Forum: Poser - OFFICIAL


Subject: Predator style camo in P5 and other stupid shader tricks.

Ajax opened this issue on Apr 17, 2004 · 102 posts


Ajax posted Sat, 17 April 2004 at 9:20 PM

I ran into an old thread asking about Predator style semi-invisibility yesterday and wound up spending most of last night and this morning mucking about trying to come up with something. The idea I had was easy enough but it took a lot of mucking about before I had something I was happy with. Here's an example of how it renders.


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Ajax posted Sat, 17 April 2004 at 9:22 PM

Here's a screenshot of the node layout so you can duplicate it if you want.


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Ajax posted Sat, 17 April 2004 at 9:30 PM

And here he is walking into a very slimy place. These slime encrusted walls have been another shader project of mine. Gotta love slime.


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stonemason posted Sat, 17 April 2004 at 10:30 PM

damn!!that last image looks great,I love that slime encrusted wall..what about the particles in the air,how have you done that? -Stef

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Shadow_Fyre posted Sun, 18 April 2004 at 12:13 AM

Very good work, I love it. I know those nodes in P5 can accomplish lots of cool things, but there is no way I will ever be able to figure it out myself. Thanks to you and all who can do this :)

And if you want to share that slime with us, I'm sure we wouldn't mind.... ;)


Ajax posted Sun, 18 April 2004 at 12:32 AM

I really should put together a package of materials for free stuff. I just never feel like I've finished making things to go in one. Stef, those things that look like particles in the air are actually just spots of slime on the walls and ceiling. The way I set up the slime means that it never quite gives way to cement completely. The ratio of cement to slime reaches a maximum and stops there. Hang on a mo and I'll see if I can do a screenshot of the slime nodes.


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Ajax posted Sun, 18 April 2004 at 1:01 AM

Here we go. The central driver to all of this is the P node down in the bottom right corner. I have the x and z contributions set to zero, so basically this node is telling the material how far up the wall we are. You would use something like this for any altitude dependant material. As it feeds into later nodes, I use the value of this P node to decide how much of the material is slime and how much is concrete. However, I don't want the slime to peter out at exactly the same place on every column, so I've added some large scale turbulence (Tubulence_2) to the P output (added together with Math_Functions_3). I then use Math_Funcitons_2 to subtract 2 from the result. This just means that the switch from slime to cement is going to happen two units higher up the wall. Now that I've finished preparing my height measurement value, I use it to drive the Bias of a clouds node. This means that the bias increases with height, so the cloud density increases with height (or does it decrease with height? I can't remember). It's hard to see what's going on with these things until you render, so you have to have a good mental picture of what all of it is doing. Anyhow, the output from the clouds node is what I'm going to use to set the blending level between my cement and my slime, so this is a key point in the whole process. You can see the output of the clouds node goes to three blenders - one for the diffuse colour, one for the ambience (I like my slime to have little glowing patches) and one for displacement and specularity. I could drive all of those with one blender but by splitting them up I give myself a little more control of each area. The cement is a single node material (Granite, top right). The slime is made with basically two nodes, Turbulence and ColorRamp. You can see the Cement and slime are mixed for the diffusion chanel by the Blender node at the top left, with the amount of mixing controlled by the Clouds node. To drive displacement and highlight size, I've done exactly the same thing with Blender_2, except that since I don't want much displacement for the cement, I've set the colour of Blender_2's Input_1 to a dark grey which will keep the displacement down very low. It's like multiplying the granite displacement by 0.03. Also, since we don't need colour for displacement, I've just taken the turbulence straight to the blender without passing it through the ColorRamp. To drive the ambience it's the same thing again with Blender_3 except that since I don't want any ambience at all from the cement, I've just set Input_1 to black and left it at that. Also, since I don't want too much ambience from the slime, I've passed the slime's Turbulence node through a power math function. This darkens the whole thing, but still leaves a few very bright spots. That's pretty much it. The key stuff is the Clouds node and everything below it.


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Shadow_Fyre posted Sun, 18 April 2004 at 1:09 AM

Incredible! How do you figure this stuff out? You lost me at "Here we go", but that is ok. I am going to save this thread and refer to the pictures and what you wrote. Someday it may click, but don't hold your breath. You did a great job and thanks so much for posting this info. This node stuff is along the same lines of the Bryce material editor which I never understood either. Thanks!


