Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)
BB's shaders do need a little tweaking to be sure ... but did you try Ghostship2's "Uber Shaders"?
Boni
"Be Hero to Yourself" -- Peter Tork
Here is a fun thead that discusses an earlier version of the shader. Have fun!! "Coffee for Boni"
Boni
"Be Hero to Yourself" -- Peter Tork
Boni posted at 10:19PM Wed, 28 March 2018 - #4327021
BB's shaders do need a little tweaking to be sure ... but did you try Ghostship2's "Uber Shaders"?
Gottem, ain't tried 'em yet. Silly me.
Coppula eam se non posit acceptera jocularum.
I am indeed an extra large, economy size plum.
As LaurieA says, you just can't fix stupid.
Coppula eam se non posit acceptera jocularum.
And if I was running things, the world would be in total chaos.
Oh, wait...
Coppula eam se non posit acceptera jocularum.
//Don't care if it's a thread, tutorial, link to SmithMicro's forums or a premade material but I'd love to know if there's a best way to do this.
On a similar subject, are all BagginsBill's lovely materials now defunct in Superfly?//
I don't know if its the best way to do it :D But at least its the way I like to do it.
I normally use two different setup, which depend on the type of glass. If its for windows i use one of the following.
I think there are benefits with both. The cycle setup is based on the glass shader, which include refractions which you would expect in glass. However I think its easier to customize the glass using the physical setup as you have more dials to adjust without having to add a lot of extra cycle nodes. And in this example as its thin glass like in a window, there is not a huge benefit from the refraction in the glass shader, as thin window glass have near to no refraction, just as a windshield etc. Also I think its easier to add dirt to the glass when using the physical setup compared to a cycle one.
If you have thick glass like in this example.
the cycle shader is a lot better as now the refraction really shows. But again the physical setup can be useful if you for instant have to make a light bulb and dont want to model it with thickness etc.
So at least to me it depends on what type of glass im after or working with. I think both give good results with very basic setups.
Thanks!
I would have replied sooner but Renderosity was broken. I think Boni got drunk and kicked the plug out, or something. ;)
Coppula eam se non posit acceptera jocularum.
SamTherapy posted at 11:48PM Wed, 28 March 2018 - #4327042
Thanks!
I would have replied sooner but Renderosity was broken. I think Boni got drunk and kicked the plug out, or something. ;)
Again?
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Yer know whut? I got this here Ubershader thingamajig and I ain't got the gardamn faintest idea whut ter do wid it. I may as well stick it up me arse for all the good it does me. Cain't think of nuthin I can do with them there metals, glasses, stuff things and nother things. Please take pity on an old guy... tell me whut the buggering fuck I gots to do with all these things. Do I plug the Refraction whutsit onto the Diffuse hoojamaflip or the rectiliniar thingamiwhatsit onto the Need_More_Cowbell?
Coppula eam se non posit acceptera jocularum.
For help with the uber shader, this image came with it.
For glass, I like bagginsbill's shader here https://forum.smithmicro.com/topic/1585/super-fly-coloured-glass/20. He adds a few nodes later in the thread so don't look at just the one picture here. This only works for glass with thickness. If it is one-sided, this works.
That's based on some glass ghostship posted in the smithmicro forums.
And keep in mind, with glass, or any layered transparencies, you may need more bounces in your render settings.
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I would categorise glass in three cases:
1] does not have thickness, i.e., single-sided, as with many window-in-building models.
2] has thickness (double-sided), thin wall, such as a window
3] has thickness, and is deep, such as a crystal ball or glass block construction
As for the construct (ground plane and skydome), the reason it's the default is that Superfly needs to see something as a raytracing backstop.
Another consideration is the number of samples/bounces. If you give Superfly insufficient transparency bounces, glass will show blackened areas. If the glass is refractive, then it will also need sufficient transmission bounces. Err on the side of more bounces; Superfly will only use as bounces as it takes to complete a raytrace. Zeroing the clamps for light samples unclamps them completely. These settings would give full rein to Superfly for glass:
This render is rough; workstation Urania was already rendering in Queue -along with my servers- so I didn't want to run this second instance of FFrender64 for too long.
The light bulb is in the freestuff. The Claymore lightsabre is not the same one as in the freestuff; this is the MkIII, which opens from a single dial, and has animated lightning crackling along the blades. Not released yet, but will be.
Sigh. Had a nice wireframe GIF showing the Claymore opening, but the forum just shows it as a static image.
Material of light bulb glass; it's bagginsbill's tricky glass with the GE logo added. This is good for thin double-sided glass:
Poser 12, in feet.
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Thanks, people.
RedPhantom: I have the graphic but being without my thinking head today, I have no idea what to connect to where. I'm guessing the metals go to the Glossy Color part but beyond that I don't have the faintest clue what to set where for the best results for, well anything.
seachnasaigh: Thank you for the examples. I'll give things a try later.
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The light bulb has metal. Download it and just copy the material to your materials library.
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
Sam, I am just as lost in the material room as you are, maybe even more so. I tried the free ghostship things at one point but I couldn't figure out what went where even with the image that labeled everything. I found a Superfly material package that was basically what ghostship was offering but it's a paid package on daz and it's a simple click setup where everything is in the library. Not having to deal with the stupid material room was the main reason why I took the chance on it and I'm glad I did because it's made applying materials for SF 1000000% easier.
I don't know rendo's TOS here so I'm not gonna post a link to it in the public forum, but you want, I can pm you a link if you're interested in the product.
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Don't care if it's a thread, tutorial, link to SmithMicro's forums or a premade material but I'd love to know if there's a best way to do this.
On a similar subject, are all BagginsBill's lovely materials now defunct in Superfly?
Coppula eam se non posit acceptera jocularum.
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