SerpentineFire opened this issue on Jul 25, 2011 · 61 posts
SerpentineFire posted Mon, 25 July 2011 at 8:44 AM
I want to make JUST the lingerie part look shiny, is there a way of isolating that part with nodes so that ONLY it looks shiny and not her legs or neck or any body part for that matter?
bagginsbill posted Mon, 25 July 2011 at 8:51 AM
You need a mask and blender(s).
A mask is like a transparency map, but you don't use it for transparency. You use it to identify areas of a prop or figure that belong to one of two different materials. You use black for one area, white for the other.
Once you have a mask, you look at the two materials and compare them, in preparation for combining them. Where they are the same, the combination is trivial - use the value or node that is common to both. Where they are different, you place a Blender node, and set or connect the two values in Value_1 and Value_2. The mask goes into the Blender's Blending input, and set it to 1.
So - if you have two different color maps, blend them. The mask will decide where to use each.
If you have two different specular nodes, blend them. The mask will decide where to use each.
If you have two different bump maps, blend them. The mask will decide where to use each.
If you have the same node but a different number in a particular parameter, blend them - use two math nodes to hold each value and plug those into the blender.
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SerpentineFire posted Mon, 25 July 2011 at 9:08 AM
OK, I know this is going to sound irritating, but is there anyway I can get a screen shot of what you are talking about?
Quote - You need a mask and blender(s).
A mask is like a transparency map, but you don't use it for transparency. You use it to identify areas of a prop or figure that belong to one of two different materials. You use black for one area, white for the other.
Once you have a mask, you look at the two materials and compare them, in preparation for combining them. Where they are the same, the combination is trivial - use the value or node that is common to both. Where they are different, you place a Blender node, and set or connect the two values in Value_1 and Value_2. The mask goes into the Blender's Blending input, and set it to 1.
So - if you have two different color maps, blend them. The mask will decide where to use each.
If you have two different specular nodes, blend them. The mask will decide where to use each.
If you have two different bump maps, blend them. The mask will decide where to use each.
If you have the same node but a different number in a particular parameter, blend them - use two math nodes to hold each value and plug those into the blender.
SamTherapy posted Mon, 25 July 2011 at 9:31 AM
Download my Vampirella freebie from ShareCG. It's for V3 but it illustrates exactly what you are attempting.
Coppula eam se non posit acceptera jocularum.
SerpentineFire posted Mon, 25 July 2011 at 9:41 AM
Quote - Download my Vampirella freebie from ShareCG. It's for V3 but it illustrates exactly what you are attempting.
OK thank you I will
SamTherapy posted Mon, 25 July 2011 at 9:49 AM
Attached Link: Vampi Second Skin
Here it is.The way I set it up allows you to use any character skin with the Vampirella suit. You can do the same by following the example given in the file.
Coppula eam se non posit acceptera jocularum.
bagginsbill posted Mon, 25 July 2011 at 9:50 AM
Attached Link: http://www.runtimedna.com/forum/showthread.php?31709-Dual-Materials-with-Stencils
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SerpentineFire posted Mon, 25 July 2011 at 10:33 AM
Quote - Look here.
Thank you that is brilliant.
Afrodite-Ohki posted Mon, 25 July 2011 at 7:06 PM
You might also want to use your Mask as a Displacement Map so that your silk/satin will look slightly raised from the skin.
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SerpentineFire posted Tue, 26 July 2011 at 2:12 AM
SerpentineFire posted Tue, 26 July 2011 at 2:38 AM
millighost posted Tue, 26 July 2011 at 4:53 AM
Quote - BTW this is my settings... Im doing something wrong I just don't know what it is
There should be some kind of shiny nodes in your node setup, if it is to look shiny (like silk). Currently there are only masks and textures (and the specular value is 0). How did you manage to get the large letters into the node-titles?
SerpentineFire posted Tue, 26 July 2011 at 5:11 AM
Quote - > Quote - BTW this is my settings... Im doing something wrong I just don't know what it is
There should be some kind of shiny nodes in your node setup, if it is to look shiny (like silk). Currently there are only masks and textures (and the specular value is 0). How did you manage to get the large letters into the node-titles?
That is my problem, where does the shiny node go so that only the silk part looks like silk and not the whole body??
Oh the large letters is just photoshop :)
bagginsbill posted Tue, 26 July 2011 at 6:36 AM
If you don't know how to make either shader, then you won't know how to make a shader that does both.
You don't have a reasonable skin shader and you don't have a reasonable silk shader. Specular effects are prominent on both although they are very different.