TrekkieGrrrl posted Sun, 18 April 2004 at 5:18 AM

WOOT!! Thanks!! And yeah.. Gotta love slime! Your slime-coloums are awesome! At first I thought you had made it with Meta Forms but now I realize it's really "only" displacement! Awesome!

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Zodo posted Sun, 18 April 2004 at 5:52 AM

This is really cool. Thanks a lot for sharing!


TrekkieGrrrl posted Sun, 18 April 2004 at 6:57 AM

AJAX!! That slime is not just good. it GREAT! Just tried it and... WOW!! THANKS!!

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AlleyKatArt posted Sun, 18 April 2004 at 7:10 AM

Gross but awesome!

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SamTherapy posted Sun, 18 April 2004 at 7:24 AM

Thank you, Ajax. Your shaders are awesome. I'm still really chuffed to bits with the water shader you created.

Coppula eam se non posit acceptera jocularum.

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Ajax posted Sun, 18 April 2004 at 7:34 AM

Mmmmm...yum. That looks really evil, Treckie. Glady you're having a good time with it :-) Actually I did use a litte metaforms. This pic shows the metaforms bit in green. I needed it to get the floor from being too level and to get the buildup at the bases of the columns and bars. If we change the colours this could make some good War of the Worlds red weed. Or some really gross monster vomit - I just need to figure out how to put chunks of carrot in there. Shouldn't be too hard :-> Weezie, I never did figure out the Bryce material editor, but this P5 node thing works for me. I'm a mathematician, so when I came to 3D I already had most of the terminology. That helps a lot. It also means I'm used to mentally picturing how a multidimensional value field is shaped, which is the big thing I find I need for this node material stuff. If you can imagine what's happening to an invisible parameter in all parts of three dimensional space, even though you only ever actually see 2D slices of it, then it makes this stuff a lot easier. That's what I find, anyhow. I can see this node stuff is not for everybody. I have to admit I was a little scared of it when I started. I love it now though.


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Ajax posted Sun, 18 April 2004 at 7:42 AM

Heya SamTherapy. You're welcome - glad you found the water useful. I saw you did a really cool pic with it. I really must put together a package of these things for free stuff soon. I should add a couple of rendering notes for these materials: For the Predator camo, you need raytracing turned on with about 8-10 raytrace bounces. You can turn up the quality setting in the refract node to get clearer distorion through the camo, but it also slows down rendering quite a lot. For the slime, make sure you have your "minimum displacement bounds" set to 1.5 or greater. In general you want it set to the highest displacement value you have on any material in your scene.


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AlleyKatArt posted Sun, 18 April 2004 at 7:44 AM

Well, you shouldn't be afraid, Ajax. You're damn good. You're going to end up putting texture artists out of business, some day.

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Ajax posted Sun, 18 April 2004 at 8:03 AM

Heh heh. Thanks Khrys. I won't be throwing away any of my Vicki textures just yet though ;-)


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quinlor posted Sun, 18 April 2004 at 8:08 AM

Very cool. Both shaders are great.


AlleyKatArt posted Sun, 18 April 2004 at 8:28 AM

I dunno. Slimey Vicky in a temple could be the next big craze...

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SamTherapy posted Sun, 18 April 2004 at 8:48 AM

"Well, you shouldn't be afraid, Ajax. You're damn good. You're going to end up putting texture artists out of business, some day." Argh! I hope not. ;)

Coppula eam se non posit acceptera jocularum.

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TrekkieGrrrl posted Sun, 18 April 2004 at 8:55 AM

Ajax.. Is there any way to make the granite/concrete bits less shiny? I've tried but as I don't REALLY know what I'm doing with such a complexe shader as this one, I'm not sure which parameters to tweak. I'm as far from being a mathematician as can be, I've always passionately HATED math LOL But... perhaps if something like this had existed when I was in school I could have seen some USE for the stuff - now I'm afraid it's too late to kick my boor brain into any math-gear :o)

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Laver2k posted Sun, 18 April 2004 at 9:09 AM

Any chance of a free stuff release? These are really cool effects and I would like to try them out.


AlleyKatArt posted Sun, 18 April 2004 at 9:26 AM

Swamp Thang! You make my heart sang! You make EVERYTHING gloopy...

