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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: Peeled, Painted worn , old Metal Shader/Material


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 2:10 AM · edited Sun, 24 November 2024 at 8:05 PM

file_507970.jpg

Is there any way to create in the Poser Material room Painted, Old, Worn, Peeled metal?

 

Something like in this image . ( This is my own Photo, no Copyright infrigment here)

Thanks in Advance :)

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


Latexluv ( ) posted Wed, 22 October 2014 at 2:12 AM

I second the request! Need these types of shaders for Post Apocalyptic renders for a project.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 2:14 AM

file_507971.jpg

Same me LatexLuv :)

 

I try out by my own, but my result is more than poor

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


Glitterati3D ( ) posted Wed, 22 October 2014 at 5:41 AM

I have ParrotDolphin's Metal shaders for Poser and they are wonderful.  The Patinas in the set may well get you exactly what you are looking for.

http://www.renderosity.com/mod/bcs/pd-metals-poser-materials/75048/


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 7:37 AM

Thanks Glitterati :) They really look good. But I need it for a commercial product. So I have to make my own hands dirty ;)

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


bagginsbill ( ) posted Wed, 22 October 2014 at 8:03 AM

This is a tricky and lengthy topic. Are you ready for a long discussion? If not, just draw it.


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)


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 8:09 AM

Yes, I am ready :)

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


Glitterati3D ( ) posted Wed, 22 October 2014 at 9:39 AM

Quote - Thanks Glitterati :) They really look good. But I need it for a commercial product. So I have to make my own hands dirty ;)

Hey LaDonna,

The link is to an MR, so you are free to use them in your commercial project (up to 12 seamless textures can be distributed with a commercial product).


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 10:15 AM

Quote - > Quote - Thanks Glitterati :) They really look good. But I need it for a commercial product. So I have to make my own hands dirty ;)

Hey LaDonna,

The link is to an MR, so you are free to use them in your commercial project (up to 12 seamless textures can be distributed with a commercial product).

 

Yeah, I see. But I feel always unconfortable to use this kind of stuff in my Products.

Call me paranoid LOL

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


bagginsbill ( ) posted Wed, 22 October 2014 at 11:14 AM

file_507973.jpg

I have not done this in a while. I'm updating my techniques.

Here is a WIP. 100% procedural.


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)


bagginsbill ( ) posted Wed, 22 October 2014 at 11:15 AM

file_507974.jpg

Close up view.


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Anthanasius ( ) posted Wed, 22 October 2014 at 11:25 AM · edited Wed, 22 October 2014 at 11:26 AM

Hi !

 

I've donne this a long long time ago ina galaxy far far away ...

 

 

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2791955

Génération mobiles Le Forum / Le Site

 


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 12:06 PM

Quote - Close up view.

 

Wow, This looks exactly what I had in mind.

Is this with MatMatic done?

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


bagginsbill ( ) posted Wed, 22 October 2014 at 12:31 PM

Yes it's with matmatic. There are way too many nodes to do it by hand.


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)


TheAnimaGemini ( ) posted Wed, 22 October 2014 at 12:37 PM

You have some Formula for me to play with it?Or you are still experimenting?

I try it with FB nodes but was somehow not really succesfull.

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


bagginsbill ( ) posted Thu, 23 October 2014 at 7:03 AM · edited Thu, 23 October 2014 at 7:07 AM

file_507989.jpg

Sorry I was away all day - I had more non-Poser work than I anticipated. In other words, I made a stupid mistake last week and had a difficult bug to fix this week. *grins*

I assembled my little scene to demonstrate the final look I got. When I rendered overnight with IDL it looked terrible - full of artifacts.

So I decided to skip IDL and just use IBL+AO. The render is acceptable for realism and also takes less than a minute!! Quick rendering is a big help when I'm iterating a shader many times per hour.

I don't have a plan for explaining this - I will show you stuff in perhaps not the best sequence. Also I may have to pause as I have a lot going on today.


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 7:23 AM

file_507990.jpg

I usually work with the Clouds node, but others are possible. 

In my script, I start with a pattern, p. This pattern will describe the pattern of growth for the rust.

I define and view my pattern on the material like this:

p = Clouds(0, 1, Scale=.5, Complexity = 5)
View(p)

Render shows the result - no surprise, really.

(I will just be rendering the top part of one door for illustrations.)


