Nalif opened this issue on Apr 16, 2005 · 223 posts
Nalif posted Sat, 16 April 2005 at 11:48 PM
I have an idea as to how to do this, but I'm not sure how nice it would look. Basically just create your texture map, and then create a black and white mask of the same texture, making the white areas where you want the bioluminescence to be. Then plug the mask into the ambient value node.
That's the most basic thing I can think of, though. The only thing this would really accomplish is the bioluminescence glowing whenever it wasn't under light, though. In normal images, where the figure is somewhat lighted, the other areas wouldn't appear to glow. They would just be slightly brighter than the surrounding parts. (I know, I know. Bioluminescence doesn't really show in the light anyways. I'm not after true bioluminescence. I just want certain areas to appear to glow.) Is there something that would give better results?
And while we're on the topic, P6 is amazing - but I wish they had an option to make an object illuminate other objects around it :( - You can make things glow in the dark, but they don't cast the light on things around them. I want glowing objects >_<
Message edited on: 04/16/2005 23:53
PapaBlueMarlin posted Sun, 17 April 2005 at 12:08 AM
I'm wondering if you would have to do a combination of an object with translucence mapping and a point light positioned inside it. By bioluminescence, I take it you're talking about things like lightning bugs.
Nalif posted Sun, 17 April 2005 at 12:23 AM
Yes - Lightning bugs, jellyfish, anything that lives in deep water, etc.
Little_Dragon posted Sun, 17 April 2005 at 12:46 AM
We do have such an option. It's called the gather node, and you can use it to create colour-bleeding effects (simulated radiosity) in the Material Room.
Here's an example, using an ambient material on a simple box prop, and a gather node hooked up to the ground plane.
Nalif posted Sun, 17 April 2005 at 12:57 AM
WHaaaaat? That's amazing. I remember looking into how to hook up the gather node, and for the life of me couldn't get it to work. So does it only "gather" the colors that bleed through the ambient channel? And how do I hook it up? Does it plug into the alternate diffuse?
Little_Dragon posted Sun, 17 April 2005 at 1:21 AM
Little_Dragon posted Sun, 17 April 2005 at 1:22 AM
xoconostle posted Sun, 17 April 2005 at 1:25 AM
stonemason posted Sun, 17 April 2005 at 1:34 AM
coolstuff LD!...I'd been looking for somekind of light emitting materials in P5
Nalif posted Sun, 17 April 2005 at 2:00 AM
Stonemason: I do a lot of sci-fi modeilng along the lines of your work, and I've always dreamt of a way to make console buttons give off a glow "aura" with a material node. Unforunately, I don't even think this will let us do it. Those buttons always look so flat :(
Little_Dragon posted Sun, 17 April 2005 at 2:45 AM
Actually, I know how you can achieve that, even with the flat-panel controls you see in Star Trek. Place a one-sided square just above above the surface of the control panel, normal-side down. This will be your emitter. Enable "Remove backfacing polys" in your render options. The emitter itself shouldn't be visible when rendered, but the raytraced colour-bleeding still works.
semidieu posted Sun, 17 April 2005 at 2:47 AM
Wow !!! Incredible ! This is really cool !
Nalif posted Sun, 17 April 2005 at 3:09 AM
Little_Dragon posted Sun, 17 April 2005 at 3:26 AM
I don't think jelly fish have hooves, either ... but I'll let that slide for now. :)
Nalif posted Sun, 17 April 2005 at 7:05 AM
dirk5027 posted Sun, 17 April 2005 at 7:20 AM
.........
guslaw posted Sun, 17 April 2005 at 7:55 AM
.
dlk30341 posted Sun, 17 April 2005 at 8:06 AM
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Marque posted Sun, 17 April 2005 at 8:11 AM
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tonymouse posted Sun, 17 April 2005 at 8:54 AM
bookmark Very very cool
Redfern posted Sun, 17 April 2005 at 9:07 AM
Oh! Now that's just damned clever, Little Dragon! I was wondering how one might go about creating a "repelling field" glow for the underside of a Dalek. I saw a clip of a "home made" Dalek prop/costume that had a lighting fixture rigged waithin the "bumper" section. An unearthly glow "bled" just beyond the "bumper" suggesting some alien electromagnetic field "levitating" the war machine (instead or simply rolling upon castors). From the few screen captures of the upcoming "Doctor Who" episode. "Dalek", I it appears they will employ similar visuals. I wondered how that (or even "if" it) could be accomplished within Poser. That is perfect! I will try that this afternoon when I return home. Sincerely, Bill
Tempt the Hand of Fate and it'll give you the "finger"!
nick_brown1967 posted Sun, 17 April 2005 at 9:08 AM
bookmark yes very cool
hemi426 posted Sun, 17 April 2005 at 9:45 AM
.
SamTherapy posted Sun, 17 April 2005 at 11:41 AM
Very coll stuff. Is there any way to simulate this in P5? I know about using the Ambient channel for self illuminated objects but how about a P5 equivalent of the Gather Node?
Coppula eam se non posit acceptera jocularum.
xoconostle posted Sun, 17 April 2005 at 12:51 PM
SamTherapy, good question. I don't have the technical know-how of L_D but perhaps you could use the color picker to sample the hue of the object that you want other objects to "gather," then apply that color to subtle shadowless soft spotlights aimed appropriately? What I want is a relfection catcher in addition to the shadow catcher. Imagine the possibilities if an object could be made invisible with the exception of relfective properties. By the way, I've seen biolumenescent jellies with pink spots at the Monterey Bay Aquarium. Nelif, your jellyfish node is beautiful. Cool work!
Ghostofmacbeth posted Sun, 17 April 2005 at 1:34 PM
Is there a way to combine it with another ambient channel? I am very new to the nodes and really have no clue about them.
PapaBlueMarlin posted Sun, 17 April 2005 at 3:02 PM
Ghost, you might use the blender node to create different ambient effects...
SamTherapy posted Sun, 17 April 2005 at 6:31 PM
"What I want is a relfection catcher in addition to the shadow catcher. Imagine the possibilities if an object could be made invisible with the exception of relfective properties." No problem. Gimme a few and I'll post the Material room settings.
Coppula eam se non posit acceptera jocularum.
SamTherapy posted Sun, 17 April 2005 at 7:50 PM
c_hubert posted Mon, 18 April 2005 at 12:41 AM
bookmark
Singular3D posted Mon, 18 April 2005 at 2:30 AM
.
Connatic posted Mon, 18 April 2005 at 6:45 AM
DistantWorlds posted Mon, 18 April 2005 at 12:29 PM
Only one word: Beautiful! ;) BTW: I have good news about the Memory Bug from Poser 5 /6! ;) I recently received word from CL [QUOTE]Yes the engineers have found a bug that could be the cause of the problem. It will be in the first service release which will be out shortly. For know what I can suggest is two things. First, save out in revisions, ie save out to a different file name each time. Second you can add the entire scene as a prop to you library pallete. That way if the file does get over written you can just load it out of the libary pallete.[/QUOTE] Aren't these good news? ;)
Message edited on: 04/18/2005 12:30
jewell posted Mon, 18 April 2005 at 4:24 PM
Ooooooo.... Now I want time to experiment with the shader nodes, darn it. Must learn to give up sleep so I will have enough hours in my days.
xoconostle posted Mon, 18 April 2005 at 6:34 PM
SamTherapy, I wouldn't have come up with that reflection catcher solution on my own. THANK YOU! :-)
unzipped posted Mon, 18 April 2005 at 7:14 PM
bookmark
byAnton posted Mon, 18 April 2005 at 8:28 PM
Just for a fun render could someone do a test render with the Magik Particle figure I made?