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teyikung posted Sun, 18 April 2004 at 9:34 AM

Ajax, Just want to say thanks again. We look forward to your new tutorials for the material room of Poser 5! TK


igohigh posted Sun, 18 April 2004 at 10:00 AM

I think ernyoka1 has stumbled on to something! A New Use for Poser5, A Must have in every Math Class in every school!! Teaches math while encouraging artistic ability and having fun to-boot. Heck, since most schools now have computers and students are allowed calculators (a taboo when I went to school) Why Not?!? ..sorry, just brown-nosing CL...GREAT shaders Ajax!!


maclean posted Sun, 18 April 2004 at 10:26 AM

Can I ask a really banal question here. What sort of render times are we talking about. I mean, roughly. Minutes, hours or days? Or (shudder) weeks? Totally cool, ajax. mac


AlleyKatArt posted Sun, 18 April 2004 at 11:46 AM

My little doodle took a few minutes. I'd imagine something like Ajax's took hours.

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Gareee posted Sun, 18 April 2004 at 11:59 AM

These are VERY cool! I Imagine you could replace the concrete node with a image map, so you could have slimey vicky in a slimy temple now! LOL!!

Way too many people take way too many things way too seriously.


AlleyKatArt posted Sun, 18 April 2004 at 12:06 PM

SVIATWAS!!! It's the latest rage.

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Farside posted Sun, 18 April 2004 at 12:25 PM

.


mateo_sancarlos posted Sun, 18 April 2004 at 12:34 PM

Good work, Ajax. One other Predator-style camo method is to render the scene without the Pred, then use that as a perspective map when you add the Predator object to the scene. But yours is better, since it can be animated.


GraphicFoxx posted Sun, 18 April 2004 at 12:44 PM

Very cool stuff here. I'm definitely going to have to delve into this. Thanks for showing it off!


TrekkieGrrrl posted Sun, 18 April 2004 at 12:59 PM

By simply altereing a few parameters you can indeed put slime on people too. I just changed the numbers in the math nodes that were connected to the P (Math function 2 and 3 on Ajax' screenshot) and altered the granite to a more fleshlike colour. I haven't tried to plug in an imagemap (texture) yet, but I don't see why not :o)

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Gareee posted Sun, 18 April 2004 at 1:03 PM

Hey! That pixie looks familiar! LOL!! It's kind of odd.. I KNOW there are a BUNCH of power pixies out there, but I've only seen I think maybe 3 renders where people used him. I've saved every single one so far. (God forbid I ever do a vicky character.. I don;t think I'd have enough "naked vicky in a temple" HD space! LOL!!

Way too many people take way too many things way too seriously.


TrekkieGrrrl posted Sun, 18 April 2004 at 1:34 PM

OK another test. Yes you can ideed plug in a texture map. Put it instead of the granite and this is the result (still with some other numbers in the Math Function 2 and 3 too) (oh and the W stands for WITHUOUT ;o) )

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Gareee posted Sun, 18 April 2004 at 1:39 PM

This is just WAY too cool! If a water version can be created, then you'd have a way to have a figure look like the water is dripping down off the figure! Making it smaller and less glossy, would probably look more like moss (Maybe add a bump node of some kind?)

Way too many people take way too many things way too seriously.


igohigh posted Sun, 18 April 2004 at 1:52 PM

Attached Link: http://home.earthlink.net/~igohigh4/compixie.jpg

Gareee; don't fret, he's out there. This one doesn't have any slime nor any Vicky, heck it isn't even in a temple or a sewer. BUT, the content may not be for everyone (and he is a nekkid pixie) {sorry, not related to slime in any way, just don't want Greee to feel left out ;p>

maclean posted Sun, 18 April 2004 at 2:20 PM

Cool pic, igohigh. I especially like the cigarette butt. LOL. mac


Gareee posted Sun, 18 April 2004 at 2:29 PM

LOL!! thanks, Igo! ;) I don;t think he's microsloth certifried though...

Way too many people take way too many things way too seriously.


TrekkieGrrrl posted Sun, 18 April 2004 at 2:49 PM

Just in case anyone would like my version.. Here it's Vicky3's body plugged in as a texture map. As you can see, not much is altered from Ajax' version

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compiler posted Sun, 18 April 2004 at 3:03 PM

Thanks you so much Ajax for giving these settings and also for taking the time to explain. I can see very interesting uses for this P node, especially for terrain texturing. And yes, if that's not too much to ask from your generosity, uploading these wonderfuls materials would very much help (I like to develop each of the preview stages so that I can have a better idea of what I'm doing). Thank you so much again.


