Ajax opened this issue on May 16, 2004 ยท 36 posts
Ajax posted Sun, 16 May 2004 at 2:54 AM
I'm working on a free pack of P5 materials. So far I have some textiles, refractive water and glass, some mirror materials, some skin modifiers and a selection of odd stuff, including things like the slime I posted a couple of weeks back. Does anybody have any particular requests? No guarantees but I might be able to work something in if it seems like something a lot of people would use.
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Lyrra posted Sun, 16 May 2004 at 2:58 AM
Neo10 posted Sun, 16 May 2004 at 3:04 AM
i dont have p5 but i bet alot of people would like clouds.
Ajax posted Sun, 16 May 2004 at 3:31 AM
Background cloudy skies I've got a good start on. Auto paint sounds like a good thing to include. I'll see what I can do about the metalic paints.
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Staby posted Sun, 16 May 2004 at 3:45 AM
Thank you very much first of all. I would like some metal materials, the automotive paints too, but if the metal would be rusted and old that would be good. Maybe you could make the rust and dirt something that could be turned off by disconnecting some nodes... Thank you again, the material room is really complicated for me and your freebee and tutorial threads have been very useful. Are you going to do some commercial packages too?
Ajax posted Sun, 16 May 2004 at 3:52 AM
There are some great free rusty metal mats over at www.runtimedna.com, but if I get a chance I might see if I can add some that are a bit different. I'm not sure about commercial packages of materials. All procedural shaders don't seem very copyrightable to me, which makes it hard to sell them, or at least to stop people ripping them off if you do. I've been thinking about writing a handbook to the material room and selling that maybe.
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Little_Dragon posted Sun, 16 May 2004 at 4:17 AM
The Material Room deserves its own manual.
Ajax posted Sun, 16 May 2004 at 4:35 AM
It certainly does :-)
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CraigMunden posted Sun, 16 May 2004 at 5:48 AM
I'd certainly be interested in a Material Room Manual. I've 'got' the basics - but the advanced stuff is beyond me!
TrekkieGrrrl posted Sun, 16 May 2004 at 5:49 AM
If you haven't done it allready, a sort of moss shader, like the slime shader but more like moss creaping up (or down) from a rock. I tried to modify the slime shader myself but with little luck since I'm not totally sure what the verious math nodes do. So in other words: An inverted slime shader? Starting with the goo from the top of something instead of from the bottom :o) Hope that makes sense. And I'm thriled about the water, You can't have too much GOOD water (and I have none) OH! One more thing: Your (I hope it WAS yours...) magnifying glass material, I needed it for some nerd glasses the other day but couldn't find it :o)
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Little_Dragon posted Sun, 16 May 2004 at 6:10 AM
A snow material for winter scenes. Also "inverted", as ernyoka1 says, for adding snow to tree branches and the like.
Grey_Tower posted Sun, 16 May 2004 at 6:21 AM
I'd like to see something to add some nice specularity to transmapped hair and some nice "wet look" shaders.
SamTherapy posted Sun, 16 May 2004 at 7:21 AM
More varieties of glass and liquids. The water shader you created is excellent. I've tried playing around to get other liquids and varieties of glass with varying results. I would also pay for a detailed tutorial on the Material Room.
Coppula eam se non posit acceptera jocularum.
Ajax posted Sun, 16 May 2004 at 7:36 AM
Attached Link: http://www.fallencity.net/tut-p5/ajax-nodes101-1.php
Trekkie, you can find the tute with the magnifying glass, including a downloadable set of shaders at the link above. There's some water in that pack too. I'll see what I can do about the moss. LD, thanks for reminding me. I was planning to try a snow shader and I'd forgotten all about it. Grey Tower, I've had a go at improving the specularity on transmapped hair before and I haven't had any success with that, but I'll give wet-look skin a go. SamTherapy, I'll do a selection of different water and glass types.
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geep posted Sun, 16 May 2004 at 7:40 AM
Hi SamTherapy, Um, ... Did you miss THIS ONE? cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Ajax posted Sun, 16 May 2004 at 7:40 AM
Here's a little teaser showing some of the shaders I made today. The belt buckle is the only shader that's not in the pack. The background is one of the sky shaders I've been making.