In your original post you asked how to put the shine only in some places not others. I didn't know you should first have asked how to put shine on anything at all.
Now where to begin and how far to go? Hmmm.
Well - first I'd use a Blinn specular node, white, .35, .4, .4 on the values, for the skin. That would go in the Alternate_Specular channel, with the channel value set to white.
For the silky part, I might use the Anisotropic specular node. But that isn't really going to look very real unless you do a lot of work. First, the cloth is not all silk - some is lace which is even less shiny than skin. Second, it needs to be 3-dimensional. Otherwise it will look like body paint.
Then to combine, you run a Blender into Alternate_Specular to choose which specular to use.
A line from the movie Untouchables comes to mind - What are you prepared to do?
I like that word - prepared. It applies to you here. It is about what you're willing to do, as well as what you're able to do. You have to learn a lot more than how to use a Blender.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
vilters posted Tue, 26 July 2011 at 7:09 AM
A texture like this, allways needs a very good displacement map to give it its thickness; to get "life" in the cloth. Without a displacement map, it WILL allways look like bad bodypaint.
The mask BB is talking about is to get that silk shine ONLY on the silk cloth.
The skin looks "dull" also, and a blin nodo can help with that too.
Read BB's post very carefully.
Or send the origional cloth texture, and I"ll see what I can do tonight.
tony.vilters@pandora.be
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SerpentineFire posted Tue, 26 July 2011 at 8:19 AM
Quote - If you don't know how to make either shader, then you won't know how to make a shader that does both.
You don't have a reasonable skin shader and you don't have a reasonable silk shader. Specular effects are prominent on both although they are very different.
In your original post you asked how to put the shine only in some places not others. I didn't know you should first have asked how to put shine on anything at all.
Now where to begin and how far to go? Hmmm.
Well - first I'd use a Blinn specular node, white, .35, .4, .4 on the values, for the skin. That would go in the Alternate_Specular channel, with the channel value set to white.
For the silky part, I might use the Anisotropic specular node. But that isn't really going to look very real unless you do a lot of work. First, the cloth is not all silk - some is lace which is even less shiny than skin. Second, it needs to be 3-dimensional. Otherwise it will look like body paint.
Then to combine, you run a Blender into Alternate_Specular to choose which specular to use.
A line from the movie Untouchables comes to mind - What are you prepared to do?
I like that word - prepared. It applies to you here. It is about what you're willing to do, as well as what you're able to do. You have to learn a lot more than how to use a Blender.
Don't worry about it, you are right in you assesment. I have no idea what I am doing, and probably have no business trying to. I shall leave it to the professionals such as yourself.
SerpentineFire posted Tue, 26 July 2011 at 8:21 AM
Quote - A texture like this, allways needs a very good displacement map to give it its thickness; to get "life" in the cloth. Without a displacement map, it WILL allways look like bad bodypaint.
The mask BB is talking about is to get that silk shine ONLY on the silk cloth.
The skin looks "dull" also, and a blin nodo can help with that too.
Read BB's post very carefully.
Or send the origional cloth texture, and I"ll see what I can do tonight.
tony.vilters@pandora.be
Thank you but don't worry about it. It's really not important.
vilters posted Tue, 26 July 2011 at 8:27 AM
Never give up on a good idea,
From time to time, BB can be "hard" in his answers. 8-(
That is just his way to push us all into a better understanding of the material room, and produce a finer quality output.
He rightfully kicked my "ass" in the right direction, more then once :-) :-) :-)
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"Do not drive
faster then your angel can fly"!
SerpentineFire posted Tue, 26 July 2011 at 9:17 AM
Quote - Never give up on a good idea,
From time to time, BB can be "hard" in his answers. 8-(
That is just his way to push us all into a better understanding of the material room, and produce a finer quality output.
He rightfully kicked my "ass" in the right direction, more then once :-) :-) :-)
Nothing to do with him being hard or not. I really should just learn what stuff does before I attempt to use it.
vilters posted Tue, 26 July 2011 at 9:29 AM
"Quote"
*Don't worry about it, you are right in you assesment. I have no idea what I am doing, and probably have no business trying to. I shall leave it to the professionals such as yourself. *
Oef, you are not giving up. Great.
OK. Feel free to send or not, you can always compare both solutions as future reference material.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
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"Do not drive
faster then your angel can fly"!
SerpentineFire posted Tue, 26 July 2011 at 10:03 AM
Quote - "Quote"
*Don't worry about it, you are right in you assesment. I have no idea what I am doing, and probably have no business trying to. I shall leave it to the professionals such as yourself. *Oef, you are not giving up. Great.