Ajax posted Sun, 18 April 2004 at 4:17 PM

Whoa. I go to sleep on a Sunday night and the thread explodes. Gotta rush off to work in a minute. (Actually I'd better start looking for a new job today but that's another story). I'll try to answer a few questions before I go. Mac, The slime renders fast. The camo is a refractive material which means it renders a bit slower. Still, that slime and camo pic I posted probably took less than 5 minutes to render. A lot longer than that to set up, of course, but actual render time isn't bad at all. Treckie, Yep, you can make the concrete less shiny. The easiest way is to darken the input_1 colour in Blender_2. It's very dark grey at the moment. Black should get rid of that wet look. A harder way is to add a new blender and use it to control the highlight colour so the slime still gets white highlights but the concrete gets grey or something. You could even try plugging Blender 2 straight into the highlight colour channel. BTW Input_2 on Math Functions 2 controls the height of the border between the slime and the other material. Increase it to raise the border, decrease it to lower. Input_2 of Math_Functions_3 controls the large scale variation of the border - it's what stops columns from all having the border at the same height. If you look at the very first image I posted with the red and green columns you can see where that node is putting the border and you can see how it corresponds to the slime image. I can see there's a lot of interest in a free stuff pack, so I'll definitely do one. Please be patient with me though. I've got a few other things I've promised I'll do for different people over the next few weeks and I need to get those done first. When I do the free pack, I'll put a bunch of other shaders in it though. Maybe a few little props and scenes too.


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TrekkieGrrrl posted Sun, 18 April 2004 at 4:26 PM

Sorry for flooding this thread, I just find this slime thing SO COOL! And I'll try that trick about the highlight Ajax. On this one I added a glossy node to the blood, but forgot it would affect the body texture too, so she got a little too shiny. Seems the size of things are also a factor... the sword should actully be almost covered on "blood" - same setting as on the floor, yet there's very little blood on it.. Hmm I must continue to play with this, there's such a lot of possibilities with this one. I never knew what the P node was for (not sure I do now, but at least I can see what it does, more or less) - I must play more with those math nodes... they're really cool, I wish someone would make an easy-to-understand explanation of what the various nodes does. But I guess that would quickly turn into a whole book :o)

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diolma posted Sun, 18 April 2004 at 4:57 PM

LOL ernyoka - I gues that'd be NVIATWASCIB (CIB = Covered In Blood)..:-))



compiler posted Sun, 18 April 2004 at 5:02 PM

Attached Link: http://www.utm.edu/~mharvey/MathFunctions/MathFunctionsIndex.html

Here is a link that "explains" a few ones.

ford3auss posted Sun, 18 April 2004 at 6:26 PM

Thx Ajax, a free stuff pack would be so good, cya and take care...


Philywebrider posted Sun, 18 April 2004 at 7:04 PM

.


igohigh posted Sun, 18 April 2004 at 7:30 PM

ernyoka1; I noticed you plugged your Vicky image map into Blender node#2? I tried it to create a Slimy Wall, like from Semore and The Wall of Slime (old `60s show, pre-Elvira days) but I by-passed the Blender node and went to the BUMP node to give it a bump map for the brick shapes. It turned how how I expected but was wondering, what's the difference between plugging it into Blender#2 vs not (ie: displacing the image map with the slime displacment or giving it it's own bumping)?


PabloS posted Sun, 18 April 2004 at 10:17 PM

.


Neo10 posted Sun, 18 April 2004 at 11:18 PM

.


PappShmirr posted Mon, 19 April 2004 at 12:26 AM

.


