you or something for that M4 ... hhmmm halloween is near ... maybe a bag of candy? LOL
Quote -
Oh, no wait! I remember now! Yes, this is the comparison shot of SimOne with SimOne 2. You guys don't have this fancy, darker skinned version of SimOne; I made it but I never released it with the set. Figured it was overkill to start doing alterations in the skin color on top of everything else.
So what ever happened to this death mask? I can think of great ideas for it .....
Sorry. My laptop keeps giving me that Windows Minimum Memory Low warning. I have less than 1.5GB to work with here...(kill me now)
Blender node ususally plugs into the Alt_Diffuse. You want to make sure that light/shadow functions properly before committing to Alt_Diffuse; get this wrong and your skin will end up refusing light and shadow from any source in your scene. Should Alt_Diffuse not work out, go for Diffuse_Color and make sure the Diffuse_Value is a "1" or something. SimOne has the Diffuse_Color as a "0"(zero) by default so be careful of that one.
The only reason we have anything plugged into Diffuse_Color in this image is because we want the Preview to have some texture; this won't always happen though so be prepared to render to get the actual results.
Quote - oh ... and why are there no brows trans for blood skin effect?
The brows were covered by blood so no would see them:P I just feltcough they were not needed in that instance. You can always copy the blood effect into the Trans_Brow material and then use the transpareny map for the brows. I don't know how that would look though...
I also figured that most people just paint their brows onto their face_1 material. I know I do. I've tried the trans mapped brow thing in the past and I'm not certain if the brow geomety follows expression morphs like raising and lowering the brow.
Quote - > Quote -
Oh, no wait! I remember now! Yes, this is the comparison shot of SimOne with SimOne 2. You guys don't have this fancy, darker skinned version of SimOne; I made it but I never released it with the set. Figured it was overkill to start doing alterations in the skin color on top of everything else.
So what ever happened to this death mask? I can think of great ideas for it .....
It was one of those muerte, day of the dead, type deals that I gave away with SimOne 1. Try to re-download it. It's in there.
Content Advisory! This message contains nudity
As soon as my computer gives me a moment of power I'm going to post updates. Lately, its been...not so grand!
Anyway, see here in the image. No more hard transition!
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Next video is uploading now or compiling or...something. Should be up in an hour.
First, sorry this next video has me sounding so...scared.Its the middle of the night and I was worried the laptop was going to die. It hates when I do video! The only way to get this thing to run faster is to drop it out of a plane!
How is it still running? Oh,, its not. My laptop died and I'm borrowing a friend's laptop. They just happen to have the exact same laptop - small world! And truth be told - look at my render previews! - most of Poser's new features don't work for me. I'm still in Poser 6 mode, visually.
And the fix here was easy. Its always a blender node with a mask. nod nod
Pappa Smurf always says: Blender nodes are our friends!