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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 4:22 pm)



Subject: real shaders in poser 8 folder


Adom ( ) posted Sat, 13 November 2010 at 9:27 AM · edited Fri, 17 January 2025 at 11:40 AM

hi,

that's my first question ever about material room:)

I cannot be too precise since I don't have poser near by, but I'll try anyway:

 

in p8 in material folder there is one called REAL SHADERS (or something like that). In there you can find METALS and inside there is a HULL material(looks like tiles).

When I apply this to hires square - after rendering I got some strange looking, colorful triangles and squares and nothing at all like in the HULL's thumbnail.

After applying to one sided square and rendering - it looks like what's on the thumbnail but scaled twice in one axis.

 

Any ideas? - I cannot provide any picture at the moment but I will (soon)


MagnusGreel ( ) posted Sat, 13 November 2010 at 9:31 AM

Hit Normals Forward on the texture to on?

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


Adom ( ) posted Sat, 13 November 2010 at 12:52 PM · edited Sat, 13 November 2010 at 12:53 PM

file_461577.jpg

ok thet's the picture.

left - one s ided square

right - hires square 

 

Nope - normals forward already marked :(

 

 


MagnusGreel ( ) posted Sat, 13 November 2010 at 1:56 PM

ok. try adding a tiny displacement to the texture.... but thats a long shot...

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


Adom ( ) posted Sat, 13 November 2010 at 2:01 PM

hi,

I'm afraid I cannot since displacement channel is already taken by some math functions - by the way that's a procedural shader which comes with p8 so maybe you could check on your side...


MagnusGreel ( ) posted Sat, 13 November 2010 at 2:15 PM

no can do.. me poor.. I'm at poser 7/pro here...

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


Adom ( ) posted Sat, 13 November 2010 at 3:28 PM

:)

thanks anyway


chriscox ( ) posted Sat, 13 November 2010 at 11:21 PM · edited Sat, 13 November 2010 at 11:24 PM

file_461590.jpg

What you are seeing is just the way material is.  You don't notice it on the one sided square because due to it's size you are only seeing a small part of the pattern. Also probably part of the reason why thumbnail for the material doesn't look like what you see on the Square Hi-Res

Chris Cox



jerr3d ( ) posted Sun, 14 November 2010 at 11:07 AM

Interesting problem. I'm sure someone around here will know the solution. 

A work-around would be to position the regular square to fill the screen of the front camera. Render and export the image, giving you the material as an image file.

Then load that image file onto the cloth plane.


hborre ( ) posted Sun, 14 November 2010 at 11:15 AM
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Nope, that won't work.  The actual file is a procedural shader node network.  I agree with chriscox.  Why don't you try applying the shaders on Andy instead.


hborre ( ) posted Sun, 14 November 2010 at 12:23 PM · edited Sun, 14 November 2010 at 12:29 PM
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file_461615.jpg

Here are how the shaders apply on Andy & Andrea. Keep in mind, this is a 4 zone shader, 4 different variations in one shader grouping.  If you desire a particular shade effect, then you must modify the nodes to obtain the exact look.  Also notice, displacement does change the mesh with these particular shaders.  For practical use, settle on which color you are interested in and modify the nodes accordingly.


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