TrekkieGrrrl posted Mon, 19 April 2004 at 1:17 AM

Igohigh... I plugged it in where the granite shader (the one that caused the cement to appear) was, mostly becourse I don't really know what I'm doing LOL So I figured if I substituted the granite with the texture it would end up in the right place. Which it did. But your method may very well be better :o)

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AlleyKatArt posted Mon, 19 April 2004 at 1:41 AM

I got to playing with the settings, and ended up making this. I like it. :D

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Ajax posted Mon, 19 April 2004 at 7:16 AM

What a bloodbath! To stop the skin being shiny, create another blender node and set it up like the others, with your glossy node going into the slime part of the blender and the other part being black. The amount of blood on the sword looks like what I'd expect. It's the same as the other objects at that height, like vicki's chest or the walls at chest height. The P node tells you the x, y and z coordinates of any point in space. (P for "point"). They come out as a red component, a blue component and a green component, but I don't undertand how to use that, so I like to set two of them to zero so I know I'm just getting one coord. Y in this case. igohigh, If you put your bump map straight into the bump channel without a blender then you're applying the bump to both the slime and the wall. You need a blender to make sure only the wall gets the brick bumps. In this case, the lumpiness of the slime might be hiding the brick bumps enough for you not to notice them on the slime. I think that's what's happening anyway. It's hard to tell without looking at your nodes. Khrys, Procedural planets! What a cool idea!


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compiler posted Mon, 19 April 2004 at 12:21 PM

Ajax : is there a node that outputs the x,y,z value of a point but relative to the object and not the world ? Second one : I usually use u or v to have a gradient in my backgrounds. Is there a node that would rotate the gradient to 30 or 45 ? Khrys : beautiful planet indeed. Will we see it in a freestuff near us ?


jade_nyc posted Mon, 19 April 2004 at 12:48 PM

oh that is just too cool! thanks for sharing this everybody! off to goo some things ;) lol


AlleyKatArt posted Mon, 19 April 2004 at 3:20 PM

Coming to your solar system... PLANETOIDS OF SLIME! MWHAHAHA... coughs I'm not so hot with the material room, as I suck at math. I think that it looks cool enough, but that it looks more like something a science kid made rather than an actual planet, because all I did was fiddle with the colors and some stuff along those lines.

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Ajax posted Mon, 19 April 2004 at 4:51 PM

As far as I know, the P node is the only one that outputs x,y,z coord values and I'm pretty sure it works on global values, so I think that's a no. To rotate your gradient 45 deg to the right, just add 0.5U and 0.5V together with a math functions node set to add. It shouldn't be too hard to come up with a general forumula for rotating the gradient by an arbitrary amount. It'll be done with a rotation matrix made of trig functions of the angle of rotation. I can't remember how that works off the top of my head. I'll try and find time to work out how it goes later today.


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Ajax posted Mon, 19 April 2004 at 5:13 PM

That didn't take long. Here's a rotated gradient. The angle of rotation gets written into Value 1 of Math Functions 6. It has to be written in radians. (x degrees = x*pi/180 radians). The angle shown is 30 degrees.


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Ajax posted Mon, 19 April 2004 at 5:17 PM

Of course, you could change math functions 6 to multiply and put value 2 to pi/180 and then you'd be able to write value 1 in degrees :-)


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Gareee posted Mon, 19 April 2004 at 5:19 PM

Um what does this rotated gradient do? You're making my head hurt with all this math! LOL!! You're making editing UVs and 3d modelling feel easy!

Way too many people take way too many things way too seriously.


Ajax posted Mon, 19 April 2004 at 5:29 PM

It's just a gradient fill, like in photoshop, but tilted to one side. The forumla looks wrong to me. I have a feeling I should be squaring those two trig nodes or something. I'll think about it some more. Gotta go to work now.


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Theresa posted Mon, 19 April 2004 at 5:53 PM

.


Staby posted Tue, 20 April 2004 at 2:51 AM

Thanks Ajax! This is a very interesting thread.


Ajax posted Tue, 20 April 2004 at 5:04 AM

Compiler, here's an improved version of the rotated gradient. You can enter your rotation in degrees and it can be anything between 0 and 90. I've been trying to figure out how to move the dark corner to the right bottom, but for the moment I can't think of a way. Thanks for stopping by, everyone. It's been great to see how much interest there was in this and it's definitely given me the motivation to put together a free material pack some time soon. I'd better get back to some other stuff now (Dystopia, Dystopia and Dystopia), but look for that material pack some time in May :-)


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quinlor posted Tue, 20 April 2004 at 9:25 AM

I think the solution for moving the black corner to the right is: Subtract the V-coordinate from 1 and feed the result into the calculation instead of the v_coordinate . I am not at home, so I can't test it. Stefan


compiler posted Tue, 20 April 2004 at 12:09 PM

Woaw : thanks a lot Ajax ! I'm a little rusted with my maths (I'm more on the statistics side these days)...


