Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)
Quote - Thanks, Believable3d, Did that and it was amazingling helpful as you can see by the music room I put up. That is BB's envosphere with a panarama on it. It is a fantastic tool, better than any of the other skydomes out there. So versatile. I'm on a roll. More tomorrow. ...
Yeah, sorry, I didn't initially see there was another page of discussion and everything had been covered. Hence, I deleted my post. :p
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Boni
"Be Hero to Yourself" -- Peter Tork
vilters: I really like that tip, thanks.
Boni
"Be Hero to Yourself" -- Peter Tork
From my setup?
Where the blue and red color are? Set them to white, and plug the texture in there.
Or. use a procedural wood shader there and tile those?
I think that is what BB's coming to / going to.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
I've been working with these settings and nothing comes close to what you have Miss Nancy. I've even tried starting from scratch. I get almost there with wood plugged into either tile (good depth but even spacing) or brick (good spacing but can't get depth for mortar) It looks like cheap furniture with particle board covered with pictures of wood.
Boni
"Be Hero to Yourself" -- Peter Tork
Boni
"Be Hero to Yourself" -- Peter Tork
Since BagginsBill did not publish his shader yet, you may start with this:
This allows you to connect different shaders to Tile1, Tile2 and Mortar. The tile node above is used to generate the Tiles, the colors there are just for separating the components. Use the Color, Roughness and Bump inputs on the compound nodes to connect your own shader.
The size of the tiles can be changes with the tiles node. If you have a normal node, connect the normal compound node with the normal input on the Root node and connect your normal maps to the compound node.
Probably just a starter, but maybe helpfull to some.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
This is another method of avoiding the wood/marble texture pattern continuing from one tile/board to the next.
You could also use black in the RGB map and add another marble/wood tile.
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
bagginsbill posted at 7:55PM Thu, 07 November 2019 - #3800461
For those that have no use for math and matmatic, here is the setup that produces the Corner function. The math node Math_Functions_7 is the k value. In this screen shot, k is 4.
I must be doing something wrong because I can't even make the tile render.
That post only works in FireFly. Are you doing SuperFly? Displacement can't really be used for tiles in SuperFly. Try using the bump channel instead of displacement with the same node setup.
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)
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Thanks, Believable3d, Did that and it was amazingling helpful as you can see by the music room I put up. That is BB's envosphere with a panarama on it. It is a fantastic tool, better than any of the other skydomes out there. So versatile. I'm on a roll. More tomorrow. ...
Boni
"Be Hero to Yourself" -- Peter Tork