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(Last Updated: 2025 Jan 21 10:36 pm)
Ah, thank you. I thought it must be something like that but wasn't all together sure.@RAMWorks distance does affect how big the bumps look. I don't know exactly how it works but the other control (strength) kind of does the same thing.
---Wolff On The Prowl---
Thank you!This is what I pulled from the Blender manual:
The key word is Multiplier. It does enhance the bump mapping but you would not want to plug in the same image you use for Height, it will double the effect between white and black.
---Wolff On The Prowl---
I may have understood the wrong way, but from what I remember: strength is... bump strength ( i.e. the height) and distance a parameter that controls the distance between bumps: smaller distance means smaller "holes" (in terms of surface)
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hborre posted at 4:32 PM Sun, 23 April 2023 - #4463184
The hair can use some work. It's lit like a Christmas tree.
Yeah. I was just experimenting there.
ghostship2 posted at 5:38 PM Sun, 23 April 2023 - #4463192
my hair shader system works well on that old hair model.
Ah. You recognised it. Kozaburo's Messy Hair. Still great stuff after all these years.
Looks like I need to get a copy of your shader so it can have a life extension.
And if you have one of OutOfTouch hairs, you may have fantastic hair bitmaps, without the single specular effect burned in.
Example here, with the U_scale's factor set to 0.5 instead of 1.0:
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I think this works very well with darker skin too (adjusted subsurface radius):
Wow... Beautiful skin!
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I actually am not having a lot of success with those , as weird as it sounds. That hair on the render IS actually that shader. I'm probably missing something crucial, because he tried to help me with it a while back, and for some reason I just don't seem to find my way with it. Most likely user error.
But you're right: there's something weird and I can understand what: same lighting, same environment
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I see you stripped out the Height and added the Sheen to the compound node. Interesting, I should play with that. I've changed the Mixclosure Node at the Diffuse/Translucent nodes for the AddClosure and swapped out the Bump Node for the NormalMapping Node. I have been using an A.I. site to generate hair texture maps which include Displacement and Normal maps.As simple as it can be, using Ghoship2's
If you look at the render I posted above, the hair looks flat and rather artificial to me. Also, on YPhil's example while the blonde hair looks excellent , the same 'washed-out flat' look is present on the darker one.
The skin looks fine on my render so it's not the lighting, or I don't think so, neither are the render settings.
I won't blame your shader Ghostship2 - lol - I would rather blame the user (me): the blonde hair looks better than the dark one.
But I just found now that the dark one didn't had enough differences, I've used one with more subtilties in it as well as increased the effect of the sheen (slightly brighter)
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Rhia474 posted at 12:12 PM Mon, 24 April 2023 - #4463242You would be better off with a displacement map to expose more hair geometry to the light.If you want a more strandy effect that catches the light better up the bump or normal maps!Thank you--now I just need to get the hair right, lol.
You can do displacement, the technique is not obvious. As illustrated below, take your displacement map and plug it into a math node and set the type to multiply. Plug the math node into the CyclesSurface. Play with the value1 until you get a good displacement without distortions. Use the node preview to judge how much displacement is occurring.
Ignore the Value3 on this node, it's a Cycles Math node and the Value3 is reserved for other functions.
That's still not true displacement on the render. It'll look like a bit of a jumbled bump in Superfly - the only way to do actual displacement in Superfly, so far, is to subdivide the figure or prop enough that the displacement map pixels have matching geometry polygons to displace.You can do displacement, the technique is not obvious. As illustrated below, take your displacement map and plug it into a math node and set the type to multiply. Plug the math node into the CyclesSurface. Play with the value1 until you get a good displacement without distortions. Use the node preview to judge how much displacement is occurring.
Ignore the Value3 on this node, it's a Cycles Math node and the Value3 is reserved for other functions.
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Hence why I suggested either Normal or Bump maps, they work as expected!
---Wolff On The Prowl---
Yea, micro poly displacement is on everyone's wish list but it's probably not at the top of the list. At this point I think a good many of us are chomping at the bit for the Unimesh code to come into being. I think there is a node in the Blender Cycles for something similar to micro poly displacement but I think it was explained that it wasn't as easy to bring over to Poser. Can't remember!
---Wolff On The Prowl---
There is also this Rae.
http://cpetry.github.io/NormalMap-Online/
It's easy drag and drop interface and then the option to export one or all maps out. If you use the Normal map creation I'd set the default Strength down to 1.00. 2.5 is over the top!
---Wolff On The Prowl---
If I remember correctly the explanation, the micro poly displacement used in Blender is not a Cycles mechanism but rather a function from Blender itself.Yea, micro poly displacement is on everyone's wish list but it's probably not at the top of the list. At this point I think a good many of us are chomping at the bit for the Unimesh code to come into being. I think there is a node in the Blender Cycles for something similar to micro poly displacement but I think it was explained that it wasn't as easy to bring over to Poser. Can't remember!
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Ah, Ok. It's too bad the code team can't think of a work around for micro displacement for SF / Physical Root node and or Cycles. It's basically micronized noise
---Wolff On The Prowl---
Sweet, I bookmarked that as well. I got sidetracked with a render trying to fix some armor bits, but will def try!There is also this Rae.
http://cpetry.github.io/NormalMap-Online/
It's easy drag and drop interface and then the option to export one or all maps out. If you use the Normal map creation I'd set the default Strength down to 1.00. 2.5 is over the top!
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Can you explain to me what the Distance dial does in the Bump or any other cycles node?
---Wolff On The Prowl---
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