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bagginsbill ( ) posted Thu, 23 October 2014 at 7:26 AM · edited Thu, 23 October 2014 at 7:26 AM

file_507991.jpg

Now I'll define a threshold value, t. Where the pattern is above t, p - t > 0, we declare there will be pure rust, no paint. I want a sharp transition from paint to rust so I multiply with 200 and clamp it. Then I view the rust pattern.

p = Clouds(0, 1, Scale=.5, Complexity = 5)
t = .5
rust = Clamp(200 * (p - t))
View(rust)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 7:33 AM

file_507992.jpg

Let's apply the rust map (for that is what we've created) to choose between a paint or rust color, and show this in a diffuse reflection on the material.

p = Clouds(0, 1, Scale=.5, Complexity = 5)
t = .5
rust = Clamp(200 * (p - t))

paintColor = IColor(80, 103, 119)
rustColor = IColor(90, 30, 24)
color = Blend(paintColor, rustColor, rust)
diffuse = Diffuse(color, .8)

surface = View(diffuse)


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bagginsbill ( ) posted Thu, 23 October 2014 at 7:41 AM

file_507993.jpg

Where the paint is approaching the rust, I want some bubbling of the paint.

So I'm going to define a start value, s, where the bubbling begins, then evaluate a section of the pattern between s and t. Recall that t is where the rust actually shows because the paint is gone.

For this illustration I also added some specularity (via Blinn) and I move a light into place to shine on the part of the door we're looking at. This helps reveal how the bubbling works.

....

surface = View(diffuse)

s = .1
bubble = Clamp( (p-s) / (t - s) ) - rust
surface.Displacement = .03 * bubble

surface.Alternate_Specular = Blinn(1, .1, .4)


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bagginsbill ( ) posted Thu, 23 October 2014 at 7:42 AM

file_507995.jpg

The width of the bubbling areas is easily controlled by the s parameter.

Here I changed it so that s = .3 and the bubbles are now confined from .3 to .5.


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 7:45 AM

file_507997.jpg

Now it's up to you to decide if there is going to be shine and how much. But only the paint should shine - not the rust.

So I define a new variable, paint, that is the opposite of rust. (1 - rust) This is my paint map.

I use the paint map to control the Blinn. Now there is no shine in the rust area.

p = Clouds(0, 1, Scale=.5, Complexity = 5)
t = .5
rust = Clamp(200 * (p - t))
paint = 1 - rust

paintColor = IColor(80, 103, 119)
rustColor = IColor(90, 30, 24)
color = Blend(paintColor, rustColor, rust)
diffuse = Diffuse(color, .8)

surface = View(diffuse)

s = .3
bubble = Clamp( (p-s) / (t - s) ) - rust
surface.Displacement = .03 * bubble

surface.Alternate_Specular = Blinn(1, .1, .4 * paint)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 7:50 AM

file_507998.jpg

I only used solid colors for paint and rust to get started. Now I want to improve how those look - dirty them up a bit.

Rust has tiny flakes and bumps. When I want really tiny bump I sometimes use Noise, because I'm lazy, and it's easy. It works fine here.

I create a noise node with min=.4 (max=1 by default) and multiply it with my rust color. The rust looks a lot better.

noise = Noise(min=.4)
rustColor = IColor(90, 30, 24) * noise


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 7:54 AM

file_507999.jpg

My final adjustment for the rust is to place some bump in there based on the noise as well. From far away this is really unimportant, but up close you can see a difference.

I'm also going to drop back to just a tiny bit of shine since I want old nasty paint.

Here's the full script so far.

p = Clouds(0, 1, Scale=.5, Complexity = 5)
t = .5
rust = Clamp(200 * (p - t))
paint = 1 - rust

paintColor = IColor(80, 103, 119)
noise = Noise(min=.4)
rustColor = IColor(90, 30, 24) * noise
color = Blend(paintColor, rustColor, rust)
diffuse = Diffuse(color, .8)

surface = View(diffuse)

s = .3
bubble = Clamp( (p-s) / (t - s) ) - rust
surface.Displacement = .01 * bubble
surface.Bump = .05 * rust * noise
surface.Alternate_Specular = Blinn(1, .1, .06 * paint)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:06 AM · edited Thu, 23 October 2014 at 8:07 AM

file_508000.jpg

There are an infinite number of ways to dirty the paint. I'll just show a couple and if you need a specific outcome, you can show me an example and we'll see what we can do.