Anton MaterialRoomBookmark
Message edited on: 04/18/2005 20:29
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
SamTherapy posted Mon, 18 April 2005 at 8:52 PM
xoconostle, you're welcome. maxxxmodelz came up with the basic shader, which I tweaked to get the colour working, so maxxx deserves the credit.
Coppula eam se non posit acceptera jocularum.
byAnton posted Mon, 18 April 2005 at 9:22 PM
With what SamTherapy said and this glow technique you could recreate the StarTrek transporter effect by loading an avi in the transparency with noise going from total black to white. Just an idea.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Eismaus posted Tue, 19 April 2005 at 6:07 AM
bootmark
svdl posted Tue, 19 April 2005 at 6:15 AM
Cool! I can see flames actually casting light using this feature.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Eismaus posted Tue, 19 April 2005 at 7:07 AM
Hm, i don't get it.. :o( What material settings does you use, to make your Probs (Box, Moon...) glow?
Dale B posted Tue, 19 April 2005 at 7:09 AM
Anton; If someone doesn't beat me to it, I'll give that a whirl this weekend (assuming the new new motherboard works). It'll be Thursday before I can start rebuilding the main system though, so if anyone else cares to go for it do!
byAnton posted Tue, 19 April 2005 at 1:11 PM
I have to go look for my old stuff. I uninstalled everything but my current projects. Just being lazy. hehehe.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Tirjasdyn posted Tue, 19 April 2005 at 1:30 PM
I'm working on one...maybe I'll have some tests up tonight. That's the goal anyway.
byAnton posted Tue, 19 April 2005 at 2:34 PM
Message edited on: 04/19/2005 14:39
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Tiny posted Tue, 19 April 2005 at 3:42 PM
Very interesting indeed!
Bookmarking.
And more images pleeeeeaase! Love it.
Nalif posted Tue, 19 April 2005 at 7:39 PM
Nalif posted Tue, 19 April 2005 at 7:40 PM
Here's another one. This one doesn't have a gather node on the ground though.
Nalif posted Tue, 19 April 2005 at 7:42 PM
Nalif posted Tue, 19 April 2005 at 7:43 PM
Connatic posted Tue, 19 April 2005 at 10:32 PM
byAnton posted Tue, 19 April 2005 at 11:24 PM
Oh so very cool. I love that. This year is going to be so very interesting too I think.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Tiny posted Wed, 20 April 2005 at 2:16 AM
Finally you can have a figure carry a candle in a dark room and it'll look real. That ought to work right?
byAnton posted Wed, 20 April 2005 at 3:06 AM
Attached Link: P6 Lighting without Lights
Sure. I was just playing with lighting effects
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Dale B posted Wed, 20 April 2005 at 5:49 AM
Quick, someone hide the thread! All Nalif has to do is shift his color pallette towards the orange, throw a couple of Davo's SFCS sections around it, and we'll be buried under every clueless wannabe who =wants= to make Final Fantasy:TSI with Poser!! AAAAAAAAAHHHHHHHHH!!! That felt better. :P Now if we can find the shader formula to clear up the noise a bit, we'd really be cooking with gas...
Connatic posted Wed, 20 April 2005 at 6:48 AM
It seems the "noise" decreases with an increase in the sample variable. A Wacro to add Gather to all parts of an object and/or every object and prop in a scene would be useful. Time to try something with 2 different-colored light-props! The possibilities of making animations with animated gather-lights.....candle-flames, torches, etc.
Tucan-Tiki posted Thu, 21 April 2005 at 9:53 PM
Do one of earth with a glowing atmostphere event horrison.
byAnton posted Thu, 21 April 2005 at 10:13 PM
You wouldn't need the gather node for that. But you could use Gather to have a sun or explosion illuminate planets/surroundings.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
byAnton posted Sun, 01 May 2005 at 2:02 PM
AKmaterialroombookmark
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
jewell posted Tue, 17 May 2005 at 7:36 PM
nalif, those are some spiff images with Davo's critters. I keep planning to find the time to play with these and failing, darn it.
Nalif posted Tue, 17 May 2005 at 8:12 PM
I've always loved Davo's creatures, but their age is starting to show. If ever I get good enough at modeling, and find the time, maybe I'll try my hand at remaking them :)
jewell posted Fri, 27 May 2005 at 6:58 PM
well, the glowing look certainly helps them quite a bit. :)
neotekian posted Sat, 28 May 2005 at 12:51 AM
I am surprised that this thread has been here so long and we still haven't seen a single lightsaber! No Star Wars fanatics here I "gather" (puns are fun)
judee3d posted Thu, 02 June 2005 at 4:56 AM
Great stuff! Bookmarking
ghoyle1 posted Fri, 03 June 2005 at 3:22 PM
What are the settings used for Davo's bioluminescent critters?
dante posted Sat, 20 August 2005 at 12:17 AM
Bookmarking... Is there a step by step tut of this gather thing?
ghoyle1 posted Sat, 20 August 2005 at 1:04 AM
I'd like to see that myself. I must be missing something, because I can't replicate these effects.
dante posted Sun, 21 August 2005 at 9:13 AM
Come on you wonderful magicians show us how you do it....
LostinSpaceman posted Mon, 22 August 2005 at 1:33 AM
dante posted Mon, 22 August 2005 at 2:47 PM
Cool...Tks a lot
LostinSpaceman posted Mon, 22 August 2005 at 5:14 PM
PS - I have the same texture node that was used in the diffuse channel of the cylinder plugged into the ambient channel of the cylinder so that the whole texture glows. Then the ambient was set to pure white in the color selector.
svdl posted Mon, 22 August 2005 at 6:16 PM
I finally got it to work. A simple ball with a red ambient color and ambient value set to 1 (I left the rest at default values), resting on the ground plane (shadow catch only off, texture map connected). Default Gather node plugged into the Ambient input of the ground root shader, ambient color white and ambient value set to 1. Works. The Gather node also works when plugged in Translucence, Alternate Diffuse or Alternate Specular. It won't work in regular Diffuse or Specular.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
TrekkieGrrrl posted Tue, 15 November 2005 at 12:54 PM
Nalif.. Any chance of getting the material-settings for your beautiful bio-something critters? I LOVE and ADORE that semitransparent glowing effect!
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
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.
semidieu posted Tue, 15 November 2005 at 2:46 PM
Yes... for me too... please... And great thread using the gather node.
LostinSpaceman posted Tue, 15 November 2005 at 4:10 PM
Ditto!
Larry F posted Tue, 15 November 2005 at 5:54 PM
Poser 6 newbie here! Me too, me three!
shadownet posted Tue, 15 November 2005 at 7:21 PM
BM
Dave posted Mon, 06 February 2006 at 3:08 PM
Acadia posted Tue, 07 February 2006 at 6:32 AM
Just bookmarking this for Anton.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Marque posted Tue, 07 February 2006 at 9:14 AM
Yup yet another bookmark, rats now I don't want to go to school I want to play!!!!! Marque
LostinSpaceman posted Tue, 07 February 2006 at 10:34 AM
LOL! Yeah this is the thread I meant for your neon cross. Glad to see you found it already.
