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Subject: SimOne Merchant Resource Discussion


corinthianscori ( ) posted Sat, 19 October 2013 at 3:02 AM · edited Sat, 19 October 2013 at 3:05 AM

file_498945.jpg

> Quote - ok ... watched the vid a couple times ... and of course, my edits don't match your screens ... so here is a question for ya ... two actually .... > >   > > how do I hook the blood into the drow with this set up for her skin color? > >   > > ... and how the heck is that old run-down laptop running P9?

 Next video is uploading now or compiling or...something. Should be up in an hour. 
First, sorry this next video has me sounding so...scared.Its the middle of the night and I was worried the laptop was going to die. It hates when I do video! The only way to get this thing to run faster is to drop it out of a plane!

How is it still running? Oh,, its not. My laptop died and I'm borrowing a friend's laptop. They just happen to have the exact same laptop - small world! And truth be told - look at my render previews! - most of Poser's new features don't work for me. I'm still in Poser 6 mode, visually.

And the fix here was easy. Its always a blender node with a mask. nod nod
Pappa Smurf always says: Blender nodes are our friends!


corinthianscori ( ) posted Sat, 19 October 2013 at 3:33 AM
Divakatt ( ) posted Sat, 19 October 2013 at 8:35 PM

dumb question time .... is that adding the mask to my set up or my setup to the mask one?


corinthianscori ( ) posted Sun, 20 October 2013 at 8:57 AM

Quote - dumb question time .... is that adding the mask to my set up or my setup to the mask one?

Do whichever works, actually. In my example, I altered a setup that already had a mask in it; the mask was in the Blender node that was plugged into Scatter, plugged into "alt_diffuse color" .


Divakatt ( ) posted Sun, 20 October 2013 at 11:37 AM

could I bug ya for a bigger better screen shot then?


Divakatt ( ) posted Sun, 20 October 2013 at 2:48 PM

Just can't tell very well from that one where / how to connect the dots ... nodes ... whatever ...


Divakatt ( ) posted Sun, 20 October 2013 at 4:56 PM

ok ... I think I got it now .... just gotta get the right settings to have her dark skin show up the right color ....

 

now ... your mud vid .... your cat sounds nice and happy purring .... LOL  .... but there is now way I can re-create your mass of nodes .... is there any way to alter the settings on the blood to make it look more like dirt?

 

 

oh and the sound in your vid is way down btw .....


Divakatt ( ) posted Mon, 21 October 2013 at 10:40 AM

Content Advisory! This message contains violence

file_498989.jpg

trying to get blood effect but not her skin under it glossy .... but I think I got it .... 


Divakatt ( ) posted Mon, 21 October 2013 at 11:49 AM

guess I must look like a forum spammer ... hhmmmmm


corinthianscori ( ) posted Mon, 21 October 2013 at 3:21 PM

Quote - could I bug ya for a bigger better screen shot then?

Its the same as in the videos. I can't really show anything differently, or I would. Honest!

Do i need to make a video explaining how to use masks in Poser? I could do that.


corinthianscori ( ) posted Mon, 21 October 2013 at 3:32 PM · edited Mon, 21 October 2013 at 3:33 PM

file_499002.jpg

> Quote - Ju st can't tell very well from that one where / how to connect the dots ... nodes ... whatever ...

How about this? Red and blue make purple, yeah? SO...lets try taking the color red and the color blue and mixing them together inside the Material Room.

New Node>Math>Simple Color. Make this Red.
New Node>Math>Simple Color. Make this Blue. New Node>Math>Blender.

Into the Blender node, plug Simple Color:Red into "Input_1"
Into the Blender node, plug Simple Color:Blue into "Input_2"

Blender node "Blending" should be set at "0.5"
Congratulations! You now have the color Purple!

So...a Blender node blends things together. Blender can blend two skin textures together or...mix two specular types together so you have Gloss and Blinn at the same time! The uses are endless, but let's keep it this simple for now: Blenders mix things, like colors.


Divakatt ( ) posted Mon, 21 October 2013 at 5:48 PM

didn't mean to sound dense ... if ya check the pic I posted I think i got it .... not 100% sure but ..... posted forthe pro to check out ... aka you ...


corinthianscori ( ) posted Mon, 21 October 2013 at 6:33 PM · edited Mon, 21 October 2013 at 6:34 PM

Quote - didn't mean to sound dense ... if ya check the pic I posted I think i got it .... not 100% sure but ..... posted forthe pro to check out ... aka you ...

:P I don't think you're dense. No one knows how to do all this stuff except bagginsbill and he'd tell you I'm doing it incorrectly, anyway - I am. Believe me, this stuff is immensly more complicated than what I actually release to the public; I water everything down in hopes the end product renders faster and is easier for everyone to grasp. All learning takes time, though - I used to HATE doing textures...couldn't get me to make a UVmap for a cube! That was years ago, and now I can do most things in a 3D pipeline. I've no doubt anything we're doing today will be simple by standards set in the near future.

I really just want anyone reading this forum to understand the concepts behind how things work in Poser. With that in mind, lets begin the next round of know-how to increase community awareness.


Divakatt ( ) posted Mon, 21 October 2013 at 6:37 PM

Well I can keep asking "dumb questions" ... but I need to let you catch up ... then I will swamp with new ....


corinthianscori ( ) posted Mon, 21 October 2013 at 7:50 PM · edited Mon, 21 October 2013 at 7:53 PM

file_499007.jpg

- The first thing we'll do is change the Blending value to "1"(one). The result is that the Blender node displays as Blue instead of purple or red. You'll notice that "1"(one) favors the Blue "Input_2" now.
  • Next change the value Blending value to "0"(zero). You'll notice that 0(zero) favors the Red "Input_1" now.

