templargfx opened this issue on Jan 30, 2006 ยท 68 posts
templargfx posted Mon, 30 January 2006 at 10:03 PM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
SamTherapy posted Mon, 30 January 2006 at 10:07 PM
ellocolobo posted Mon, 30 January 2006 at 10:57 PM
Really like it!
Foxseelady posted Mon, 30 January 2006 at 11:07 PM
I really like it, but what are the little bumps or grooves I see on the front corner and along the bottom front? Is it just my monitor, hard to tell if I'm seeing things or not when it comes to textures lol. Awesome colors and reflections ext
templargfx posted Mon, 30 January 2006 at 11:09 PM
there are no textures used here. its all procedural. I think what you are referring to is the compression artifacts caused by having a low quality on the jpg
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Acadia posted Mon, 30 January 2006 at 11:47 PM
I like it :)
"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
Tucan-Tiki posted Tue, 31 January 2006 at 1:07 AM
much better, Look at that wax job:)
Tucan-Tiki posted Tue, 31 January 2006 at 1:22 AM
can you use this and make into a texture that can be tiled on the outside of the wheel as a mat file and bump?
Tucan-Tiki posted Tue, 31 January 2006 at 1:26 AM
Tucan-Tiki posted Tue, 31 January 2006 at 1:29 AM
Tucan-Tiki posted Tue, 31 January 2006 at 1:44 AM
Those bumps and groves are from him compressing his jpg image.
One more question how would you gpo about doing a uv map on four tires without effecting the body of the car? can you just map four tires in uv mapper on the mesh without touching the uv mapping of the cars body?
I do know each wheel would need a box uv edit to have 6 sides of a cube as uv zones in which you would only use 5 of 6 uv zones because you wont need to see the other side of the tire. But how can you do this in uv mapper without deconstructing the mesh?
Message edited on: 01/31/2006 01:47
templargfx posted Tue, 31 January 2006 at 2:32 AM
well, these cars that I am using are actually split into many MANY seperate objects. when imported into poser, poser of course does not split up the obj file into the seperate objects, but as far as uvmapping is concerned, you could load the tyre in by itself. as it happens these cars already have the tyres mapped the way you want them. theres the white-wall section, and the tyre tread section.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Tue, 31 January 2006 at 2:34 AM
another things that truly sucks about poser is the "holes" ray-trace elements get in them. if you look at the reflections on the car body, you will notice some small spots that have no reflection on them. I have not, thus far worked out a way to get around this. On the Murcielego at the top, changing the creasing angle fixed it, but not on this car :( EDIT : Tukan-Tiki I think it would be easier to create an image in photoshop to do the bump mapping, as the image you have supplied is not suitable for proper bump mapping, becuase it is a lit object, and not an elevation map of the object. also, for tyre tread, using displacement would yield much better results, but the displacement map would have to be very clean.
Message edited on: 01/31/2006 02:37
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Angelouscuitry posted Tue, 31 January 2006 at 2:52 AM
templargfx posted Tue, 31 January 2006 at 3:19 AM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Tue, 31 January 2006 at 4:22 AM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
RedHawk posted Tue, 31 January 2006 at 4:46 AM
Very Nice! I can't wait to see the material set-up for this!
<-insert words of wisdom here->
jjsemp posted Tue, 31 January 2006 at 4:54 AM
..
Samhain74 posted Tue, 31 January 2006 at 5:10 AM
These paints are absolutly gorgeous.I expecially like the pink/purple mini.Not the colour,just the look of it,very realistic i think.
xantor posted Tue, 31 January 2006 at 5:12 AM
.
templargfx posted Tue, 31 January 2006 at 5:37 AM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Tue, 31 January 2006 at 6:39 AM
things that still need tweaking :
All of the MATH nodes to do with the reflection amount need tweaking to give good results over a broad spectrum of paint colors.
Math node in relation to basic paint color dark area needs tweaking.
reflection base amount.
I will keep posting updates as I go, feel free to copy this and do your own work on, just post your results! EDIT : If your wondering why this is a little blury, I have just recently re-installed windows, and I dont have any jpg editing applications, so I screen capped this, brought it into mspaint, cut out just the material, then used it as a background in an empty scene in poser, and rendered that scene LOL
Message edited on: 01/31/2006 06:42
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Robo2010 posted Tue, 31 January 2006 at 7:45 AM
Now this is a BM.. :-)
x2000 posted Tue, 31 January 2006 at 8:06 AM
Very cool, thanks for sharing:)
Angelouscuitry posted Tue, 31 January 2006 at 11:31 AM
Samhain74 posted Tue, 31 January 2006 at 12:15 PM
.