Ajax posted Tue, 20 April 2004 at 4:32 PM

Of course! You're right, Stefan. Thankyou. Here's how it looks. And to put the dark corner up the top, you can either subtract the final output from 1 before passing it to the diffuse channel or you can subtract v from 1 before passing it to math functions 5.


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hauksdottir posted Wed, 21 April 2004 at 2:56 AM

The sussusserations of sentient green sands slithering onwards, successfully surrounding and subjugating grey cells... arrrrrrgh! (The horror, the horror) Carolly ;^)


diolma posted Wed, 21 April 2004 at 8:08 AM

And for a circular gradient..:-) Cheers, Diolma



Gareee posted Wed, 21 April 2004 at 8:27 AM

Can someone post examples of these gradients in use?

Way too many people take way too many things way too seriously.


TrekkieGrrrl posted Wed, 21 April 2004 at 9:46 AM

Gareee, a funny example of a gradient used on the Poser box prop :o) Pretty cool, huh?

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TrekkieGrrrl posted Wed, 21 April 2004 at 9:48 AM

And with another math function in math node 5... (really I have NO idea of what I'm doing... but it's fun :o))

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
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Gareee posted Wed, 21 April 2004 at 9:50 AM

Hmmm that's really odd. I can't think of what you'd use that for? Does the preceedural make that balloon looking ball in the render from the box?

Way too many people take way too many things way too seriously.


TrekkieGrrrl posted Wed, 21 April 2004 at 10:15 AM

Yeah it's the shader that makes the balloon. As you can see the shader is pluged into the displacement channel, and that is what kakes the funny effect :o)

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
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diolma posted Wed, 21 April 2004 at 10:22 AM

Another example, Garee. Actually, I'm still in the "A solution looking for a Problem" stage:-) Cheers, Diolma



diolma posted Wed, 21 April 2004 at 10:24 AM

... rendered. Celtic-looking stone?? :-)



TrekkieGrrrl posted Wed, 21 April 2004 at 1:34 PM

Or this background which is actually also a shader? - Believe it or not it actually started as the gradient from my previous post (#72)

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
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TrekkieGrrrl posted Wed, 21 April 2004 at 2:40 PM

And another one - or actually two since the version shown, is the one on the robot, with some added transparency

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
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simontemplar posted Tue, 18 May 2004 at 1:50 PM

I tried the predator invisibility thing but I couldn't make it work... To *what* do you apply the shader ? I tried applying it on every part of my character, but what happens when I render her in firefly is she's all black :/ I give you a shot here of the shader as I copied it. If anyone knows where I screwed it up...

Ajax posted Tue, 18 May 2004 at 4:10 PM

Have you got raytracing turned on in your render settings?


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simontemplar posted Tue, 18 May 2004 at 4:51 PM

Oh, stupid me baps self One question though, if I apply this to a V3, how can I make her teeth disappear ? That's the very last thing can't fogure out.


simontemplar posted Tue, 18 May 2004 at 4:54 PM

oops the typo... Anyhow ^^; I'll check if you answer me tomorrow, Ajax, for it's very late now, but in any case, thanks for this wonderful trick ^^


Ajax posted Tue, 18 May 2004 at 5:34 PM

You're welcome :-) The teeth have a separate material don't they? Just set the transparency on that material to 1 (edge transparency to 1 too) and set everything else to black or zero. I'd do the same with the eyes, inner mouth, tongue etc.


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simontemplar posted Fri, 21 May 2004 at 9:11 AM

I finally made it work fine, so, since this all started as a predator camouflage thing, I post here what I did with it. Once again with all my thanks :) Sidenote: how can I prevent to get black stain when a body part is over another one? example: an arm crossed in front of chest will produce a big black patch where the double refraction occurs.

Ajax posted Fri, 21 May 2004 at 10:04 AM

The black stain is caused by the number of raytrace bounces being higher than the limit in your render settings. You've got two choices. You can turn up the raytrace bounces render setting, or you can use some sort of shader in the background colour input of the refract node to replace the black with something that blends in better. Turning up the bounces will slow down the render, so don't set it too high. I find 10-12 usually works pretty well.