Acadia posted Tue, 07 February 2006 at 1:52 PM
Quote - I don't want to go to school I want to play!!!!!
Put your face near the computer screen and I'll cough!! Maybe you can catch my cold/flu, LOL
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Acadia posted Wed, 08 February 2006 at 12:45 AM
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
svdl posted Wed, 08 February 2006 at 3:54 AM
OK, here we go. Let's start with something simple, a ball and a box. We're going to make the ball glow and the box will catch the glow. 1) Start a new empty scene and create a ball prop and a box prop. Put the ball on top of the box. 2) The ball will be the light emitter. Set its ambient color to something else than black, and the ambient value to 1. 3) The box will be the light receiver. Connect a Gather node to its ambient color channel, make sure that Max Distance is large enough (from each point on the box a ray should reach past the ball), set the ambient value to 1. 4) Delete all lights. Enable raytracing and render. Hope this helps, Steven.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Acadia posted Wed, 08 February 2006 at 4:07 AM
That didn't work :( I ended up with a pink ball sitting on a black box.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Acadia posted Wed, 08 February 2006 at 4:14 AM
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
svdl posted Wed, 08 February 2006 at 4:14 AM
Maybe increase the number of raytrace bounces? Two bounces should work.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
svdl posted Wed, 08 February 2006 at 4:15 AM
Ah, I see it. Set the Ambient color on the box to white too. WHen it's black, the color produced by the Gather node is multiplied by "black" - which is zero.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Acadia posted Wed, 08 February 2006 at 4:28 AM
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
TrekkieGrrrl posted Wed, 08 February 2006 at 4:35 AM
Same as with the box: Connect a gather nodes to the hands/arms/ whatever :o) Mind you, I haven't tried it yet, but...
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
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.
LostinSpaceman posted Wed, 08 February 2006 at 1:17 PM
Connect the gather node to the ambient channel of the appropriate body or clothing parts.
Message edited on: 02/08/2006 13:18
jonthecelt posted Wed, 08 February 2006 at 3:38 PM
For what it's worth, you don't have to plug the gather node into the ambient channel. Alt. diffuse or alt. specular work just as well. You get some interesting results plugging it into the bump or displacement channels, too... :) By using the alt. diffuse/spec channels, you don't have to remember the whole thing about changing the ambient settings - both channels automatically set themselves to white when you plug anything into them. Of course, if you're being complicated in your material setup, and already have nodes plugged into the alt channels, then maybe ambient IS the better course of action. But it's nice to know there are alternatives; if you have a blocked node, then you can always chuck it in somewhere else... jonthecelt
Acadia posted Wed, 08 February 2006 at 3:44 PM
That's good to know. I was playing last night and applied a satin texture to the ball and the texture took the ambient channel plus 2 or 3 others, and I didn't know where to plugin the Gather Node because it seems it's only one node per channel and if I unplugged the texture from the ambient channel and put in the gather node, the texture turned totally black.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
jonthecelt posted Wed, 08 February 2006 at 4:18 PM
Into which inputs, mizrael? I'm not sure I can think of any of the inputs in the gather node which would make sense plugging, for example, a texture map into... jonthecelt
LostinSpaceman posted Wed, 08 February 2006 at 4:36 PM
Ok, I thought it had a channel with a color assignd. Ignore that last post I was wrong. Next time I'll look before I leap to that conclusion. My appologies.
jonthecelt posted Wed, 08 February 2006 at 4:44 PM
I did wonder if you could use a math_function node to combine to other nodes. I know face_off suggests doing it with ambient occlusion if you have inputs into either alt diffuse or alt specular (since they have no 'value' setting to plug into, use a math_function set to multiply - value 1 at 1, connected to whatever you had in the channel originally, value 2 also at 1, connected to the ambient occlusion node). Whether this would work elsewhere I don't know - and of course, if you're using colour, you might want to use colour_math instead of a plain math_function, which desaturates all its output. jonthecelt
byAnton posted Thu, 09 February 2006 at 11:58 PM
Attached Link: Gather Node settings examples.
See this thread for great reference on settings.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Arien posted Sun, 12 February 2006 at 6:05 PM
bm!
jonthecelt posted Sun, 12 February 2006 at 6:55 PM
Arien... you the same delightful lass doing such magnificent work texturing fredrik's models over in the DAZ freepozitory? Love your work, milady... :) jonthecelt
Arien posted Sun, 12 February 2006 at 7:13 PM
Aye, that be me. Trying to pick up new tricks for using on those poor models :P
jonthecelt posted Sun, 12 February 2006 at 7:23 PM
hmmm.... Renaissance with bioluminescence... an interesting thought... ;) jonthecelt
Arien posted Sun, 12 February 2006 at 7:32 PM
Not Renaissance. But I can't give it away right now, you'll find out in time :P
jonthecelt posted Sun, 12 February 2006 at 7:37 PM
fair enough... let me just say again, your work is incredible, and it's always interesting reading your posts and offerings for Fredrik... :) jonthecelt
MartinW posted Mon, 13 February 2006 at 2:30 AM
bkmk
Nialas posted Wed, 01 March 2006 at 1:55 PM
Also bkmk.
zorares posted Tue, 30 May 2006 at 7:48 PM
OK, I'm doing something really wrong because I'm not getting anything like these samples. Can someone please explain "Gathernode for dummies?"
Acadia posted Tue, 30 May 2006 at 9:53 PM
svdl posted this earlier in this thread to help me:
Quote - OK, here we go. Let's start with something simple, a ball and a box. We're going to make the ball glow and the box will catch the glow.
Start a new empty scene and create a ball prop and a box prop. Put the ball on top of the box.
The ball will be the light emitter. Set its ambient color to something else than black, and the ambient value to 1.
The box will be the light receiver. Connect a Gather node to its ambient color channel, make sure that Max Distance is large enough (from each point on the box a ray should reach past the ball), set the ambient value to 1.
Delete all lights. Enable raytracing and render.
Hope this helps,
Steven.
I also suggest that you look for my post in this thread where I post a screenshot of my material room. Then read the next few posts down from that. Try doing the same thing I had done, using a ball and a box.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
zorares posted Tue, 30 May 2006 at 10:51 PM
Acadia posted Tue, 30 May 2006 at 10:55 PM
It really does :)
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Spanki posted Wed, 31 May 2006 at 10:06 AM
Just a note to everyone entering 'bookmarks'.... if you don't want to add anything to the thread, you can (now) just click on the 'subscribe' link, just above the place you type in the message. This will save tons of ebots going out when someone is just bookmarking.
Cheers,
Keith
p.s. "bookmark" :).
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
FutureFantasyDesign posted Wed, 29 November 2006 at 4:40 AM
Anton! If you are still watching this thread...This link is dead, could you send a new one??? Please.....
Attached Link: P6 Lighting without Lights
Sure. I was just playing with lighting effects
ThanX!