First, I'll just randomly darken some of the paint with another clouds node. The amount of darkening (.7) and the Bottom, Bias, and Gain can all be adjusted to your taste. (I could spend hours explaining the Clouds node alone.)

paintColor = IColor(80, 103, 119)
paintColor = Clouds(paintColor, .7 * paintColor, 2, Bottom=0, Bias=.6, Gain=.5)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:08 AM

file_508001.jpg

If you want to adjust the overall brightness back from that, just apply a premultiplication to the paint color. Here I used 1.25.

paintColor = 1.25 * IColor(80, 103, 119)
paintColor = Clouds(paintColor, .7 * paintColor, 2, Bottom=0, Bias=.6, Gain=.5)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:11 AM · edited Thu, 23 October 2014 at 8:13 AM

file_508002.jpg

I can make little colonies of mildew pretty easily with a Spots node.

spots = Spots(0, 1, 1, .75, .9)
spotColor = .15 * IColor(200, 160, 165)
paintColor = Blend(paintColor, spotColor, spots)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:12 AM · edited Thu, 23 October 2014 at 8:13 AM

file_508003.jpg

We can make the spots more subtle by using another spots node to make larger variable regions of more or less growth.

paintColor = 1.25 * IColor(80, 103, 119)
paintColor = Clouds(paintColor, .7 * paintColor, 2, Bottom=0, Bias=.6, Gain=.5)

lspots = .25 + .75 * Spots(0, 1, 3, .7, .85)
spots = Spots(0, 1, 1, .75, .9) * lspots
spotColor = .15 * IColor(200, 160, 165)
paintColor = Blend(paintColor, spotColor, spots)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:18 AM · edited Thu, 23 October 2014 at 8:18 AM

Now there is one last thing I want to show. This distribution of the rust pattern is wrong. It is completely the same everywhere. The number of rust patches and their size should not be the same everywhere. In almost every real object, the rust starts at the edges and grows inward. The inner regions resist the rust the longest. By the time rust shows in the interior, the edges have very mature rust patches.

So to deal with this we're going to want a rust intensity map (RIM). If you're making an object with traditional UV islands in one large UV map, then you're going to need to draw your RIM by hand.

For my case, I made these props with UV mapping 0 to 1 and straight, rectangular edges. So I can use nodes to construct my RIM.


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:26 AM

file_508004.jpg

I want a variable, edge, that will represent how close I am to the nearest edge. Since my mapping in U is 0 to 1, then the nearest edge distinace is Min(U, 1-U). The same for V - I can use Min(V, 1-V).

However, my door is taller than it is wide. The size of one U is much less than one V. So I will adjust the V scale with a multiplier. By experiment I found that 2.5 was good.

I use an outer multiplier, k, to control the sensitivity of being close to the edge, and I invert the whole thing at the end because I want the value 1 to mean we are at the edge, and 0 to mean we are far from the edge.

The render shows the edge map. I will make my rust intensity map (RIM) from that.

k = 3
eu = Clamp(k * Min(U, 1-U))
ev = Clamp(2.5 * k * Min(V, 1-V))
edge = 1 - Min(eu, ev)
View(edge)

Notice the diagonal line where eu and ev intersect at the corners. If that isn't 45 degrees, you need to adjust the ratio. (Again - mine was 2.5)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:30 AM

file_508005.jpg

There are lots of ways to modulate a clouds node. For this illustration, I decided to modulate the cloud bias value. When bias is low, middle values shift down. When bias is high, middle values shift up. Bias only affects middle values - the values 0 and 1 stay the same. This is why I like bias - keeping my boundary values 0 and 1 constant while shifting the in-between values is very convenient to keep the math simple.

So - here is the calculation and visualization of my cloud bias, which is my RIM.

k = 3
eu = Clamp(k * Min(U, 1-U))
ev = Clamp(2.5 * k * Min(V, 1-V))
edge = 1 - Min(eu, ev)
cb = .1 + .5 * Bias(edge, .02)
View(cb)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:32 AM

file_508006.jpg

With the cloud bias applied to my pattern, p, I get almost no rust in the middle and just a bit on the edges.