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VI_Knight posted Mon, 24 May 2004 at 12:41 PM

These are all excellent settings. Will be watching this for more.


Ajax posted Mon, 31 May 2004 at 7:34 AM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=1800588

See linked thread for latest on the free shader pack.


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satsugai posted Sat, 31 July 2004 at 4:50 PM

I'd like to say I'm having abit of trouble too, my prop comes out black just like what happened to simontemplar. My raytracing is ticked on too, and everything else is spot on. :( I just don't know what the problem could be, probably something simple i'm missing lol.

Donnie: My parents didn't get me what I wanted for Christmas. Dr. Lilian Thurman: What did you want? Donnie: Hungry Hungry Hippos. Dr. Lilian Thurman: And how did you feel, being denied these hungry, hungry hippos? Donnie: Regret.


Ajax posted Sat, 31 July 2004 at 8:03 PM

Can you post a pic so I can see how your render looks? My first guesses are: Try turning up the number of raytrace bounces to about 10 or 12. Make sure you have objects behind and around your prop so there is something to be seen through it. It won't work with just the background behind it.


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soulhuntre posted Sun, 01 August 2004 at 6:38 AM

Awesome thread! Great work you guys! Its really good to see folks starting to really use the shader room, the possabilities are amazing.


satsugai posted Sun, 01 August 2004 at 12:46 PM

Ok call me dumb, all i had to do was place a few props around, lol...

Donnie: My parents didn't get me what I wanted for Christmas. Dr. Lilian Thurman: What did you want? Donnie: Hungry Hungry Hippos. Dr. Lilian Thurman: And how did you feel, being denied these hungry, hungry hippos? Donnie: Regret.


hauksdottir posted Sun, 01 August 2004 at 2:04 PM

Not dumb... The only dumb question is the one which isn't asked... and you've probably saved a dozen other people who would have given up without learning anything because they hesitated to ask. ;)


TrekkieGrrrl posted Sun, 01 August 2004 at 2:08 PM

Heh btw I noticed something funny on the pic above: The logs inflate due to the Smoot Polygon thing, but the reflection looks normal :o) Hmm Perhaps that could be used to create some special effects... goes off pondering

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shadownet posted Sun, 01 August 2004 at 4:24 PM

Okay, this is just plain way too cool! Now I can see why folks get excited about the P5 material room. :O)


Shadow_Fyre posted Wed, 25 March 2009 at 8:52 PM

Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=669636

Hey, I just wanted to resurrect this thread cause the content of it is soo cool and I bet alot of new people don't even know about it. :biggrin: I had fun using this shader node in an image from (a long) while ago.

bagginsbill posted Wed, 25 March 2009 at 9:52 PM

Ooooh - cool thread. Ajax in his early days.


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)


jenay posted Sat, 28 March 2009 at 9:45 AM

I stumbled into this thread and had to try out the slime effect. looks terrific !!! however, I found out there is a problem with the displacement: it makes my model to "explode"  at the edges. I think there must be a simple solution by combining some math nodes, but I was not successful yet. It's tricky to analyze, what the various nodes do. I used the "Slime and Concrete" by Ajax

nruddock posted Sat, 28 March 2009 at 11:22 AM

Quote - I found out there is a problem with the displacement: it makes my model to
"explode"  at the edges. I think there must be a simple solution by combining some math nodes,
but I was not successful yet.

While not theoretically impossible to correct with nodes, doing so would be far more work than making the geometry compatible with displacement.

What you need to do is weld the vertices and then use some modelling program to (micro) bevel the edges.

The reason this is necessary is that Poser will only displace surfaces along the normal, so unless the displacement is zero, sharp edges will always split.


TrekkieGrrrl posted Sat, 28 March 2009 at 4:22 PM

Ooh necromancing agaiun ^_^

And I agree, this thread is so cool! Heh I made a lot of things I can't even remember any more...

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



vholf posted Sat, 28 March 2009 at 4:52 PM

Quote - Hey, I just wanted to resurrect this thread cause the content of it is soo cool and I bet alot of new people don't even know about it.

Like me :tongue2:

Thanks!


Latexluv posted Sat, 28 March 2009 at 9:04 PM

I don't even remember seeing this thread! The slime is so cool! Thanks for digging this one back up!

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