Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 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/
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)
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,
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)
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)
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)
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.)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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,
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)
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)
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)
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,
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,
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]
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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,