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
zorares posted Wed, 29 November 2006 at 7:32 AM
I assume that Poser 7 will have this option also? Anyone know if it'll be better?
Arien posted Wed, 29 November 2006 at 7:51 AM
Attached Link: P6 Lighting without lights
> Quote - Anton! If you are still watching this thread...This link is dead, could you send a new one??? Please..... > > > Attached Link: [P6 Lighting without Lights](http://www.renderosity.com/messages.ez?Form.ShowMessage=2222447)I'm not Anton, but I can help
The new thread is here
For the future, if you need to read a thread from the old system into the new, take the old url:
http://www.renderosity.com/messages.ez?Form.ShowMessage=2222447
take the part in red, up to the = sign, and replace it with http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=
So the new url is http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2222447
infinity10 posted Wed, 29 November 2006 at 8:28 AM
Phwoaaarrrr,....
Little_Dragon, nice effects. I learnt something new today...
Eternal Hobbyist
FutureFantasyDesign posted Wed, 29 November 2006 at 8:50 AM
ThanX DB!!! The change is making life confusing for a few of us! :(
But your response is appreciated! :)
HuggerZ!
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
pooba00 posted Wed, 29 November 2006 at 12:16 PM
it's absolutely ridiculous why renderosity can't just code in a link redirect!
it's a matter of a couple lines of code, if that..
stewer posted Wed, 29 November 2006 at 1:55 PM
Quote - I assume that Poser 7 will have this option also? Anyone know if it'll be better?
Yes and yes. Gather in P7 can also use the irradiance cache, just like AO (see Reason #4). In English, this means that you have a slider in the rendering prefs with which you can make it less grainy and render a lot faster through interpolation.
kobaltkween posted Thu, 30 November 2006 at 4:59 PM
stewer - when poser 7 is released, do you have any new tutorials planned?
stewer posted Thu, 30 November 2006 at 5:33 PM
Certainly thinking about it, but the first thing I'll do once Poser 7 is released is turn off the computer and go outside. There are people and things in my life that didn't get the attention they deserve or require, and I really should catch up. First of all, my wisdom teeth are due. :unsure:
kobaltkween posted Thu, 30 November 2006 at 6:51 PM
that was sounding great until the wisdom teeth part. you should definitely get some fresh air, sunshine and play in there sometime. it's just good to know that you'll be sharing some of your in-depth knowledge in the future.
Nalif posted Sat, 02 December 2006 at 6:31 PM
Wow. This thread is still alive :biggrin:
Lots of useful information in this thread. Crazy to think I started it almost a year ago. Time flies!
Victoria_Lee posted Fri, 09 February 2007 at 9:02 AM
Definitely a bookmark for this one. I'm just getting into shaders so this is wonderful!
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
Acadia posted Sat, 10 February 2007 at 1:13 AM
Yes, this is a great thread! I wasn't able to take full advantage of it before but now that I have a new computer I'm hoping that I can now.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Victoria_Lee posted Sat, 10 February 2007 at 5:55 AM
I got the ball and box to work ok, and the ball and floor but I just can't get the gather node to work on a model. Something I'm not doing right, I'm sure, but I'll keep playing with it.
I, also, can't get it to work at all in P7.
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
destro75 posted Sat, 10 February 2007 at 9:13 AM
Quote - I got the ball and box to work ok, and the ball and floor but I just can't get the gather node to work on a model. Something I'm not doing right, I'm sure, but I'll keep playing with it.
I, also, can't get it to work at all in P7.
I actually had it working in P7. I got Nybras to give off an aura that looked pretty cool.
Maybe if you post a pic of your shader tree someone can help you out?
lululee posted Sat, 10 February 2007 at 4:11 PM
bookmark
ClawShrimp posted Tue, 13 February 2007 at 11:31 PM
It'd be great if someone could make put this wonderful work into practice and upload the resulting material to the freebies section.
I'm going to have a swing at this myself on the weekend. If I manage to crack this nut I'll be happy to save and share the resulting material. If not, I'll be back and begging for help!
If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!
ClawShrimp posted Thu, 15 February 2007 at 5:19 PM
Never mind.
I got this to work first try!
Thank you to everyone that shared this information, and made it so idiot (me) proof.
If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!
Acadia posted Mon, 26 February 2007 at 12:26 AM
Can you tell me how you achieved that effect?
Where did you plug in the gather node and how did you get it to illuminate on those body parts? Did you have to connect a gather node for each part of the body you wanted to illuminate?
Perhaps a screenshot of your material room would help? hint
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Acadia posted Mon, 26 February 2007 at 12:29 AM
Quote - I got the ball and box to work ok, and the ball and floor but I just can't get the gather node to work on a model. Something I'm not doing right, I'm sure,
Ditto that!
I got the ball on the box but that's all I've been able to achieve with this.
I want to know how you get it to illuminate on an actual figure such as a mage holding a ball of light where the light would obviously be illuminating the mage's body.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
svdl posted Mon, 26 February 2007 at 3:38 AM
I haven't tried this one myself, but I guess the gather node has been attached to all materials of the mage, probably the Ambient input, while the magic effect has a high ambient value.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
Acadia posted Mon, 26 February 2007 at 3:53 AM
What confuses me is do I connect the gather node to the Diffuse Ambient channel of the item I want to glow... or do I connect the gather node to the item I want the glow to be on.. IE: V3's skin texture... or do I connect a gather node to all of it (Item I want to glow plus V3's skin texture)?
Whatever I have been doing doesn't seem to be working.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Acadia posted Mon, 26 February 2007 at 4:42 AM
Ooops. I meant to say "Alternate Diffuse" channel instead of "Diffuse Ambient"
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
modus0 posted Mon, 26 February 2007 at 2:39 PM
Here's a screenshot showing V3's SkinHead material with the gather node attached, and a render with a ball with ambience.
________________________________________________________________
If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
Acadia posted Mon, 26 February 2007 at 6:25 PM
Thanks! I think you unconfused me, hehe
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Connatic posted Mon, 26 February 2007 at 6:25 PM
Quote - Can you tell me how you achieved that effect?
It's been a while since I did that pic. It was done on a retired computer and I have lost the file, so I cannot provide a screen-grab. I believe a good starting point is modus0's settings. Experiment with the Gather settings. The Gather must be attached to each body part.
Using Gather was so slow, at least when it was first added to Poser, that I gave up using it. Maybe in P7 with my new computer I can get speedier results!
DarkElegance posted Mon, 26 February 2007 at 8:10 PM
modus0 posted Mon, 26 February 2007 at 9:15 PM
Quote - Thanks! I think you unconfused me, hehe
No problem.
I myself am trying to see if it's possible to have a glowing tattoo on a figure and have the gather node attached to that same material zone glowing as if the tattoo is really shedding light.
So far I've discovered that I need some way to invert the gather effect, which itself has been inverted because of how I did the tattoo effect.
________________________________________________________________
If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
ClawShrimp posted Mon, 26 February 2007 at 11:49 PM
I've had allot of fun playing with this.
My only problem now is thinking of a way to incorporate it into a 'final' image. There are only so many dark magician images you can make! :)
It's unfortunate the colour gathered is so sporadic. If it weren't for the resulting 'noise', the node would be much more useful.
Very cool none-the-less.
