Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 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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^^ 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.
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,
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.
Attached Link: Pavement Puddles Shader
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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Fabulous work Bagginsbill!
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Change the scale values in the Fractal_Sum node. Bigger is bigger.
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