bopperthijs opened this issue on Jan 19, 2008 · 35 posts
bopperthijs posted Sat, 19 January 2008 at 8:13 PM
Ok more to come, I'll hope I can finish this before I fall asleep behind my keyboard.
regards,
Bopperthijs.
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:19 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:21 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:23 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:35 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:39 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:41 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:44 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:50 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:54 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 8:58 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 9:13 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 19 January 2008 at 9:28 PM
-How can you improve things when you don't make mistakes?
PappShmirr posted Sat, 19 January 2008 at 11:11 PM
this is good stuff thankyou
SamTherapy posted Sat, 19 January 2008 at 11:21 PM
Very interesting and useful stuff. Thanks for this.
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Conniekat8 posted Sat, 19 January 2008 at 11:45 PM
Wow, that's fantastic! bookmark
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beos53 posted Sun, 20 January 2008 at 1:13 AM
bookmark
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Indoda posted Sun, 20 January 2008 at 11:00 AM
Cool - bookmarked
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Indoda
Tashar59 posted Sun, 20 January 2008 at 11:04 AM
Cool. BM.
bopperthijs posted Sun, 20 January 2008 at 4:35 PM
Hello again,
Last night I promised to tell something about fat-distribution maps, and so here its is. I wanted to start a new tnread but because some of you have bookmarked this one, I'm continuing here.
Ok, what do I mean with a fat-distribution map? The human body has several places where it stores its bodyfat, this is sexe-dependent. A grown-up male mainly stores his fat in his belly, an adult female stores her mainly in the hips, the buttocks and the thighs. This a very natural phenonemon, but nowadays most western people don't like it when those fat layers are getting too thick.
I've done some experiments with displacement bodymaps in which I painted in those places where bodyfat appears: this is what I call fat-distributionmaps. One of the properties of bodyfat is, that it has no structure, It tends to hang like water in a balloon, so it's an excellent candidate for my "gravity" node.
I want to demonstrate this by means of that human bodypart that's obvious the most influenced by gravity : The male beerbelly.
In the following post comes the samples.
regards,
Bopperthijs
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 4:53 PM
Bopper.
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 4:54 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 4:55 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 4:57 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 4:58 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 4:59 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 5:00 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 January 2008 at 5:20 PM
Like I said there are some disadvantages to this method:
It's hard to smooth, because the N-node take the original mesh and not the smoothed one, you get strange kinks in your surface. Keep the displacementscale small to avoid this.
When you have detailed objects in your "fat-area" like a navel or nipple, the surface gets very distorted by the displacement, you can avoid this by using a nipple-gone or navel-gone morph, but this gives strange results in the texture map. It works better in area's with little detail.
It works great on breasts but you get huge areolas and nipples
The fat-d.map is useful in combination with fatrelated FBM-morphs like heavy, voloptuous or similar, It helps to exaggarate the morph and gives it a more natural look, this is why I used a heavy morph on Michael.
Well, this is it so far. I'm well aware this can be improved, but I'm still working on it, the hard part is to make realistic mape and finding the correct settings. If anyone has any ideas for this I'm open for all suggestions..
Have a nice evening,
Bopperthijs
-How can you improve things when you don't make mistakes?
shedofjoy posted Mon, 21 January 2008 at 9:24 AM
Excellent work bopperthijs, BKMK
Getting old and still making "art" without soiling myself, now that's success.
mamba-negra posted Mon, 21 January 2008 at 2:47 PM Online Now!
Wow! This has all sorts of implications! And our bodies distribute fat all over, unless you are exceptionally fit- so it could be applied in lower quantities to arms, neck chin, etc...
Thanks for the walkthrough. Looking forward to seeing more as you dig deeper into this concept.
globo posted Sat, 26 April 2008 at 4:54 PM
I've been trying this with antother parts of the female body that store fat. (Am I the only one not thinking of beer-bellies but breasts ;-) ) Anyway, in general it works. I had to tweak the displacement value though. Was way too high for me.
Amazing. I never thought that the material room woulf be able to produce such results. There are a few issues though. Image quatilty, the displacement is controlled by 255 scales of grey. Sounds like a lot, but it is defenitly visible.
When animating earth's gravity isn't the only force pulling on those fatty tissues. so depending on the motion the x,y and z values for N would have to be computed for every frame.
I guess I can't show my results or link to them due to the TOS, right?
globo
mamba-negra posted Sat, 26 April 2008 at 5:30 PM Online Now!
I think if you put the nudity flag on, it would be OK
bopperthijs posted Sat, 26 April 2008 at 5:50 PM
Amazing. I never thought that the material room woulf be able to produce such results. There are a few issues though. Image quatilty, the displacement is controlled by 255 scales of grey. Sounds like a lot, but it is defenitly visible.
Hi Globo,
That was my problem also. I've tried to use a 16bit greyscale tga-file, but somehow poser converts that back to a 8bit map, perhaps someone of the materialroom guru's like Bagginsbill can tell more about that or how to solve that.
The beer-bellie was a bit of a farce, of course I wanted to use it for breasts, but I didn't wanted to show the obvious, it felt a little raunchy.
I wanted to make the ultimate breast-shader, but till now it's still not perfect, because there are issues:
You can't use nipple or areola morphs, because with a displacement map over it, you get very big and ugly nipples. So I made another displacement map for that too.
The displacement on the edges of the areola-group is a little crumpled and I don't know how I can fixed. I believe there are some nodes to smooth between surface edges , but I haven't figured out yet how to use them.
You can see the edges of the faces by the displacement. From a distance it's not very clear but not very suited for close-ups. I think it's the same problem as the last issue.
I see if I can dig up some renders to show my results, it's been a while since I worked on this.
Bopper.
-How can you improve things when you don't make mistakes?
svdl posted Sat, 26 April 2008 at 11:00 PM
You can use a 16 bits or even 24 bits image map, but it has to be a color image. For example, you can use red for the lower 8 bits of the displacement, and green for the higher 8 bits.
Two component nodes can extract the red channel and the green channel - multiply the extracted green channel by 256 and add it to the red channel, and voila - 16 bits grayscale. Add blue, and you can go to 24 bit.
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estherau posted Sun, 27 April 2008 at 12:01 AM
very interesting!!!
Love esther
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