If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!
modus0 posted Tue, 27 February 2007 at 3:39 AM
IIRC, changing the numbers for the node changes what kind of look you get.
A very high sample will generate a more solid "illumination" closest to the "illuminator", although that will slow the render down significantly.
CastlePoser has a nice 2-part tutorial on the gather node (among others) that's fairly explanaory.
________________________________________________________________
If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
Connatic posted Tue, 27 February 2007 at 7:55 AM
Quote - There are only so many dark magician images you can make!
Why limit the usage to dark magicians? I can think of dozens of situations where Gather could enhance a render. Shaped illumination, like flourescent tubes, plasma beams, glowing robot eyes and back-lit panels just to name a few.
modus0 posted Tue, 27 February 2007 at 3:11 PM
And I've got a scene in my gallery with a skeleton and glowing eyes.
You can also do things like luminescent aliens (ala The Abyss), or radioactive individuals.
________________________________________________________________
If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
Acadia posted Tue, 27 February 2007 at 3:20 PM
It is also good for lighting up lamps too. Anton posted a wall sconce in another thread where he used this technique and it actually looked like the lamp was really lit and casting light on the wall.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
ClawShrimp posted Tue, 27 February 2007 at 5:59 PM
The 'Dark Magician' comment was tongue in cheek, but I am thankful for the suggestions.
Thank you for pointing me in CastlePoser's direction modus. Some useful tutorials on here.
If we can hit that bullseye, the rest of the dominos will fall like a house of cards...checkmate!
Robo2010 posted Tue, 17 April 2007 at 5:22 PM
This image, I used gather nod (Floor, walls..except for the wall on the right of image) and two infinites, to light outside of this MechHanger building in helping bring light into a room. This render took two hours, and was worth it in learning how to use this nod. Wonder if P7 is better on the "gather" nod or both P6, P7 the same?
Robo2010 posted Tue, 17 April 2007 at 6:18 PM
Wiccancowboy2000 posted Wed, 29 August 2007 at 11:35 PM
"I myself am trying to see if it's possible to have a glowing tattoo on a figure and have the gather node attached to that same material zone glowing as if the tattoo is really shedding light."
Modus0, have you found a good, solid way of creating this effect?
modus0 posted Thu, 30 August 2007 at 12:56 AM
No, I did figure out how to have tattoos look like they're glowing, by plugging a separate texture for the tattoo into the second value of a math function node set to subtract which is in turn plugged into the ambient color.
Getting it to work with the gather node is going to take some investigating, which makes it one more thing I've got on my plate that I'd like to get done.
If it can be done at all.
________________________________________________________________
If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
Phuzzie posted Fri, 04 January 2008 at 1:46 AM
That is SO FREEKIN COOL
Thank you ! ALL !
DigitalDreamer posted Fri, 04 January 2008 at 4:25 AM
It would be cool to gather threads such as this and have a tutorial section devoted to them.
Can't wait to try these effects!
Acadia posted Fri, 04 January 2008 at 4:29 AM
Quote - It would be cool to gather threads such as this and have a tutorial section devoted to them.
Can't wait to try these effects!
Like this?
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2722867
I also made a bookmark thread for Lighting, one for hair stuff, and one for texturing/painting. But I want to redo those and organize them better.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
DigitalDreamer posted Fri, 04 January 2008 at 4:46 AM
That should certainly be included - any thread that contains useful info of this sort could be put in one section of the tutorial section for easy finding/reference
Acadia posted Fri, 04 January 2008 at 5:53 AM
Quote - That should certainly be included - any thread that contains useful info of this sort could be put in one section of the tutorial section for easy finding/reference
ADP gave me some web space to store the bookmarks on. I need to do up a web page and organize the other categories (which I'm going to try and do this weekend) so I can add them to the page too. I guess I could upload the link to the tutorials section when I'm done. I'll have to check with the mods to see how I could do that and how it could be done so it would be included in a search of different key words.
With the web space I'll be able to update the bookmarks and keep them organized instead of having to constantly dig up a thread or people having to scroll through a thread to find updates.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
DigitalDreamer posted Fri, 04 January 2008 at 6:11 AM
That's saved me a job... I was going to offer to do the same thing on my website!
kamion posted Sun, 27 January 2008 at 7:20 AM
mmm. must bookmark this page, has been here for two years and just now I discover the sollucition to some problems.
Eagle_hawke posted Mon, 24 March 2008 at 1:14 AM
Ok, I've been over and over it and I cant get my props to mimic Little_Dragon's examples. They are incredibly impressive but I can't figure out how you do it at all. Can someone give me a step by step please.
Warangel posted Mon, 24 March 2008 at 7:50 AM
OT: Sorry
Seriously, is there a real way to bookmark a good thread like this or just post in it?
Arien posted Mon, 24 March 2008 at 8:32 AM
That's what the "subscribed" link at the bottom is for :)
dxrs0 posted Mon, 24 March 2008 at 1:59 PM
Again Thank you.
urbanarmitage posted Tue, 25 March 2008 at 5:40 AM
This is really cool! I've been playing around with it and it has a lot of possibilities.
I have a question though. Is it possible to have an object both 'reflect' the ambient colour of another object and also give off it's own ambient colour to other objects with gather nodes. In other words can an object onto which another is projecting it's ambient colour also project it's own ambient color onto another object or prop.
Picture this - A ball and a square. The ball's ambient colour is set to red and the square has a gather node attached to its ambient colour channel. When you render this the square will show 'reflected red light' from the ball. What I would like to do is set the square's ambient colour to say yellow and have this 'reflected' onto the ball or other props in the scene.
I have tried playing around with a math node to add the gather node with a colour but i'm not having much luck. Can any of the node guru's help out here please? :biggrin:
UA
Robo2010 posted Tue, 25 March 2008 at 7:59 AM
ThrommArcadia posted Tue, 25 March 2008 at 10:10 AM
Pretty cool Robo2010.
urbanarmitage, I'm going to try some things tonight and see. Soemone like Bagginsbill would probably know right off, but I'm curious enough to do some experiments.
urbanarmitage posted Tue, 25 March 2008 at 10:23 AM
Nice image Robo2010.
Thanks ThrommArcadia. I'd be interested to see how you tackle it if you don't mind sharing. I'm still very much a beginner when it comes to the material nodes but I find it very interesting and challenging.
UA
ThrommArcadia posted Tue, 25 March 2008 at 11:12 AM
First, The ambient colour of one object may negate anything seen ont he other. The reason for this (I suspect) is because "Ambient" is supposed to imitate a glowing effect. In other words, it is supposed to make an object act like it is illuminated (though in a very weak way as shown by the fact that tricks like this are needed for it to actually illuminate anything other then itself.)
In other words darker colours show the gather effect better then lighter colours.
Another thing to consider is what your raytrace bounces are set at in your Render settings. I set mine to 4 for the test.
Also, if we set up in the way that Little Dragon showed at the beginning of this thread, there will be no appreciable effect. The Gather Node plugged into the Ambient Colour seems to only produce Black when the colour is set to anything other then White. I don't know why this is.
So, to get around this I plugged the Gather Node into Reflection Colour.
ThrommArcadia posted Tue, 25 March 2008 at 11:15 AM
Both use the same material setting except in the Diffuse and Ambient Colours.
