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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: The Fire Godess : Whats She's Made Of (Material room setup)


templargfx ( ) posted Mon, 22 August 2005 at 3:34 AM ยท edited Wed, 31 July 2024 at 7:42 PM

Content Advisory! This message contains nudity

file_286428.jpg

Hi, Already I've had a few requests as to how I created the lava look on my latest gallery image. Rather than trying to explain it several times, here it is, the material used for the fire godess to scare you all on its overly complex nature!

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


templargfx ( ) posted Mon, 22 August 2005 at 3:40 AM ยท edited Mon, 22 August 2005 at 3:42 AM

file_286430.jpg

Here is an image of the whole material at its finished state!

"OMG What the...." I hear you scream! worry not, as you can see, this is not exactly a simple material, but its not as complicated as it first appears. many of the nodes are duplicated 3 times, each with different colors for there respective areas.

a quick explanation :

Simple Color controls the scale or size of the peices of "rock" and the gaps between them that the lava is in.

Simple Color 2 controls the ratio of "rock" to lava. changing the this node to a lighter shade of gray will make the lava become more yellow and defined, darkening it will start to close up the gaps.

over the next few images, these 2 nodes plus the fbm nodes are included as each area uses them

Message edited on: 08/22/2005 03:42

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


templargfx ( ) posted Mon, 22 August 2005 at 3:41 AM ยท edited Mon, 22 August 2005 at 3:42 AM

file_286432.jpg

First up Diffuse, the COLOR of the material.

notice these nodes are plugged into both diffuse and ambiant color, this is to give the "rock" its color, and the lava its brightness.

Message edited on: 08/22/2005 03:42

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


templargfx ( ) posted Mon, 22 August 2005 at 3:44 AM

file_286433.jpg

Here are two section, the level of ambience (to make sure only the lava is bright, and not the rock) the the specular lighting used (that is only visible on the "rock"

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


templargfx ( ) posted Mon, 22 August 2005 at 3:47 AM ยท edited Mon, 22 August 2005 at 3:50 AM

file_286434.jpg

The final portion is the displacement, these nodes raise the rock from the surface (just enough to be noticable) and give the rock texture.

these nodes, excecpt for the black and white coloring, are practically identical to the diffuse nodes above.

now, rather than trying to explain all of this in detail, please try and copy what you see into the material, and see as you build the material up, what each does, and how it effects the overall texture. if you have any questions, feel free to throw them up here! for the most part, you can ignore simple color and simple color 2, these are not actually needed, but when it comes time to change the size and general look of the material, they save you about 15 number changes! Simple Color goes into scale and spot size only simple color 2 goes into threshhold on the spot nodes

Message edited on: 08/22/2005 03:50

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


aeilkema ( ) posted Mon, 22 August 2005 at 7:32 AM

templargfx. I've been experimenting more and more with Poser materials and you can for sure get some awesome results. Thank you so much for sharing this with all of us. It's very insightfull and helpfull to me!

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


templargfx ( ) posted Mon, 22 August 2005 at 7:43 AM

one of the great things with the spot node and any other threshhold based 2 color node like (Clouds, Spots, Granite, Marble, Wood) is that you can layer these in an ever increasing detail, using the threshold to make each layer larger or smaller than the previous such as in this material

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


dlfurman ( ) posted Mon, 22 August 2005 at 8:50 AM

Thank you very much for sharing this.

"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld

Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)


semidieu ( ) posted Mon, 22 August 2005 at 9:02 AM

Cool material... Thanks a lot !


destro75 ( ) posted Mon, 22 August 2005 at 9:49 AM

This is a hot tutorial..er, no pun intended? Seriously, this is really interesting, thanks for posting! Can't wait to try it.


Teyon ( ) posted Mon, 22 August 2005 at 5:36 PM

Similar materials and more can be had over at DAZ. It's a python script that has electricity and invisiblity and this magma thing too. Very neat.


paper-tiger ( ) posted Mon, 22 August 2005 at 8:43 PM

Bookmarked. This is awesome, and a use of the material room that I've not seen before. Poser has so much potential!! Thank you. :D


Teyon ( ) posted Mon, 22 August 2005 at 8:47 PM

Hey, I finally found the name of that Daz product. It's called particles. It's really neat. May give you more ideas for things like this.


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