OK. Feel free to send or not, you can always compare both solutions as future reference material.
That was me being a smart ass and taking the p*** out of myself at the same time
Afrodite-Ohki posted Tue, 26 July 2011 at 11:18 AM
Serpentine, don't give up. We all started somewhere, nobody here was born knowing. What I suggest to you, though, is that you put this project aside for just a bit, and experiment with the shader options.
The material room is something AMAZING, I adore it with a passion, and that because I'm a terrible mathmatician (knowing good math helps a lot in making good shaders). Were I any good with numbers, I'd probably be shrieking in happiness all the time when working with materials ;) there's so much you can do, such detail.
Let's focus on the shine. Your Specular Value is set to zero and that would be fine if you had something plugged into Alternate Specular... As it's both Value zero and nothing in alternate, there's no way to have something shine in your shader. The purpose of putting a mask in Specular is to separate what should be the specular/shine in each part, but also if you don't want your skin to shine at all (skin does shine, but softly; I'd rather have no specular in skin than bad specular, and as you're starting in material room...), then black specular = no specular. You can use your mask to define that there's no specular in the skin part, and plug any "shine node" to the part of the Blender node that defines your white.
In that shader setting image you sent... Change Specular Value to 1, Unplug the texture from Input_2 (white) in your Blender_2 node (the one that's plugged to Specular_Color). Plug an Anisotropic node to your Input_2 in Blender_2. Render. Let's see. (You might want to change the Specular_Color to white without removing the node connected to it)
- - - - - -
Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
hborre posted Tue, 26 July 2011 at 11:54 AM
An excellent, comprehensive explanation of Material Room nodes.
cspear posted Tue, 26 July 2011 at 12:13 PM
A big chunk of the problem is that you have to train yourself to think your way through Poser's labyrinthine node structure. You have to work methodically and patiently or you will get completely lost.
Every time I have to go into the material room I scream inside because I know I'm going to have to construct a bewildering jumble of nodes to do something quite simple. And if I want to do something complicated.... aaarrggh!
My dearest wish for the next version of Poser is that they've done something wonderful with this so that you could, for instance, package up a group of nodes that perform some useful function, hide all the spaghetti inside and just leave inputs and outputs 'open' ready to have textures, other nodes etc. plugged into them. If there were specific parameters inside that you were likely to change, it would be nice to be able to wire them up to controls - which you could label - on the outside of the box. It would be great to be able to save these and drag them into place from a library or call them up from a custom menu.
I can dream...
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SerpentineFire posted Tue, 26 July 2011 at 11:58 PM
Ok, so here is what I learnt.. just to show I am actually interested in learning this stuff. OK so a blender node is used to blend two textures together and a transparency map is used to hide bits of one texture that you don't want to see.
So as I understand it, with the transparency map I am hiding the skin parts of the texture so that what I do only effects the silk bit?
Now I have seen how to make lips shiny but that effects the whole area. I just took the advice and I changed the node from the blender node and added a anistropic one, but again this has changed the color of the torso if you notice in the picture.
SerpentineFire posted Tue, 26 July 2011 at 11:58 PM
So as I understand it, with the transparency map I am hiding the skin parts of the texture so that what I do only effects the silk bit?
Now I have seen how to make lips shiny but that effects the whole area. I just took the advice and I changed the node from the blender node and added a anistropic one, but again this has changed the color of the torso if you notice in the picture.
Also if you see the marks just above the top of the lingerie?
vilters posted Wed, 27 July 2011 at 1:21 AM
Check your transmap. Any loose-lost pixels in that area?
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"Do not drive
faster then your angel can fly"!
SerpentineFire posted Wed, 27 July 2011 at 1:47 AM
Ok this is INCREDBILY frustrating. Where is a wall to bang my head against when I need one LOL Its still changing the color of the torso WALL _ HEAD _ BANG They should make a node for THAT! Wall node plugged into a head node plugged into a BANG animation plugged into the node that is growing in the side of my head lol
Or maybe a node for screaming in frustration LOL This material room that everyone is speaking so highly of, right now I hate it LMAO Going to take a quick step back before I get a migrane
SerpentineFire posted Wed, 27 July 2011 at 1:48 AM
Quote - Check your transmap. Any loose-lost pixels in that area?