artnik posted Tue, 31 January 2006 at 12:31 PM
bookmark
7/8'sIrish posted Tue, 31 January 2006 at 3:53 PM
bookmark
Robo2010 posted Tue, 31 January 2006 at 6:02 PM
Message edited on: 01/31/2006 18:02
templargfx posted Tue, 31 January 2006 at 7:00 PM
You should add a 100% white ambient sphere above the plane, out of picture (about 2xplane size) to give it a nice reflection. or use a skydome to get sky reflections
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Angelouscuitry posted Tue, 31 January 2006 at 7:01 PM
templargfx - One suggestion, I wouldn't use rendered backgrounds. These images look so real I would love to see them with actuall photographs in the Bkg! Did you get my IM? = )
slinger posted Tue, 31 January 2006 at 7:23 PM
Hey, templargfx, how am I supposed to get any sleep when people like you keep giving me new toys to play with? I'm trying a "blend" node in place of the "simple_color" and feeding the "simple_color" to one input, and a "spots" node to the other in seach of a metal-flake effect now...with limited success so far, but it WILL work :) Dammit, I pulled an all-nighter coding PHP last night, I don't need this. ~lmao~
The liver is evil - It must be punished.
templargfx posted Tue, 31 January 2006 at 7:27 PM
The reason I ended the color on a simple color node is for one reason : A simple color nodes is really another diffuse slot. you can plug anything into the simple color node, such as a blend node, and make a whole new material off it. just set it to white first. Ill do up a flake effect when I get back (going to the shop) and we can compare results! Angelouscuitry : yes I did, I am going to zip it up and upload it to my server, its less than a meg (very simple scene) and post the link here when I get back!
TemplarGFX
3D Hobbyist since 1996
I use poser native units
7/8'sIrish posted Tue, 31 January 2006 at 7:51 PM
templarqfx and slinger can you guys post your flake effect here when done? -thanks
nakamuram posted Tue, 31 January 2006 at 8:11 PM
Great work, especially with the chrome!! But I like your old stuff too!!
templargfx posted Tue, 31 January 2006 at 8:58 PM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Angelouscuitry posted Tue, 31 January 2006 at 9:47 PM
Honestly it's very difficult to tell your low res models from your high-res, as they all look so nice! Where do these models come from?
templargfx posted Tue, 31 January 2006 at 9:57 PM
well,The truck, and is lowboy trailer come from DMI Car Models (along with many MANY of the cars in my collection)
http://dmi.chez-alice.fr/models1b.html
The Lamborghini is also from there, but this particular one is extremely high detailed, and links to another site from DMI, same with the Mclaren, you can grab those straight from this site :
http://www.nmt.ne.jp/~artmagic/models/free_models.htm EDIT : Oh, there in Lightwave 6 format, this could be a problem for people out there without a model converter such as POLYTRANS by Okino (its what I use) If you DESPERATE for one of these models, I will convert it for you, but dont flood me with requests LOL
Message edited on: 01/31/2006 22:02
TemplarGFX
3D Hobbyist since 1996
I use poser native units
BladeWolf posted Tue, 31 January 2006 at 11:37 PM
points to above post by Templar I'M DESPERATE!!!! I'll name my first kid after you if can make this work! Hmmm I don't think God wants me to reporduce, so I'll name my next dog after you! JK. Is POLYTRANS by Okino, free or a pay program?
templargfx posted Tue, 31 January 2006 at 11:43 PM
Its a purchase program, can convert about 100 formats to 100 formats. has fantastic polygon process functions, such as polygon reduction, triangle->guad (coplanar) quad-triangle. object split by material etc.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Tucan-Tiki posted Wed, 01 February 2006 at 1:09 AM
I hope you make a preset texture pack with this this stuff is awesome:)
Casette posted Wed, 01 February 2006 at 1:56 AM
Fantastic look, I save your settings' pic for reference :)
CASETTE
=======
"Poser isn't a SOFTWARE... it's a RELIGION!"
templargfx posted Wed, 01 February 2006 at 4:32 AM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Wed, 01 February 2006 at 5:41 AM
What is wrong with the above image?
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Casette posted Wed, 01 February 2006 at 6:35 AM
Mmh... the tobacco ad ? :D
CASETTE
=======
"Poser isn't a SOFTWARE... it's a RELIGION!"
templargfx posted Wed, 01 February 2006 at 6:41 AM
LOL, other than that! With regards to the WAY the car rendered, with particular attention to the material I created and used on the body can you see it? the MAJOR flaw, the HUGE stuff up
TemplarGFX
3D Hobbyist since 1996
I use poser native units
BladeWolf posted Wed, 01 February 2006 at 8:23 AM
The Interior of the car is a bit fubar... can see the background through it. Plus the spoiler is also fubar... eesh. Unless that was done on purpose? :) Never know with us 3D nuts. Also, the Air Duct on the roof of the car is rather screwy too. Almost no definition, looks like a pimple in a way. Anyways, do you have the Murcilago's material zones edited from the stock model? If so, could ya post em in freestuff? This would help me out majorly... Seeing as the peep that modeled the car didn't bother to make a logical naming system for his model. Thanks again!