Entire script here:

k = 3
eu = Clamp(k * Min(U, 1-U))
ev = Clamp(2.5 * k * Min(V, 1-V))
edge = 1 - Min(eu, ev)
cb = .1 + .5 * Bias(edge, .02)

p = Clouds(0, 1, Scale=.5, Complexity = 5, Bias = cb)
t = .5
rust = Clamp(200 * (p - t))
paint = 1 - rust

paintColor = 1.25 * IColor(80, 103, 119)
paintColor = Clouds(paintColor, .7 * paintColor, 2, Bottom=0, Bias=.6, Gain=.5)

lspots = .25 + .75 * Spots(0, 1, 3, .7, .85)
spots = Spots(0, 1, 1, .75, .9) * lspots
spotColor = .15 * IColor(200, 160, 165)
paintColor = Blend(paintColor, spotColor, spots)

noise = Noise(min=.4)
rustColor = IColor(90, 30, 24) * noise
color = Blend(paintColor, rustColor, rust)
diffuse = Diffuse(color, .8)

surface = View(diffuse)

s = .1
bubble = Clamp( (p-s) / (t - s) ) - rust
surface.Displacement = .01 * bubble
surface.Bump = .05 * rust * noise
surface.Alternate_Specular = Blinn(1, .1, .06 * paint)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:37 AM · edited Thu, 23 October 2014 at 8:40 AM

file_508007.jpg

The cloud bias calculation can be adjusted many ways.

cb = .1 + .7 * Bias(edge, .32)


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)


TheAnimaGemini ( ) posted Thu, 23 October 2014 at 8:39 AM

Thanks BB. Now I have something to play with it.

I really like the control about the rust.

Bias is a node wich I left aside often, but now I will try out more often.

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


bagginsbill ( ) posted Thu, 23 October 2014 at 8:39 AM

file_508008.jpg

Another example.

cb = .3 + .7 * Bias(edge, .01)


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:46 AM

file_508009.jpg

One last point. Many effects of age on buildings are more intense near the ground than the ceiling. (Water and dirt accumulate more on or around the ground or floor.)

You can incorporate the V node (or perhaps a P for position node) to modulate the cloud bias according to height above the floor as I've done here.

cb = .1 + .7 * Bias(edge, .01) + .4 * (1-V)

This concludes what I had planned to show you.


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:50 AM · edited Thu, 23 October 2014 at 8:51 AM

file_508010.png

If you like to use matmatic, you will probably want to be a beta tester for my new VSS with matmatic plugin. (Which will also work in EZMat)

Here's a sneak peek. I've been using it to do this demo step by step, applying the edited script to four materials with a single keystroke or mouse click.


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)


bagginsbill ( ) posted Thu, 23 October 2014 at 8:54 AM

file_508011.png

Here's the VSS master page where all the shaders for the entire scene are set up. The pulldown chooses a plugin. The Edit button opens the parameters for that plugin. Beside each is a list of the materials it applies to.


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)


TheAnimaGemini ( ) posted Thu, 23 October 2014 at 9:03 AM

Looks like a fantastic new tool. Yes, I would like to test this new VSS  out.

I love Matmatic a lot. Amazing tool , after a quick and easy learning curve it is just pure fun .

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


Snarlygribbly ( ) posted Thu, 23 October 2014 at 9:42 AM

Quote - If you like to use matmatic, you will probably want to be a beta tester for my new VSS with matmatic plugin. (Which will also work in EZMat)

Yes please :-)

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


TheAnimaGemini ( ) posted Sat, 25 October 2014 at 12:57 PM

file_508051.jpg

I make a few experiments, this is what comes comes out so far :)

I think for now not so bad :)

You need my Mail adress BB for the betatest?

I will send you a PM.

Exciting to test this new MatMatic.

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


TheAnimaGemini ( ) posted Sat, 25 October 2014 at 1:24 PM

file_508052.jpg

here the GI Render .

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


RobynsVeil ( ) posted Tue, 19 May 2015 at 2:58 AM

If you like to use matmatic, you will probably want to be a beta tester for my new VSS with matmatic plugin. (Which will also work in EZMat)

Here's a sneak peek. I've been using it to do this demo step by step, applying the edited script to four materials with a single keystroke or mouse click.

I realise this is an ancient thread, but was wondering if anything further was done with this, BagginsBill? I'm quite keen to see an update to matmatic - use it almost as often as I use Poser - and this looks like a brilliant tool as well.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


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