Sorry what do you mean by loose lost pixels?
vilters posted Wed, 27 July 2011 at 1:56 AM
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P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
SerpentineFire posted Wed, 27 July 2011 at 2:50 AM
Quote - This should be in your mail by now. (with explanations)
Just my 2 cents
Click to enlarge
It is and thank you, but I give up. It is p***ing me off now, obviously I do not have the knack. WALL BANG HEAD
vilters posted Wed, 27 July 2011 at 2:59 AM
:-) Wait till the wall gets angry, and bangs back at you :-)
LOL
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"Do not drive
faster then your angel can fly"!
SerpentineFire posted Wed, 27 July 2011 at 10:54 PM
I give up on Poser and it's material room. INCREDIBLY DISAPPOINTING! Maybe it is my lack of ability or something but it is definitely not producing the results that I want at all. Even with help and someone who seems to know what they are doing. It's... well it's, not as great as what people seem to make it out to be.. or like I said maybe all this is just beyond me. I have been "studying" the nodes and I will continue to, but at the moment this is... Hmm
vilters posted Thu, 28 July 2011 at 7:29 AM
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P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
SerpentineFire posted Thu, 28 July 2011 at 11:44 AM
SerpentineFire posted Thu, 28 July 2011 at 11:45 AM
vilters posted Thu, 28 July 2011 at 7:12 PM
The color can be changed by putting another color in the Input_2 of the blender.
For true colors, you'll have to make the texture a grayscale.
but I liked this white-blue effect.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
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"Do not drive
faster then your angel can fly"!
vilters posted Thu, 28 July 2011 at 7:38 PM
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
MistyLaraCarrara posted Fri, 29 July 2011 at 9:22 AM
looks great!
is there any way to make poser understand the transparent area of .png or .psd file as black,
and read the non-transparent area as white?
that would save the extra photoshop steps of making a transparency mask.
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hborre posted Fri, 29 July 2011 at 9:31 AM
I don't believe so.
bagginsbill posted Fri, 29 July 2011 at 9:31 AM
MLP - I'm not aware of a way to do that. I have tried things that would be expected to work.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
vilters posted Fri, 29 July 2011 at 9:34 AM
The red is another texture and does not count.
The white one, (with the nodes) becomes transparant.
The yellow one uses the same setup but has a mild yellow plugged into Input_2 of the blender . (leaving it also mildly transparant)
Displacement and bump control the "thickness" of the cloth.
The blinn controls the shine of the cloth.
The biggest advantage from this setup, is that you do not have to create a mask, and have lots of control of what is happening.
Start with a good texture, and Poser does the rest for you.
In cluse up, the middle one is "stunning".
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"Do not drive
faster then your angel can fly"!
SerpentineFire posted Fri, 29 July 2011 at 10:36 AM
I must be the biggest ***** in the world because no matter what I do, I cannot get mine to go that way. I swear, every time I do it, I do something wrong. I GIVE UP !!!
MistyLaraCarrara posted Fri, 29 July 2011 at 10:41 AM
imagining the possibilities for a node designed specifically for .png
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vilters posted Fri, 29 July 2011 at 11:16 AM
Oh! Oh!
Dive, all stations clear to dive!
MLP wants to be a nauthy girl :-)
Ha- ha- ha- with a sword in a temple????
Running for a freezing cold shower . . .
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"Do not drive
faster then your angel can fly"!
MistyLaraCarrara posted Fri, 29 July 2011 at 11:32 AM
Quote - Oh! Oh!
Dive, all stations clear to dive!
MLP wants to be a nauthy girl :-)
Ha- ha- ha- with a sword in a temple????
Running for a freezing cold shower . . .
tee hee
"Emergency Blow, surface, surface" i luv submarine parlance.
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vilters posted Fri, 29 July 2011 at 6:01 PM
Allow me to properly introduce myself
Tony Vilters
Captain-Commander
Belgian Air Force
Retired
No blup- blup - blup- Navy
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"Do not drive
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vilters posted Sat, 30 July 2011 at 7:44 PM
Click, but you will need the mask for this one. :-(
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"Do not drive
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SerpentineFire posted Sun, 31 July 2011 at 11:39 PM
Im scrapping the entire idea. im over it, I truly am
MistyLaraCarrara posted Wed, 03 August 2011 at 9:32 AM
i know this is a reach,
displacement only goes in the direction of the normals?
is there no way to influence direction?
like a feather's feathery stuff
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MistyLaraCarrara posted Wed, 03 August 2011 at 9:36 AM
Quote - Combining Glossy and Blinn :-)
Click, but you will need the mask for this one. :-(
kewl what about making those ribbons come out more?
too bad smart props can't read morphs. smart props only follow bones?
i wonder if that morph follower can super conform the ribbon with the breathing morph?
