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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)



Subject: Wet and Dry ground Nodding Problem (P6)


Robo2010 ( ) posted Sun, 21 October 2007 at 9:03 PM · edited Wed, 08 January 2025 at 7:56 AM

file_391360.jpg

For months (years actually), I tried to accomplish a wet and dry ground together. I gave up along time ago, and then tonight I thought I would try again. I thought a reasonable transparency map (image) would do it, but I was unsuccefull. So, it is time to ask. Maybe someone can come in a give a try or have something to help solve my problem. Partially wet, and partially dry ground in some areas.  I gave an image example what I am trying to accomplish.


Miss Nancy ( ) posted Sun, 21 October 2007 at 9:23 PM

maybe plug a b/w cloud node into the reflection channel.



Conniekat8 ( ) posted Sun, 21 October 2007 at 9:35 PM

Yeah, a cloud node in the specularity and reflection nodes.
Also, a reverse of that in a bump node. See how there's almost no bumps visble in shiny parts.

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pjz99 ( ) posted Sun, 21 October 2007 at 9:41 PM

^^ sounds very reasonable, I would have suggested the same - something to mask the areas where you want low specular values, although be aware if you use a clouds node it will be random; if you really want it "how you want it" then make a specular or reflection map.

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Robo2010 ( ) posted Sun, 21 October 2007 at 9:54 PM

A cloud nod is a great idea, although I am working on it now (many attempts already), still struggling. I do have a texture map already in use, along trying to use the B/W cloud with it. Noise is also needed to help make the ground (road), and I have that already in the bump. So, I guess you can see where I am going with this. I did have a png (grainy transparency image) in use, but after reading some pointers, I removed it. Still trying,


Robo2010 ( ) posted Sun, 21 October 2007 at 10:38 PM

Well, getting somewhere slowly. I will continue this tmrw night. If you notice on image example (Post #1), that some part are more reflective, and other areas are not.  


MegaJax ( ) posted Mon, 22 October 2007 at 7:28 AM

Have you tried using two ground objects? one for the water and one for the dry ground?

I would make the water one flat and with a high reflective setting and use a bump map on the ground one to rase parts out of the water with a less reflective setting. Then just move the ground one up through the water untill you get the desired result.


bagginsbill ( ) posted Mon, 22 October 2007 at 9:31 AM

Attached Link: Pavement Puddles Shader

file_391406.jpg

Here's my version. I used a Fractal_Sum to generate the puddles. I used a Spots node to make the ground texture. You could use a photo instead.

My ground was scaled to 4000%. You may have to adjust the scale of some nodes to match your ground or road prop.

You can get the Poser material file at the link.


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Robo2010 ( ) posted Mon, 22 October 2007 at 9:42 AM · edited Mon, 22 October 2007 at 9:45 AM

OMG!! Just amazing! Will have to look into this when I get home.


Conniekat8 ( ) posted Mon, 22 October 2007 at 12:37 PM

Fabulous work Bagginsbill!

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Robo2010 ( ) posted Tue, 23 October 2007 at 10:24 AM

I could have never figured this out on my own after playing around with the shaders. I am wondering how to change the puddle sizes. I would like em larger. I am having problems doing this.


bagginsbill ( ) posted Tue, 23 October 2007 at 12:13 PM

Change the scale values in the Fractal_Sum node. Bigger is bigger.


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