Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 05 9:36 pm)
I applaud your desire and effort to share.
However - I feel you should know that your basic gold metal (left) isn't at all close to realistic. Your color ratios should be at or near RGB 255, 215, 150 (middle is your shader with that value). However, it is my opinion that the Poser 11 Physical Surface isn't quite correct yet and should be used with some caution at this time, although the errors I've found in it are really small. On the right is my own shader for gold that I made from Cycles GlossyBsdf and a FresnelBlend, using the same RGB 255, 215, 150, but blending to white at the outer edges. The PhysicalSurface is blending to pink, which is incorrect - not physically correct at all. I'm going to do more experiments and have a talk with SM about it.
Also, your FireFly versions are using Diffuse - basic polished metal has 0 or near 0 diffuse, so you should be setting Diffuse_Value = 0 for the FF versions of metals.
In fact, if you had just used the colored Reflect in FF and SF you'd get the same shader working fine in both. Note, however, that SuperFly roughness numbers don't match those in FireFly - so the same shader works, but the same parametric values do not. Such a shame.
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 at 6:38PM Sat, 28 November 2015 - #4241329
I applaud your desire and effort to share.
However - I feel you should know that your basic gold metal (left) isn't at all close to realistic. Your color ratios should be at or near RGB 255, 215, 150 (middle is your shader with that value). However, it is my opinion that the Poser 11 Physical Surface isn't quite correct yet and should be used with some caution at this time, although the errors I've found in it are really small. On the right is my own shader for gold that I made from Cycles GlossyBsdf and a FresnelBlend, using the same RGB 255, 215, 150, but blending to white at the outer edges. The PhysicalSurface is blending to pink, which is incorrect - not physically correct at all. I'm going to do more experiments and have a talk with SM about it.
Also, your FireFly versions are using Diffuse - basic polished metal has 0 or near 0 diffuse, so you should be setting Diffuse_Value = 0 for the FF versions of metals.
In fact, if you had just used the colored Reflect in FF and SF you'd get the same shader working fine in both. Note, however, that SuperFly roughness numbers don't match those in FireFly - so the same shader works, but the same parametric values do not. Such a shame.
Yep, just experimenting (trial and error). Great info, BB!
Bagginsbill, I gave your suggested base color some test renders and it seems to give a good representation of 18K gold. I was shooting for an equivalent shade to what SM released in their P11 content as "Superfly Basics". In that regard, it was a match, but it is certainly too "yellow" IMO to be physically accurate, more toward 24K if anything. That said, given your example, I have incentive to play with the GlossyBsdf/FresnelBlend combination now. The ultimate goal of course is to be familiar enough with each type of node to use them "semi" effectively. From there, I hope I can grow into creating some more useful and versatile materials for SF renders, or at least have fun in the process. ;) Best Regards, Jerry
beas62 posted at 4:08PM Sun, 29 November 2015 - #4241399
Bagginsbill, I gave your suggested base color some test renders and it seems to give a good representation of 18K gold. I was shooting for an equivalent shade to what SM released in their P11 content as "Superfly Basics". In that regard, it was a match, but it is certainly too "yellow" IMO to be physically accurate, more toward 24K if anything. That said, given your example, I have incentive to play with the GlossyBsdf/FresnelBlend combination now. The ultimate goal of course is to be familiar enough with each type of node to use them "semi" effectively. From there, I hope I can grow into creating some more useful and versatile materials for SF renders, or at least have fun in the process. ;) Best Regards, Jerry
You're quite correct - the RGB value I suggest is the result not of Googling, but my own research and measurements with my own wedding ring, which is indeed 18K gold.
If you like a richer gold look try less blue, such as RGB 255, 215, 100. Generally speaking the hue of gold, resulting from red 255, green 215 is exactly correct. The saturation (affected by the weakest component, blue) is variable and in real life is affected by the amount of "white" metal mixed in with the gold.
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)
beas62 posted at 4:11PM Sun, 29 November 2015 - #4241445
Here's a quick render with one of the "visceral" materials applied to a flattened sphere in the bowl. Breakfast anyone?
I love this kind of shader goofing. It's so fun. Your concoction reminded me of a similar post I made in 2006
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 love this kind of shader goofing. It's so fun. Your concoction reminded me of a similar post I made in 2006
LOL! I love it (I guess I shouldn't say that too loud)! I like the way many of your materials in that post look like fat cells. That could be very useful in surgical renders or gastronomical illustrations. Heh, heh! ;)
I know this thread is about the materials, so I'll try to avoid treating it like a gallery, but here's just another idea to get the creative juices going - I'll add any further examples to a proper gallery. This is using two of the freebie textures, the "Plasmoid Hot" and "Return to Cinder". "It appears poor Andy has wandered into the Plasma Engine reaction chamber mere moments before ignition. Nothing survives in the reaction chamber, and within microseconds, Andy's cinders will be nothing but glowing vapor." Rendered in SF and a quick radial blur added around the edges in PS.
Hi folks. For anyone that wants to play with them, I uploaded another set of Superfly materials. This is a small set of glass materials. There's no intention of being scientifically or physically accurate as far as refraction, anisotrophy, volume scattering, or any other glass-like characteristics. These looked the way I intended in test renders and maybe others will find them useful. Have fun, experiment, and perhaps share your own materials when you make them. Best Regards, Jerry
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Well I just spent the last few days doing something I usually don't do. I actually "read" the new Poser 11 manual. As a long time, but part time user, I usually just flew by the seat of my pants. But I was really interested in learning how the Superfly-compatible materials were set up. So as part of my learning process, I experimented with making new materials. I started by learning how to use the PhysicalSurface node as root and was pleased to see how easy it was to make simple textures even using a single node. Then I delved into the Cycles nodes and that was a whole new world, in a good way. The bad news it there's still a lot to learn, but the good news is that I can see how powerful these "new" capabilities can be.
I figured I might as well share my experiments in case anyone else wants to play with them. Some might be considered downright silly, with heavy use of displacement, emissions, and multiple layers, but I liked the results. So I you want to check them out as I go along, I'm putting them in the freebie area. Here's a direct URL to my short list: Beas62 Freebies
Cheers, Jerry
8S_promo.jpg