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lesbentley posted Sun, 16 May 2004 at 7:40 AM
Tileable grass and other sorts of ground cover would be high on my list. Rock textures. Good quality stone and brick wall. Rough cement. Thached roof. Parched (cracked) ground. Flag stones. Cobble stones.
Ajax posted Sun, 16 May 2004 at 7:45 AM
I'm making these 100% procedural, les. Some of those sound like photo based textures might work better. I certainly plan to have a few wall shaders in there though.
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lesbentley posted Sun, 16 May 2004 at 9:43 AM
Ah! All this Poser 5 stuff is new to me, some day I will understand.
PabloS posted Sun, 16 May 2004 at 1:24 PM
Requests? OMG. Where do I start!?! We already discussed dirt and grime in another thread. What about a waterfall shader? Ok. Now my head became overloaded... LOL
PabloS posted Sun, 16 May 2004 at 1:30 PM
Oh. Similar to the waterfall, would be fountain water ... a shader you could apply to a cylinder (or other object) to get that water-flowing-over-the-edge look ... if that makes sense.
PapaBlueMarlin posted Sun, 16 May 2004 at 1:41 PM
to be able to do stuff like dress sequents, scale patterns, grass, realistic paints, blood spatter, bricks, gunshot patterns, liquids to name a few
Kenmac posted Sun, 16 May 2004 at 1:57 PM
How about a realistic fur shader? I've experimented with this using a jpg that Catherina Harders posted some time back on the Millenium dog and the results have been fair to average.
ronstuff posted Sun, 16 May 2004 at 2:14 PM
Attached Link: Reflect Materials
geep posted Sun, 16 May 2004 at 2:45 PM
Hi Ron, That's real nice work ... thank you for sharing it. cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
rreynolds posted Sun, 16 May 2004 at 7:02 PM
I don't know if grass can be done. How about a diseased skin texture with a bubbly look in the center of a patch with bubbles that decrease in size and end with a scabby look that returns to normal skin texture at the endges?
Ajax posted Sun, 16 May 2004 at 7:04 PM
Wow, that's a lot of requests now - more than I can really handle for the moment. Ronstuff, those look excellent. The chrome especially looks great. I'll download them in a moment and have a closer look.
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Ajax posted Mon, 17 May 2004 at 6:05 AM
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Lyrra posted Mon, 17 May 2004 at 7:43 AM
Ajax posted Mon, 17 May 2004 at 8:01 AM
Reflectives have a background input. You can put what ever you want into it and they'll reflect that when they can't find any actual mesh objects to reflect. It's a different thing to the background node, which is the root node for the empty background space you see in Poser.
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Berserga posted Mon, 17 May 2004 at 10:07 AM
SamTherapy posted Mon, 17 May 2004 at 10:57 AM
Your chrome material is lovely. I'm using it with my own environment map. Many thanks. Dr Geep - yup, I saw your Materials Room tutes, thank you. I can get the basic idea of what to plug into where (sounda s bit iffy) but the different math functions have me bewildered.
Coppula eam se non posit acceptera jocularum.
Ajax posted Mon, 17 May 2004 at 5:29 PM
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Shadow_Fyre posted Tue, 18 May 2004 at 12:51 AM
Wow, I missed this thread by almost 2 days...a little late maybe for a request, but here's mine...water dripping off the body would be cool.
Your teasers Ajax are excellant!
Berserga posted Tue, 18 May 2004 at 7:59 AM
well... I didn't expect an exact reproduction :p a 3d scene wouldn't be so impressionistic for one. I just meant try to mimic the color qualities, maybe simulate brush strokes. I got sort of the effect I wanted once by toying with the various cel shaders that were floating around but the look required very precise lighting that wasn't always best with the cel shaded characters. The reason I need such a shader versus just doing the background up with photoshop filters is so that the characters can more easily interact with the background
Ajax posted Mon, 31 May 2004 at 7:35 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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