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Thread: slightly soapy water | Forum: Poser - OFFICIAL
@ pumeco:
Talking of snow, I guess the shader you have seen was Snarlygribbly's Snow Machine. I have it for long time already, and in fact it inspired to look deeper into what we can do with the P-Node, and also the N-Node. Snarly's snow machine gives you the choice of increasing or decreasing the displacement offset, in order to have a thick or a thin snow layer on the basic material, just like I have done with my foam shader. The snow machine also evaluates the slope of the underlying object to determine whether snow can lie on it (more horizontal) or cannot lie on it (more vertical slope), this is done by evaluating the y-component of the N-Node.
Second inspiration were very many posts of Bagginsbill, who has so often suggested the use of 2 or more material layers which can be blended (or masked) into each other by various elaborated control node combinations. So there is nothing really new in my shader, maybe apart from the way I tried to create the foam surface detail. When I found it came closer to the 'bubbly' sort of foam, I became more courageous with the displacement and found it can work out a little more 'fluffy' than just the flat soapy foam.
Another occasion where I used a cascade of 3 material layers was to cut Victoria4 open on a morgue table... I created a black/white mask image of a cut along her body, blending in the muscle texture map. Then another (slightly smaller) black/white mask image, which blended in transparency to her skin in this area, exposing the underlying organs and skeleton. So from outside to inside blending her skin from normal (however bloody ;-)) skin to muscle map skin then to transparency. Creating the same two black/white mask images with additional blurred contours could be used as displacement maps, thus bending the skin a little bit outside at the rims of the hole, like in reality. I never posted something with it though, it became far too realistic and disturbing, when I came close to reality, smile...
Thanks so much for appreciation, I hope I can return something back to the community where me myself have so often benefitted from the knowledge shared by others :-)
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Bagginsbill, I need to go to sleep now, it's 6.30 am and I have worked through the night.
I only brought the shader so far, but I would be really greatful if you could afford some time some day to look into it and slap on my head for messing up something. I am especially not sure about the SSS, if I gave it the best possible. Sometimes we can see a foam being very much scattering light, almost like glowing from within?
Any help from your side is much appreciated :-)
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Quote - P node units are 1/10th of an inch, always. This means, that if you're at X inches from the origin, the value is 10X.
You are therefore correct that using a factor of .1 scales that to an inch.
You are not correct to say the p-node works in PNU. You might have thought this by A) rounding PNU = 103.2 inches to 100 inches and B) getting the 10X in the wrong direction.
I have carefully measured it - with coefficients set to 1, the P node gives values of 10 * number of inches.
Because I live and die by the material room, my PDU is inches. See my signature.
Oh thank you, BB, I somehow remembered a factor of 0.1 to work in inches, but could not figure out where I had seen it or how it needed to be calculated.
So it's great to know that those who work in inches can change the y-factor in the p-node to 0.1, and they should then be able to adjust the constraints in inches, which meets their environment in setting up the scene.
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
The screenshot above should give you sufficient information about where to connect.
Basically, the foam shader has to be inserted right before the material enters the Poser Surface Node. This applies for diffuse, displacement and specularity, all those are now diverted through the foam shader in order to add the foam material.
So connect your initial materials to the DisplaceBlendOrig (Input_2), to the DiffuseBlendOrig (Input_1) and to the SpecBlendOrig (Input_1) nodes.
Procedure for picking colors from Poser Surface Input channels is the same as described above for the compound node.
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
However, please don't forget to copy any tinting color from your initial material to the input color of the foam shader.
Example: If your initial material sends a texture map to the diffuse of the Poser Surface, then what you need to do is the following:
Click on the FoamShader diffuse input color (right side of the compound node). With the upcoming color picker go to the poser surface diffuse input color and pick the color from there. Then disable the Poser Surface Diffuse by setting the value to 0 (zero), disconnect whatever was connected to the Poser Surface input and connect the same instead with the FoamShader Diffuse Input.
Same procedure for the Displacement, and same for Specularity.
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Second constraint to be implemented was the upper ending of the foam. We cannot just apply it to a material zone (like i.e. the chest), because the foam will cause an unnatural friction where the chest texture zone meets the neck texture zone. In other words, the foam shader needed to work across texture zones, but also needed to be able to fade out at a given height, if the user doesn't wish to cover the entire figure from feet to head. I did this by implementing another p-node logic, which allows to end the foam at a given height (i.e. 150 cm) and also allow for a soft transition area of a chosen width (i.e. 15 cm).
I was not very happy to use the p-node here, but found no alternative. While the p-node makes sense for the lower (water surface) constraint, it is not a perfect means for the upper ending of the foam. If you move the figure up or down in some water swamp, it is very well the shader respects just the water surface and automatically will remove any foam and specularity under water. Unfortunately, the upper foam ending will also remain stationary, when you move the figure up or down (or it bends down or sits down), because the p-node is related to Poser Universe Coordinates, and not to figure coordinates. However, the p-node was still a better choice than using the v-node (UV coordinates), because this would make things even more complicated and difficult.
I realized that we would need from SmithMicro for a later Poser version an o-node, which relates to object coordinates. In this case, the foam on Tylers chest will remain exactly there, even if he stands up or sits down.
Anyway, please take a look into the screenshot showing details about the constraints, and where to enter your desired values.