Robo2010 posted Wed, 01 February 2006 at 8:59 AM
Message edited on: 02/01/2006 09:10
templargfx posted Wed, 01 February 2006 at 9:10 AM
plug the skydome image into the ambient color, and ramp the ambient amount to 100%. put the diffuse amount to 0%. if your still having reflection issues, plug the skydome image into the diffuse color also, and slowly raise the diffuse amount up.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Wed, 01 February 2006 at 9:12 AM
The bumper bar answer was very close. more importantly, its the COLOR of the bumper bar. if you look over the car, all the white areas actaully have a highlight that is DARKER than the white LOL
TemplarGFX
3D Hobbyist since 1996
I use poser native units
BladeWolf posted Wed, 01 February 2006 at 11:06 AM
do I still get a cookie for my observations? :D
Samhain74 posted Wed, 01 February 2006 at 11:27 AM
These all look really nice.
Acadia posted Wed, 01 February 2006 at 3:25 PM
Quote - the big ball is 100% ambient white, and about 4 times the size of the car. and about 4 times the hieght of the car above the ground. the white plane is also 100% ambient white, and sits just below the ground plane (which is used as a shadow catcher)
I find this thread very interesting. I'm new to the light stuff so can you expand on what you said above a little more? How to you make a "light ball"? Also, how do you know the size of the car in order to determine making the ball 4 times that size, or 4 times the height etc. Sorry if this is all basic to some of you, but I'm just very recently getting into what I consider more advanced things in Poser. For along time all I did was play "Dress up doll" and now I'm trying to learn more stuff.
"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
templargfx posted Wed, 01 February 2006 at 4:37 PM
Well, The big ball (or light ball as you call it) is a High Res Ball from propsPrimitives. I changed the material to 100%ambient WHITE. As for getting the size right, load up the car you want to render, zoom the camera out, and then use the SCALE dial in the properties panel to scale up the ball until it looks about 4 times the length of the car, to make things easier, you might want the scale DOWN the y axis after you have the size right, to squish the ball, so that it does not take up so much room. The ball itself does not produce any light, but it looks like a light when reflected on the car. does this help?
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Acadia posted Wed, 01 February 2006 at 5:00 PM
Yes, thank you :)
"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
SamTherapy posted Thu, 02 February 2006 at 12:08 AM
Awesome work. Thank you for the tips.
Coppula eam se non posit acceptera jocularum.
BladeWolf posted Thu, 02 February 2006 at 9:43 AM
Just a couple of questions for ya Templar... 1. When in Polytrans, did you rename the material zones? And if so, could you post a couple of screenies showing how? Or a bit of a tutorial on how? 2. Concerning the poser paint shader, what are the steps to doing it? I can see by the image that you've got just about everything interconnected, but just how did you arrive at this? :) 3. Did you use P4 renderer or FireFly? 4. I still haven't gotten my cookie dagnabit! :) Thanks again! Blade
templargfx posted Thu, 02 February 2006 at 8:08 PM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Thu, 02 February 2006 at 8:10 PM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
slinger posted Thu, 02 February 2006 at 10:24 PM
Re the "metal-flake" thing...here's where I'm at. I've got fBm nodes feeding into a color_ramp node, which is using a cellular node (although that's in no way crucial, it's just what I used) as its input...the output from the color-ramp goes into Specular_Color, mainly because it gives some degree of control over the eventual blending with templargfx's basic setup.
Comments are extremely welcome as I know bugger-all about cars, and even less about the paint jobs they get. ~lol~
The liver is evil - It must be punished.
templargfx posted Thu, 02 February 2006 at 11:11 PM
The main issue I am having with the fleck-effect is that this setup uses no real amount of specular rendering, the highlights are created from the reflections. this causes problems, because you cannot (as far as I have been able to figure out) use any type of spot type effect on the reflected highlights. now that probably makes no sense, but nevermind LOL. another problem I have encountered is that in order to get the spot node's spots small enough to give a realistic effect, about 0.00025 spot size, the node goes hay-wire. You want the flecks to be so small, that when viewing the car from distance (like say the distance in your render) the flecks are visible individually, but just give a highlight to the cars body.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Thu, 02 February 2006 at 11:15 PM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Thu, 02 February 2006 at 11:20 PM
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templargfx posted Fri, 03 February 2006 at 12:17 AM
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2568570
Because I am vain! and I like attention LOL, I have started a new thread! seriously, I have totally re-worked the node setup, and I think it works much better now, so I have started a new thread. just click the linkTemplarGFX
3D Hobbyist since 1996
I use poser native units
MartinW posted Fri, 03 February 2006 at 8:54 PM
bkmk
lululee posted Tue, 11 November 2008 at 12:35 PM
Bookmark
Acadia posted Tue, 11 November 2008 at 2:11 PM
No need to bookmark this thread, it and a whole bunch of other things are in the sticky bookmarks thread:
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2722867
"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
ice-boy posted Tue, 11 November 2008 at 3:00 PM
bagginsbill made a car paint shader.
but if you are using gamma corrected shaders you need a GC car shader. the orb shader is like plastic or car paint. i used it for a car and it looked incredible. in the package you also get glass so its perfect.