If you look really close you can see a bit of the grey on the bottom of the ball. You can clearly see the red of the ball on the floor.
ThrommArcadia posted Tue, 25 March 2008 at 11:21 AM
You can see a grey line a bit up from the bottom of the ball. This is the floor.
I suspect that playing with the settings might allow one to get a stronger effect, specifically is one could increase the strength of the glow. This is probably done with the RayBias, but I'm not certain off hand.
A more volumous object then a flat plane might create a more obvious effect as well.
This is what I've discovered thus far. I have to run to work now, but I will revisit this tonight.
Oh, btw, my setting are set to 'inches'. I know that in many cases your preference settings change what the numbers mean in the material room. If you are following someone's sample and they are using Metric but you are using Imperial, you won't get the same effect.
ThrommArcadia posted Tue, 25 March 2008 at 11:25 AM
I should add that there is a distance between the surface and the reflected colour not because my objects are intersecting but because of how I set my gather node. I suspect the MaxDist has something to do with this, but again I'll have to play more when I get home.
I look forward to other thoughts on this subject.
svdl posted Tue, 25 March 2008 at 1:21 PM
It's the RayBias that causes the distance between the glowing surface and the gathered color. Lower the RayBias and the distance will become smaller.
The Gather node is rather well named - it "gathers" light from glowing objects and adds it to the (non-glowing) surface it is connected to.So the Gather node should be plugged into the material that receives the glow, not in the glowing object itself. The faint effect on the plane is probably pure specular.
Remove the Gather node from the red glowing ball, keep the rest.
Add a Gather node to the Ambient input of the floor material, set the Ambient color to white and the Ambient Value to 1.000. Keep the angle at 180 degrees, so the floor will collect ambient light from all objects that are on its front side.
Increasing the number of samples will reduce the graininess of the effect.
Now render again (don't forget to enable raytracing).
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
urbanarmitage posted Tue, 25 March 2008 at 1:33 PM
I tried it from a different angle and here are my results. I was initially trying to use a math_functions node but I wasn't able to get it to work properly so I switched to a color_math node and I have had some success with that.
My test scene comprises of a ball in the foreground, 2 cones in the middle of the scene, and a taurus with a cone in the center at the back of the scene. All of these are floating above a cloth plane which only has a gather node attached to the ambient channel and the ambient colour set to white.
All of the props have the same setup as you can see above with a color_math node plugged into the ambient colour channel. The node is set to add, value 1 is set to the colour I want the prop to be, and value 2 has a gather node connected to it.
urbanarmitage posted Tue, 25 March 2008 at 1:43 PM
Firstly, obviously the gather node on the cloth plane is picking up all the different colours of the props very nicely excepting for the ball. I have set all the gather node MaxDist parameters to 500 but this has not helped. Only objects that are quite close will pick up the colour of the props and 'reflect' it.
The color_math node is adding the colours together nicely and giving the product of the colour of the prop and the colour 'reflecting' onto it. There are a couple of issues here though. The math_color add on the blue cone is adding green to its blue and getting a teal colour, the gather node on the red cone is picking up the green and its own red and giving yellow, and yet the green taurus gather node is 'reflecting' both the yellow and red cones as yellow. I'm not sure why this is but i'm going to play around a bit more and try and fix this.
All in all i'm happy so far but any input from you guys on improving this would be appreciated! :biggrin:
UA
Acadia posted Tue, 25 March 2008 at 1:55 PM
Quote - I have set all the gather node MaxDist parameters to 500 but this has not helped. Only objects that are quite close will pick up the colour of the props and 'reflect' it.
I had a similar problem. My Max Dist wasn't nearly enough.
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2716669
You might want to try a value considerably higher than 500. Bagginsbill explains it in this thread.
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
urbanarmitage posted Tue, 25 March 2008 at 3:53 PM
Ahh, thanks for that Acadia! The lady with all the URL's comes to the rescue again! :biggrin:
I've changed the MaxDist to 1000 for all the gather nodes now and at the same time i've been stepping up the samples on the gather nodes. They are sitting on 1000 too now. The graininess is now gone but my render times have gone through the roof!
I'll render out my latest test tomorrow and post it here afterwards.
UA
ThrommArcadia posted Wed, 26 March 2008 at 2:15 AM
Interesting stuff urbanarmitage. I worked way too late tonight and will probably tomorrow, so I might not be able to do anything else for a few days.
I think the colour reflections you are getting are quite natural. Light works a little differently then the standard pigment colourwheel we all get taught in grade school. The three primaries for light are Green, Red and Blue as opposed to Yellow, Red and Blue. Thus when mixed you might get a different reaction the you would expect from something like oil paints.
svdl thanks for some clarification on what the settings do. I really hope to get to try some stuff soon.
G-night all!
urbanarmitage posted Fri, 28 March 2008 at 4:07 AM
Ok well I had a bit of a problem on my home PC so I haven't posted my latest test render yet. My CPU cooler wasn't doing its job properly and my one core started heating up a bit too much. I got myself a nice aftermarket heatsink and spent last night installing and testing it and i'm running about 12 degrees cooler now under full load.
In my latest render the grainy effect is almost completely gone due to me pushing the samples on the gather nodes up to 1000 each. Unfortunately it has also pushed the render time from a few minutes to around 1.5 hrs but the result is worth it. There are 6 gather nodes in total so the render engine has a lot to calculate.
I have set the MaxDist on the gather nodes to 1000 now but i'm still not getting enough distance between the glowing object and the gather node before the gather node no longer 'sees' it. I'm still playing around a bit with that.
UA
Connatic posted Tue, 06 May 2008 at 6:45 PM
Rendered fairly swiftly on 2ghz dual-core.
The graininess can be eliminated by higher Sample rates.
ThunderStone posted Tue, 23 September 2008 at 7:52 AM
Quote - Anton's magic fx)
Can anybody point out where I might be able to get this???
Thanks in advance.
TS
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
Acadia posted Tue, 23 September 2008 at 8:16 AM
Quote - > Quote - Anton's magic fx)
Can anybody point out where I might be able to get this???
Thanks in advance.
TS
http://www.daz3d.com/i/3d-models/-/magik-poseable-conforming?item=724&_m=d
There is a freebie at Daz for it too. http://free.daz3d.com It's called "Easy Pose for Magik"
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
vholf posted Tue, 23 September 2008 at 8:46 AM
bookmark
ThunderStone posted Tue, 23 September 2008 at 8:48 AM
Quote - > Quote - > Quote - Anton's magic fx)
Can anybody point out where I might be able to get this???
Thanks in advance.
TS
http://www.daz3d.com/i/3d-models/-/magik-poseable-conforming?item=724&_m=d
There is a freebie at Daz for it too. http://free.daz3d.com It's called "Easy Pose for Magik"
Thanks... I will have to wait til next month to get it. Was hoping it was a freebie... :sad:
Thanks anyway.
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
nakira2ca posted Tue, 31 August 2010 at 6:04 AM
Quote - There are a million different ways to hook it up, of course, but this is the setup with which I've experimented today. Don't forget to enable raytracing in your render options.
There must be more to it than just these settings. I applied this to my lightsaber and it just went black even though the ambiant color is bright red.
