FreeBass opened this issue on Feb 10, 2005 ยท 14 posts
FreeBass posted Thu, 10 February 2005 at 12:40 AM
So I've had this idea in my head fer a while, & finally got 'round to figgerin' it out. (How) can I invert a b/w image? Took me 'bout 2 minnits...is so simple my cat laughed @ me :'-( Add a New node> Math> Math funtions Add a New node> 2D Textures> Image map (blank/ white) Add a new node> (yr b/w image) On the Math Functions node, set the Math Arguement to Subtract, plug yr white image into Value 1/ strength 1, & yr b/w image into Value 2/ strength 1...voila! Inverted! Useful fer transmaps, bumpmaps, displacement maps...& who knows what else?
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kuroyume0161 posted Thu, 10 February 2005 at 12:51 AM
What's funny: one of the sloooooooowwwwwwesssssttttt and least featured renderers on the planet has one of the better Material systems around. ;) I'm working on 'approximating' it (ala Shadermaker) in Cinema 4D so you can use the same nifty-neato nodes with their non-nodal material system (and import them from Poser 5 scenes). Try some of the other Math nodes for interesting effects. :) Robert
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
FreeBass posted Thu, 10 February 2005 at 12:57 AM
BTW; if ya plug a color pic into Value 2, you'll still get a b/w negative, but if ya set the Arguement to Multiply, you'll get a non-inverted greyscale version of yr pic. Happy mattin' ;-)
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R_Hatch posted Thu, 10 February 2005 at 1:24 AM
Yep, and if you need a color inverted image, simply use a "color math" node instead of the "math functions" node.
operaguy posted Thu, 10 February 2005 at 1:29 AM
Very cool. Useful for admirers of the Real Skin Shader, for instance, just change the texture map and the bump map is already 'there". so where did this material room come from? outer space? My fantasy: the material room teleported down first. It boldly went where it should have gone..into Poser5. The render engine is in the transporter room right now. Release of Poser6 immanent. BEAM IT DOWN, CL! ::::: Opera :::::
kuroyume0161 posted Thu, 10 February 2005 at 1:37 AM
Attached Link: http://www.pixels.net/
The Shader Node system was purchased by CL from Pixels3D, based on the Shadermaker node system used in their Mac 3D software.Although some of the Math nodes have 2 values, they only use one of them (this information is also in the P5 manual, believe or not!).
Check this link :
Robert
Message edited on: 02/10/2005 01:42
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
operaguy posted Thu, 10 February 2005 at 1:43 AM
thanks, and best of fortune on your Cinema 4D project! :::: Opera :::::
operaguy posted Thu, 10 February 2005 at 1:45 AM
That's a Macintosh product! Well I'll be............ ::::: Opera :::::
kuroyume0161 posted Thu, 10 February 2005 at 2:27 AM
Thanks, operaguy! And, yes, that's what I thought when seeing the website for the first time. Little hidden Mac gems! :) Also, I agree with you. Let's hope that they couple this powerful shader system with an equally power render system in P6. Don't let them forget the "Make Art" button!!! ;) Robert
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
FreeBass posted Thu, 10 February 2005 at 3:37 AM
Tanx Kuro...I jus been stumblin' my way through this. I'm sure the Math Functions link will pay off in a big way 8-)
WARNING!
This user has been known to swear. A LOT!
Mec4D posted Thu, 10 February 2005 at 7:49 AM
hey FreeBass it is great idea and I don't see here anything stupid about! Thanks for sharing! Cath
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face_off posted Thu, 10 February 2005 at 3:40 PM
Freebass, I think there is an even simpler way....Just plug your texturemap node into value_1 of a math_functions node, make the arguement add, and value_2 = 0. Color_Maths nodes are effectively 3 math_functions nodes (a node for each color). So plugging any color (including a texturemap) into a math_functions node converts it to b&w. Opera, if you plug the texturemap into the bump plug, it automatically converts it to b&w for you.
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operaguy posted Thu, 10 February 2005 at 3:46 PM
and inverts it?
face_off posted Thu, 10 February 2005 at 3:55 PM
Ooooops - my mistake.
Ok, plug the texturemap into value_2 of a math_functions node (with the value at 1). Set value_1 to 1 and the arguement to Subtract. Or if you are plugging the texturemap directly into the bump map, set the bump value to negative (thanks to Jepe for this one!).
Message edited on: 02/10/2005 15:56
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