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vilters posted Wed, 03 August 2011 at 9:38 AM
Sorry, no there is no way to control direction.
Only in the direction vertical to the surface.
Up or down if you want to.
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"Do not drive
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SerpentineFire posted Wed, 03 August 2011 at 9:42 AM
I think I am going to stick to basic things like stick figures or something from now on.. this 3d stuff has me whipped. I hope the information in this forum though is useful to other people. Vilters feel free to do what you will with that second skin thing, I wont be using it anymore LOL
vilters posted Wed, 03 August 2011 at 9:43 AM
If you want the ribbons to come out more?
Make a second displacement map, only for the ribbons, and blend it with the origional.
Put that blend in bump and sisplacement, and paly with the settings.
By changing the gray in the displacement map, you can put more "up-down" in the displacement.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
MistyLaraCarrara posted Wed, 03 August 2011 at 9:48 AM
Quote - I think I am going to stick to basic things like stick figures or something from now on.. this 3d stuff has me whipped. I hope the information in this forum though is useful to other people. Vilters feel free to do what you will with that second skin thing, I wont be using it anymore LOL
the Exodus figure might be good. It's 2d. i forget exactly which thread it's in.
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vilters posted Wed, 03 August 2011 at 9:52 AM
@sepentineFire
Oh no, the texture "a very good one" is yours, not mine to give.
I only made the material room setup.
@ MLP
Quote
"too bad smart props can't read morphs. smart props only follow bones?
i wonder if that morph follower can super conform the ribbon with the breathing morph?"
Is is a texture, blended with the origional texture via a mask.
It is NOT a smart Prop.
it WILL follow all body mevements, including breathing.
It is just a texture, that has been "lifted" a lilttle bit above the skin by the displacement.
if you want the ribbons to come out more, see above for yet another displacement map to blend.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Afrodite-Ohki posted Wed, 03 August 2011 at 12:48 PM
Quote - > Quote - I think I am going to stick to basic things like stick figures or something from now on.. this 3d stuff has me whipped. I hope the information in this forum though is useful to other people. Vilters feel free to do what you will with that second skin thing, I wont be using it anymore LOL
the Exodus figure might be good.
It's 2d. i forget exactly which thread it's in.
This (very epic) thread: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2831954
- - - - - -
Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
rokket posted Fri, 05 August 2011 at 8:02 PM
Quote - If you don't know how to make either shader, then you won't know how to make a shader that does both.
You don't have a reasonable skin shader and you don't have a reasonable silk shader. Specular effects are prominent on both although they are very different.
In your original post you asked how to put the shine only in some places not others. I didn't know you should first have asked how to put shine on anything at all.
Now where to begin and how far to go? Hmmm.
Well - first I'd use a Blinn specular node, white, .35, .4, .4 on the values, for the skin. That would go in the Alternate_Specular channel, with the channel value set to white.
For the silky part, I might use the Anisotropic specular node. But that isn't really going to look very real unless you do a lot of work. First, the cloth is not all silk - some is lace which is even less shiny than skin. Second, it needs to be 3-dimensional. Otherwise it will look like body paint.
Then to combine, you run a Blender into Alternate_Specular to choose which specular to use.
A line from the movie Untouchables comes to mind - What are you prepared to do?
I like that word - prepared. It applies to you here. It is about what you're willing to do, as well as what you're able to do. You have to learn a lot more than how to use a Blender.
Heheheheeeee! I tried this. Wonderful! Genius! :)
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
tonyvilters posted Thu, 05 November 2015 at 3:59 AM
See here about the middle of the page => No mask needed in this setup.
I let Poser build the mask internally using a Math_Functions node.
https://www.renderosity.com/mod/forumpro/?thread_id=2832094&page_number=2#
seeker posted Fri, 06 November 2015 at 5:00 AM
tonyvilters posted at 4:52AM Fri, 06 November 2015 - #4237002
See here about the middle of the page => No mask needed in this setup.
I let Poser build the mask internally using a Math_Functions node.
https://www.renderosity.com/mod/forumpro/?thread_id=2832094&page_number=2#
This works great for black tattoos but it kills it a little bit when there's white in there and it leaves a white outline around the tattoo. I wonder if it would work with an unusual color like lime green for background.
quietrob posted Fri, 23 August 2019 at 11:44 AM
Bringing this one back to life. It might solve a problem that I solved then lost the solution during the dreaded hd drive crash of 2016. Certainly it might bring a heavyweight in. My thanks @tonyvilters for pointing this out to me.