You used a color image instead of just assigning a color so does that make a diffeence? Are there any other settings elsewhere I am suposed to have activated?
modus0 posted Tue, 31 August 2010 at 7:35 AM
Are you applying the gather node setup to the lightsaber?
If so, you've got it backwards.
You apply the gather node to the surface that is to be illuminated, not the one that illuminates.
________________________________________________________________
If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
hborre posted Tue, 31 August 2010 at 8:06 AM
Just to review, the gather node is applied to the surface which will receive the energy glow, not the surface that emits the glow. If you provide screencaps of your material room setup, we can point out the problem(s) easier.
nakira2ca posted Tue, 31 August 2010 at 2:52 PM
Okay I get it. This is a lot of work for what I want to do. I found this thread that is more to my needs. http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2791668
hborre posted Tue, 31 August 2010 at 5:12 PM
You are aware that thread pertains to using P8 and PP 2010 and their use with IDL. Also, you did not specify which Poser iteration you are using which leads to a bit of confusion when you mentioned P6 shader nodes.
kaboom_racoon posted Thu, 26 May 2011 at 12:30 PM
Hope no one thinks badly of me for reviving this old thread (actually the latest post was just last year so notso old)
I´ve read through this several times and have no problem with the gather thing, BUT as far as I can tell noone actually explained the bioluminescense effect, right?
I mean the fresnel-ish effect created by Nalif in the beginning. I don´t mean how to cast ligh onto other objects but how to get the figure to look like a jellyfish..sort of. Glowing edges and transparent/translucesnt in the middle.
Thanks a bunch if someone could just tell me in what end to begin doing that and I can prob learn the rest :D
BionicRooster posted Thu, 26 May 2011 at 1:03 PM Forum Moderator
Yeah, I've scoured this thread over and over in hopes of decoding that secret as well.
But it seems this thread went from "how to creat bioluminescence" to "how to setup a gather node to catch ambient light"
I do hope someone would explain and show a node setup.
Poser 10
Octane Render
Wings 3D
Miss Nancy posted Thu, 26 May 2011 at 3:29 PM
having become obsolete with addition of GIVariables, development of gather node deprecated after poser 7, in which it reached its most elegant implementation. currently no "aura" channel/node in poser, hence necessary to fake it using IDL, lite-emitting channel on glowing surface, and aura on partially transparent conforming (co-normal, shrink-wrap, edge-blend) surface, the latter of which can also serve by itself as glowing ghost/jellyfish if no aura needed. some of these guys may have done some ghosts/xray pix using this already.
ThunderStone posted Thu, 26 May 2011 at 3:42 PM
Quote - having become obsolete with addition of GIVariables, development of gather node deprecated after poser 7, in which it reached its most elegant implementation. currently no "aura" channel/node in poser, hence necessary to fake it using IDL, lite-emitting channel on glowing surface, and aura on partially transparent conforming (co-normal, shrink-wrap, edge-blend) surface, the latter of which can also serve by itself as glowing ghost/jellyfish if no aura needed. some of these guys may have done some ghosts/xray pix using this already.
huh???
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
lkendall posted Thu, 26 May 2011 at 4:22 PM
Because one can cause a surface to glow by using the Ambient channels of the Posersurface/root node in Poser 8/Poser Pro 2010, there has been no further development of the Gather Node (since Poser 7).
To make an aura around an object (instead of making the object itself glow), one needs a transparent envelope around the object (which roughly approximates its shape). That object can be made to glow with the ambient channel (and make it cast no shadow). See the discussion in this thread.
lmk
Probably edited for spelling, grammer, punctuation, or typos.
BionicRooster posted Thu, 26 May 2011 at 4:31 PM Forum Moderator
ok, forget everything about the gather node and all that... What we're asking is how to make something translucent and glowy like the creatures early in the thread. I know how to make something glow and make it a light source, just not how to make something look like a "jellyfish".
So, no further mention of the gather node needed, nor wanted in this instance.
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ima70 posted Thu, 26 May 2011 at 4:45 PM
BionicRooster this may help you
http://www.runtimedna.com/forum/showthread.php?32342-Olivier-s-Ghost-FX-Tutorial
BionicRooster posted Thu, 26 May 2011 at 4:52 PM Forum Moderator
I've actually got that material preset already made, but have no idea how it would pertain to making those glowy creatures.
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ima70 posted Thu, 26 May 2011 at 4:56 PM
If you mean the "glowing aura arround the figure" I think a postwork shoul be the easy way ;-) in Poser
BionicRooster posted Thu, 26 May 2011 at 4:59 PM Forum Moderator
No, I mean like this image from page 2 of this thread:
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ima70 posted Thu, 26 May 2011 at 5:19 PM
Miss Nancy posted Thu, 26 May 2011 at 5:46 PM
apparently nalif didn't post a shader tree for the toad, which may have used stefan's bacteria texture in diff, spec, trans channels and/or alt_diff (if P6 had alt_diff). P6 didn't have the GIVariables (P7 did have 'em), which means nalif hadda use a rim lite on the toad, which is not emitting lite. send nalif an IM to confirm.
Miss Nancy posted Fri, 27 May 2011 at 11:52 AM
o.k., nalif is gone. maybe somebody with P6 can post stewer's bacteria shader tree, assuming it's not a copyright violation. he woulda used some nodes that the rest of 'em didn't know about IMVHO. but the "toonamal frog" above shows IOR=1.0 approx (no edge distortion).
BionicRooster posted Fri, 27 May 2011 at 3:21 PM Forum Moderator
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Thalek posted Fri, 27 May 2011 at 3:47 PM
It is that, BionicRooster!
Is that part of your raygun freebie, or something you just created?
BionicRooster posted Fri, 27 May 2011 at 4:11 PM Forum Moderator
That is something I made today and will be uploading here pretty soon. It's a smart-prop for my ray gun :o)
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hborre posted Fri, 27 May 2011 at 8:34 PM
That is really cool!
BionicRooster posted Fri, 27 May 2011 at 8:50 PM Forum Moderator
Attached Link: Ray Gun Blast
Well what do ya know, it got approved already ;o)
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ThunderStone posted Sat, 28 May 2011 at 6:46 AM
With Bobby at the helm, why are you surprised? :rolleyes:
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kamion posted Sat, 01 September 2012 at 11:28 AM
this topic may be 7 years old already, but still very usefyul.
wonder if there are new extentions for Poser 9 for the gather and bioluminesence effects.
kobaltkween posted Sat, 01 September 2012 at 11:38 AM
Actually, the gather node is not useful today. It did a very clumsy job of what IDL now accomplishes in general. Do not use gather in P9. Just turn on IDL.
Gather was fun, but very rudimentary in terms of developing indirect lighting.
There doesn't need to be any new extensions for "bioluminescence" (quotes not to be snarky, but to because I'm assuming this is a very specific effect and not something more precisely modeled after true bioluminescence). For the edge glow effect , just make an ambient material that takes an Edge Blend. You can make it with a black inner color and a white outer color and feed it into Ambient Value to just work with one ambient color, or you can set up two different colors in the Edge Blend and feed that into Ambient Color.
