Forum: Poser - OFFICIAL


Subject: furries and blenders

ARCHITECT opened this issue on Oct 01, 2006 · 9 posts


ARCHITECT posted Sun, 01 October 2006 at 10:00 AM

...I don't know if anyone has used blender-nodes this way before. It's a lot of tweaking - you can see the sttings for the torso on the attached picture #2. Al you have to do is to create "radial-white-to-black" transmaps and connect them like you can see here. If you change the texture-strength of the transmap you can make the fur oder the skin bigger oder lower (you can see more of the skin if the texture-strength is higher) Maybe it's useful for someone here.

A.

1st picture = result


ARCHITECT posted Sun, 01 October 2006 at 10:04 AM

2nd picture = settings

infinity10 posted Sun, 01 October 2006 at 7:18 PM

Nice tip and clever idea.

Have you also checked out bagginsbill's MatMatic scripting utility ?  it handles a lot more nodes and you don't need to spend ages on manually doing it inside Materials Room - just tweak the script in a text editor, then run it as a python inside of Poser.  But not recommended for folk who freeze up when they see lots of math.

cheers

Eternal Hobbyist

 


ARCHITECT posted Mon, 02 October 2006 at 5:39 AM

mmmmhhh. I know MatMatic - but it can't do things like that because it would have to make a transmap of a character. And if you use the settings I've shown here you can easily transform the two textures by simply setting the transmap to a higher or lower value...

I've made a "quick and dirty" - render:
http://www.renderotica.com/modules/My_eGallery/gallery/General/ARCH200610012257031.jpg
(don't know if that link works that way in this forum ;-)

A.


AntoniaTiger posted Mon, 02 October 2006 at 8:25 AM

I've done bits and pieces on using Materials Room stuff for various effects, including furry skin textures. For this sort of radial effect, look at the Tiles node. You can get round or elliptical tiles, and you might be able to do something with thick mortar, large scale, and the offset inputs. There's also a softness control. Yes, it's possible to draw a circle with math nodes, but this Tiles node method can be a lot simpler to adjust. The softness you would get at the boundary is very smooth. It might look better if you add some low-level noise. A Clamp node would then clip the output to the 0-1 range that's needed to control a blender or transparency or whatever. In this case, with the way V3 is mapped, a more elliptical pattern would be better, which would stop the wrap reaching so far around Vicky's back. It can help a lot having a texture, not connected to anything, as a positioning reference in the Materials Room.


bagginsbill posted Tue, 03 October 2006 at 8:30 PM

Hey ARCHITECT, this is a very cool idea!

What you said about Matmatic being unable to do it is not true. First of all, Matmatic is a way of making nodes. Anything you can make with nodes, you can make with Matmatic nodes. It's just a different way of setting the nodes up.

Matmatic is perfectly capable of using hand-made transmaps as you have used.

However, I found it perhaps even easier to use the ellipse equation in Matmatic so that I could easily tweak the position and fade-in of the transmap.

Here is my version on Jessi. I used a different technique for the fur than you did, but the idea of using the elliptical transmap to drive it is the same as you suggested.

Here is the script:

def FurrySkinbyARCHITECT(clrfile, cx, cy, mx, my, R, scale):
    skincolor = ImageMap(clrfile)
    x = mx * (U - cx)
    y = my *(V - cy)
    r = sqrt(x * x + y * y)
    bf = Clamp(20 * (r - R))
    furcolor = Spots(Color(1, .95, .9), ORANGE * .5, scale, Global_Coordinates = 1)
    color = Blend(skincolor, furcolor, bf)
    s = Surface(color, 1, 1, .2, .5)
    s.Displacement = .3 * Bias(Noise(max = bf), .3)
    return s

bodyfile = ":Runtime:Textures:Poser 6 Textures:Jessi:Jessi_Body.jpg"
headfile = ":Runtime:Textures:Poser 6 Textures:Jessi:Jessi_Face_Color.jpg"

outputs += [
    "Body", FurrySkinbyARCHITECT(bodyfile, .5, .6, 1.3, 1.1, .18, 2),
    "Head", FurrySkinbyARCHITECT(headfile, .5, .4, 1.5, 1.0, .3, 2)
]


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bagginsbill posted Tue, 03 October 2006 at 9:26 PM

More cool wierdness. This time I used a Matmatic wood function to drive the fur color, and I blended some of that with the skin as well. I also made the fur edges sharper here by changing the multiplier inside the Clamp. The fur is slightly longer here (.45 inches) and it covers a little more of her face.

 

def FurrySkinbyARCHITECT(clrfile, cx, cy, mx, my, R, scale):
    skincolor = ImageMap(clrfile)
    x = mx * (U - cx)
    y = my *(V - cy)
    r = sqrt(x * x + y * y)
    bf = Clamp(40 * (r - R))
    furcolor = Blend(BLACK, ORANGE * .4, Wood1(50.0/scale, -2, 2))
    color = Blend(Blend(skincolor, furcolor, .33), furcolor, bf)
    s = Surface(color, 1, 1, .2, .5)
    s.Displacement = .45 * Bias(Noise(max = bf), .3)
    return s

bodyfile = ":Runtime:Textures:Poser 6 Textures:Jessi:Jessi_Body.jpg"
headfile = ":Runtime:Textures:Poser 6 Textures:Jessi:Jessi_Face_Color.jpg"

outputs += [
    "Body", FurrySkinbyARCHITECT(bodyfile, .5, .6, 1.3, 1.1, .18, 2),
    "Head", FurrySkinbyARCHITECT(headfile, .5, .4, 1.5, 1.0, .29, 5)
]

 


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ARCHITECT posted Wed, 04 October 2006 at 12:10 AM

Hi.

Thank you for that!
Seems I have to learn a LOT about MatMatic.
So I will stay at home this evebing doing some "research"...

Architect


AntoniaTiger posted Wed, 04 October 2006 at 9:38 AM

Here's a sample using the Tiles node to get the the lighter belly fur. Using some sort of control texture might work better, but I think this shows what can be done without texturemaps.