I am using centimeters as preferred unit and also as poser units. Even if you have set Poser to work in inches or feet, the p-node (to my knowledge) always works in Poser Native Units (PNU). This is why I applied a factor of 0.762 to the y-coordinate. This way I can enter later constraint heights in centimeters, which is very convenient when building up a scene where you need to synchronize your water surface prop with the foam shader. I guess (but could not yet verify) that using a factor of 0.1 in the y-component of the p-node can enable you to enter constraint heights in inches. Those who prefer to work in inches can please test and give us a feedback?
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Foam comes in very many different qualities, very wet and glossy, slowly drying becoming less reflective and more translucent, thin or fluffy foam, and so on. If you understand the main components of the shader, you can adjust parameters to achieve many different types of foam.
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Content Advisory! This message contains nudity
FIRST: Thank you so much everybody for encouraging me with your interest. It really gave me a lot to know someone out there is waiting for it ;-)))
Here is what I have compiled so far. Let me attach the files here in the next two posts first, so everybody can first download and open them, and then follow my later posts explaining what to do with them.
The .mt5 file named 'BathingFoamMT5.mt5.txt' contains the ordinary node combination (not a compound node) which should work with older versions than PP2014. After downloading, just remove the .txt extension, as usual, then place it in some convenient folder under runtime:libraries:materials.
The .mt5 file named 'FoamShader2.mt5.txt' contains a PP2014 compound node, which is a little easier to handle and include in your existing material node structure.
I both cases, if you want to apply foam to an existing material, please make sure not to chose 'apply' from the library, but instead chose the option 'add'.
The nodes (also the compound node) will be added unconnected. The reason is, that material settings and structures of your existing materials can be so different, that depending on what sort of material you have, you should connect the foam manually. I very much hope we can create appropriate files to include the shader in Bagginsbills VSS and in Snarlygribbly's EZSkin2, because I think those fantastic tools are exactly made for this purpose. While the EZSkin2 holds material zone information for pretty much any character/figure available for Poser, Bagginsbills Versatile Shader System is so powerful to apply materials to multiple props or characters, just what you need if you want to cover a whole bathroom or an entire car with 15 material zones in foam...
However I am currently not expert enough in both programs to supply this. Nodegrabber has until today remained a mystery for me (I would even be ready to write for Snarlygribbly a very sweet manual and tutorial on Nodegrabber, but up to now I have failed to create a working sfx with it ;-( ). Also with VSS I'm still in the learning mode.
So, if any of you guys could help the community to implement my little foam shader in either program, PLEEEAAASE do so, it would be a great improvement.
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
I'm currently adding a limiter to fade out the foam upwards, because otherwise it would make a strict cut at the next texture seam (i.e. neck texture). So I'm implementing another p-node logic to slowly end the foam at any height above ground without friction.
Also I need to implement some water drops on the skin where there is no foam, to make the skin look real wet, but that shouldn't be an issue.
Today's image shows, that you can even come pretty close to the object and the shader still creates the illusion. I think this is the closest you can get for a shot.
I have currently created a compound node (PP2014) which is so easy to use, every child could do it. But I will also provide a mat-file and a screenshot of the nodeswith some explanation. This will be important to understand where you can tweak the material to your liking in terms of glossiness of the foam (wetness), location pattern of the foam (foam to skin percentage), fluffiness of the foam (displacement) and also on the upcoming water drops.
4.10 a.m. in my place now, starting to mess things up, so I'm going to sleep ;-)
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Content Advisory! This message contains nudity
Let me cut the shader out of Anastasia's skin shader (quite an operation...) and rearrange it and name nodes with meaningful names. Then I'm gonna post it here for you guys to play with it and come up with improvements on foam-SSS and specularity, etc.
Here is a little teaser again on how the foam shader and also the skin's specularity fear the water. It's done with help of the p-node which can be adjusted to any convenient water surface height. All I changed between the three renderings was posing the figure. The foam shader adjusts automatically to remove foam and skin specularity under water.
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
Another good thing about my concept is, that it can easily be used in animations, where a figure enters the bathtub or gets out of the bathtub or moves up or down in any way. The foam shader will automatically adjust appearence of foam to where skin is above the water, and suppress the foam and specularity of the skin, where skin dips under the water surface. In real life, when you stand up in a foamy bathtub, this is what happens, your skin collects foam from the water surface, so you are covered with foam again (given enough foam quantity).
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Thread: slightly soapy water | Forum: Poser - OFFICIAL
So, Miss Nancy, I checked this EasyShader3, and it sure looks good. However, I'm after a slightly different thing. The EasyShader uses a number of different images as a base and is limited to specific figures, because it basically manipulates their texture maps.
My shader instead is meant as a universal shader for any kinds of figures or objects, it therefore uses not a single image reference, is solely built from Poser nodes, a real material shader. You can put it on figure X or Y, and if you want can also put it on her shower cap, or a bikini, or the bathtub itself. Any such shadered object is covered with the foam, as long as it is above the indicated water level (which I currently enter manually in the foam shader in centimeters, but I could imagine writing a little Python script entering the water surface height in any foam shader in the scene).
Your statement 'p-node is camera specific' is wrong. p-node is related to poser universe (regardless of your camera position), it is working very well, as long as the WATER SURFACE is horizontal (which it usually is in nature ;-)) However I might later even try to create little waves with nodes, and copy this finction to the foam shader so it respects the wave. Do you think this is useful?
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Thread: slightly soapy water | Forum: Poser - OFFICIAL