That's the simple approach. If you want to get more creative with your glow, you can do all kinds of things with other nodes. That's the wonderful thing about a node architecture. You can always build your way to advanced materials.
kamion posted Sat, 01 September 2012 at 12:08 PM
Quote - Actually, the gather node is not useful today. It did a very clumsy job of what IDL now accomplishes in general. Do not use gather in P9. Just turn on IDL.
well although I have Poser 9 (CP made an offer you could not resist) I am rather stuck with Poser 7 still, so gather is still of use to me.
but thanks for the tips.
BionicRooster posted Sat, 01 September 2012 at 12:53 PM Forum Moderator
I'm pretty sure someone can do better with SSS.
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kobaltkween posted Sat, 01 September 2012 at 1:35 PM
Actually, I think there's a backdoor to get to IDL/GI in P7 that's rudimentary but still better than gather. If I could remember who found it and tried it out I could find it. Was it two main people trying it out?
Why are you stuck with P7?
BionicRooster posted Sat, 01 September 2012 at 2:24 PM Forum Moderator
Bills and real life expenses keep me from upgrading to a newer Poser, but hoping to get it as soon as things are caught up.
As for the GI in P7, I have the script already, just kinda forgot I had it :o)
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kobaltkween posted Sat, 01 September 2012 at 2:54 PM
Quote - Bills and real life expenses keep me from upgrading to a newer Poser, but hoping to get it as soon as things are caught up.
As for the GI in P7, I have the script already, just kinda forgot I had it :o)
Oh! Sorry, I cross-posted. I meant that in response to Kamion saying he has P9 but is stuck in P7.
If you have the hardware to run it, then waiting for a better time to buy P9 is a good idea. By the time I got P7 it was $20. They're always pretty good about selling old copies cheaply or giving them away.
kamion posted Sat, 01 September 2012 at 3:17 PM
Quote - ----Oh! Sorry, I cross-posted. I meant that in response to Kamion saying he has P9 but is stuck in P7. ----
P8 and P9 have an interface that probably works better on a newer broad screen then I have, so I just cannot get used to it. P7 I do in my sleep so to say.
you know that old worn in easy fitting pants that doesn't flatter you alt all, but wear so nice? something it's the same with P7.
FutureFantasyDesign posted Sat, 01 September 2012 at 6:54 PM
Nice SS/Info BR! I copied it and will try to use it in PP2012 later this weekend! If I can figure out some SSS I will post it, but I am still learning the insides of that one.
HugZ!
Ariana
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it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
BionicRooster posted Sat, 01 September 2012 at 7:13 PM Forum Moderator
Quote - Nice SS/Info BR! I copied it and will try to use it in PP2012 later this weekend! If I can figure out some SSS I will post it, but I am still learning the insides of that one.
HugZ!
Ariana
I had to use the Fast Scatter node, but I'm guessing if you made it with true SSS, it would look way cool.
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FutureFantasyDesign posted Sat, 01 September 2012 at 8:00 PM
I will do my best, but honestly if this works in PP2012 I am really liking it as is!!! One question about the way the light is (*at least to me, but I am blind as a bat) little particles. Ideas on smoothing that a touch? Just asking.
HugZ!
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
BionicRooster posted Sat, 01 September 2012 at 8:10 PM Forum Moderator
Quote - I will do my best, but honestly if this works in PP2012 I am really liking it as is!!! One question about the way the light is (*at least to me, but I am blind as a bat) little particles. Ideas on smoothing that a touch? Just asking.
HugZ!
Ariana
Easy... I had to use the Gather node on the ground to catch the light(Poser 7 and below)... If you turn on IDL, you'll get much better results.
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FutureFantasyDesign posted Sat, 01 September 2012 at 8:51 PM
Woot! Thank you!!!
I'll post some results this weekend! You ROCK!!!
HugZ!
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
kobaltkween posted Sat, 01 September 2012 at 10:14 PM
Kamion - I totally understand about P9. Comfort with your tool is really important. Just to let you know, you can make everything that floats in P7 float in P8 and P9 as well. That said, I can comfortably shrink my PP 2012 screen to about 1/4 of my screen, where P7 I really could only work at full screen. I generally find that the new interface has much less dead space for icons and labels that are the same size or smaller. I'm pretty definitely missing something in terms of what you're looking for and not finding in the P9 interface, so I'm not betting floating the panels will make things better for you. I just figured you might not know.
FFD - Just to warn, Fastscatter behaves very strangely and inconsistently when you add lights. It technically shouldn't do anything at all without lights because it's a shading node, and shouldn't affect BionicRooster's material at all. I'm betting that it does affect it, which shows how unpredictably it behaves. That's the reason you don't see Fastscatter skin materials everywhere, why there were all sorts of SSS kluges before P9. It was completely unreliable, with raytraced shadows producing major errors.
BionicRooster posted Sat, 01 September 2012 at 10:25 PM Forum Moderator
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Shadow_Fyre posted Thu, 18 January 2018 at 10:30 PM
kobaltkween posted at 8:28PM Thu, 18 January 2018 - #3981361
Actually, the gather node is not useful today. It did a very clumsy job of what IDL now accomplishes in general. Do not use gather in P9. Just turn on IDL.
Gather was fun, but very rudimentary in terms of developing indirect lighting.
There doesn't need to be any new extensions for "bioluminescence" (quotes not to be snarky, but to because I'm assuming this is a very specific effect and not something more precisely modeled after true bioluminescence). For the edge glow effect , just make an ambient material that takes an Edge Blend. You can make it with a black inner color and a white outer color and feed it into Ambient Value to just work with one ambient color, or you can set up two different colors in the Edge Blend and feed that into Ambient Color.
That's the simple approach. If you want to get more creative with your glow, you can do all kinds of things with other nodes. That's the wonderful thing about a node architecture. You can always build your way to advanced materials.
Is this still true for Poser 11 now? I'm trying to get the results from this thread and it's getting confusing because of all the missing pictures. Nothing like resurrecting an old thread!!
kobaltkween posted Thu, 18 January 2018 at 10:59 PM
Shadow_Fyre posted at 10:54PM Thu, 18 January 2018 - #4322506
Is this still true for Poser 11 now? I'm trying to get the results from this thread and it's getting confusing because of all the missing pictures. Nothing like resurrecting an old thread!!
Yes, it's still true. Ambient Value controls your brightness, Ambient Color your color, and if you want to involve Transparency, go ahead. EdgeBlend nodes give you a blend from facing you (inner) to facing away from you (edge). Without an exact example of the look you're going for, I can't say what elements you need, but those are the most common elements for glowing things.
seachnasaigh posted Thu, 18 January 2018 at 11:58 PM
Shadow_Fyre posted at 11:47PM Thu, 18 January 2018 - #4322506
Is this still true for Poser 11 now? I'm trying to get the results from this thread and it's getting confusing because of all the missing pictures. Nothing like resurrecting an old thread!!
P8/Pro2010+ with IDL can do much better than the gather node. P11 adds the Superfly render engine, which can do glowy stuff even more easily.
I have some material packs with which you could experiment:
refractive ghost, wireframe hologram, and Cortana for Pauline
You may want to dissect some of the glowy materials in some of the other packs:
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Shadow_Fyre posted Fri, 19 January 2018 at 5:26 PM
Thanks for the info @kobaltkween and @seachnasaigh and for the links. I will take a look at those.