chaylastorm opened this issue on Aug 12, 2009 · 10 posts
chaylastorm posted Wed, 12 August 2009 at 7:08 AM
I'm trying to make a texture for KiRin, but have got a problem. I'm following a tut. for velvet skin, but in doing this .. the feathers have lost all their colour. Is there anyway to lighten up just the feathers, but keep the velvet? . I'm using Poser 7 although I have Poser 6 also... and use Photoshop CS 2. I would welcome any suggestions as this has got me pulling my hair out. smiles I would have posted a picture, but I can't find anywhere that tell's me the size and the one I tried to post just looked too small to see what I am meaning. So maybe I need help there too. smiles
TrekkieGrrrl posted Wed, 12 August 2009 at 7:22 AM
I'm afraid a screenshot is necessary. Also what/who is KiRin?
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chaylastorm posted Wed, 12 August 2009 at 7:32 AM
Acadia posted Wed, 12 August 2009 at 8:59 AM
"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
IsaoShi posted Wed, 12 August 2009 at 9:09 AM
(edit) I didn't see Acadia's post. It's worth checking for a 'feathers' material zone before reading the below. I just assumed there would not be one!
The picture opens larger when you click on it... we can see the settings okay.
Are the 'feathers' those areas on the back that have displacement?
So you want a different appearance for those parts, but they are using the same material as the rest of the body (it appears). In this case, you will need to use a map to apply a different shading to just those areas.
A good place to start might be to use the displacement map itself to drive a Blend node, with one input being the base coat colour and the other the required lighter feather colour. Then plug the output of the Blend node into the Velvet_Color channel of the Velvet node (and change the Velvet_Colour to white).
If the base colour of the displacement map is not black, but say a mid-grey, you will need to subtract 0.5 from the map before plugging it into the Blend node. This will stop the feather colour blending into the base coat areas.
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
chaylastorm posted Wed, 12 August 2009 at 4:23 PM
IsaoShi posted Wed, 12 August 2009 at 4:47 PM
Hmmm... the node setup you are showing there is not at all what I meant. I was at work myself and did not have Poser available, and it's so difficult to convey node setups without a diagram!
As I see it, you have made two differences compared to the original shader:
But you have not used the displacement map to control the shading of the feather area, which is what I thought might help most of all.
You've added the blend node at the bottom, but it is not plugged in anywhere, so it isn't doing anything.
I'll set up a shader to show what I meant - it will be much easier to understand than mere words.
It should work a bit better... or it might not... but I think it will!
Back before bedtime....
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
IsaoShi posted Wed, 12 August 2009 at 6:40 PM
Image_Map_4 (the colour map) now goes to the Velvet_Color channel via both colour inputs of a Blender node, instead of directly. The Blender node has two colour values, Value_1 is the original Velvet_Color (used for the base coat areas), and Value_2 is somewhat lighter (used for the feathered areas).
The Blending value comes from the displacement map. Dark areas in the displacement map will use the original Velvet_Color, while lighter areas will blend in the lighter shade.
(edit) by the way, you use Feet as your display units, while I use Inches. My Displacement value of 1.0 inch is the same as your 0.083333 Feet.
I could not see your displacement map (Image_Map_3), but if it has a mid-grey colour to represent areas with zero displacement (instead of the black which Poser requires) then you need to subtract around 0.5 from it using a Math_Functions node. I have used this new value not only for the Blender node but also for the Displacement channel. If your displacement map is already correct for Poser, then you do not need the Math subtract node; just plug the displacement map directly into these two channels.
I disconnected the Noise node, simply because it isn't doing anything: the min and max values are both zero, so the output is completely black (zero).
(edit) by the way, I forgot to change the Displacement value on my shader. Mine is still set to 1.0 inches... just ignore it
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
chaylastorm posted Wed, 12 August 2009 at 6:46 PM
Thank you for that, I'll try to have a play around with that over the next week. Husband comes home tonight and as I haven't seen him for a month... this time is his. smiles. I'll show you the results when I have something I am happy with. There is so much to the material room to learn . Thank you once again, and you have a good night. It's 9.45am here.
IsaoShi posted Wed, 12 August 2009 at 6:49 PM
Ah... look after number 2, and number 1 will be well looked after.
Have a lovely time with your husband!
It's 00:50 here...
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)