Take a step back. Let's keep the Blender value at "0"(zero). Remember that - in a mask - anything white becomes visible and anything black becomes invisible. So, what does that mean when working with a Blender node? Let's see.

First thing, make a black and white checkered surface. To do this,

  • New Node>2D Textures>tile
  • Change the color of Tile_1 to Black
  • Change the color of Tile_1 to White
  • Plug Tile node into the Blending input of the Blending node. Remember that the Blending value should still be set to "0"(zero).

Notice there, at this point, no changes occuring in your Blender node. This is good, as there is "0"(zero) influence from the black and white mask on the Blender node. Next, let's maximize the influence of the Tile mask on the Blender node. To do this,

  • Change the Blender value to "1"(one)

Notice that anything white in the Tile mask causes the Blender node to use the Input_1 color(Red). Anything in black from the Tile mask causes the Blender node to use the Input_2 color(Blue). Cool!


corinthianscori ( ) posted Mon, 21 October 2013 at 8:11 PM · edited Mon, 21 October 2013 at 8:19 PM

file_499008.jpg

New thing: lets blend two textures. We all should have Victoria's standard textures that came with her. We'll use that to start.
  • Make that Blender node and then...New Node>2D Textures>Image Map, and load that standard V4.
  • Quick! Shove that new image map into "Input_1" of the Blender node we made earlier.

You should get this scene, shown above. - Next, bring in another image map - any image map using Victoria 4's torso...seriously, anything. Okay, well don't use the same map twice, smart-ass!

Plug this new map into Input_2 of the Blender node.

Wait...we're going to do something here... Next step is coming - I need to make a mask. Wait here. There's candy in the lobby.


corinthianscori ( ) posted Mon, 21 October 2013 at 8:31 PM

file_499009.jpg

Okay. Thanks for waiting while I watched this BluRay - er...made this mask! Save this file for use in the next step.


Divakatt ( ) posted Mon, 21 October 2013 at 8:40 PM

.... waiting ..... watching .... drinking .... learning ....


corinthianscori ( ) posted Mon, 21 October 2013 at 8:51 PM

file_499010.jpg

Right, so next we're going to use a mask(from my last post) to shove into Blending of the Blender node. So...

Input the "V4SmplTorsoM_BKN_mask.jpg" mask into the Blending input of the Blender node.

As you can see, there is, now, a clear separation of both maps that are plugged into Blender. Bravo, you're captain of the starship cool'ness!

Well..almost. Aw man, what happened?! Well, nothing unexpected as we learn to control things. Next step, we'll take control of this situation.


corinthianscori ( ) posted Mon, 21 October 2013 at 8:55 PM · edited Mon, 21 October 2013 at 8:57 PM

file_499011.jpg

Let's do this right. We want to add this bikini to another texture so here's what we have to do after seeing things go arye(or however that's spelled!).
  • We just swap which images are in which Blender Inputs.

This concludes the diffuse part of this tutorial. Next, we'll tackle specularity in grand repative fashion! :D


Divakatt ( ) posted Mon, 21 October 2013 at 9:03 PM

this looks useful for second skins too ... hhmmmmm


corinthianscori ( ) posted Mon, 21 October 2013 at 9:10 PM · edited Mon, 21 October 2013 at 9:11 PM

file_499014.jpg

Let's cover specular blending. Skin and cloth don't have the same specular values; they need to be separate and too many vendors(we're all vendors, here, right?!) release products that have latex paint being just as glossy as skin when second skins are used - thats just plain wrong and customers should not have to put up with that. Its just lazy and counter-productive for renders. After all, no one wants painted-in highlights and shadows unless you're making content for a video game!

Again, lets do this right.

  • Make another Blender node and set the Blending to "1".
  • Plug the mask into the Blending input of the new Blender node.

Lets decide on a Blinn node for the skin's specularity. So make one.

  • New Node>Lighting>Specular>Blinn. Keep the settings at default.

Lets decide to make the bikini glossy - why not? So make a glossy node.

  • New Node>Lighting>Specular>Glossy. Keep the settings at default.

 


corinthianscori ( ) posted Mon, 21 October 2013 at 9:21 PM · edited Mon, 21 October 2013 at 9:27 PM

file_499018.jpg

Next you'll be inputting your new specular values into your new Blender node.

First, reference your earlier Blender node for the diffuse map; the one with your bikini'd lass. See the Input_1 value that was used for the skin? Input_1 in your specular Blender node will handle the specular value for your skin as well.

 

  • Go ahead and plug Blinn into Input_1 of your newly made Blender node.

I suppose you get where this is going...

Last, let's put this Glossy node to work. The Glossy node represents the bikini are's reaction to light and shadow. Let's do it!

  • Plug that Glossy node into Input_2 of the new specular Blender node.

Again, good job! Next time, neighbor, we'll cover the the bump map deal.


Divakatt ( ) posted Mon, 21 October 2013 at 9:35 PM

applauds .... makes sense ....


corinthianscori ( ) posted Mon, 21 October 2013 at 9:46 PM · edited Mon, 21 October 2013 at 10:01 PM

file_499019.jpg

I don't suppose you know the first step for blending two bump maps together... If you said, "Make a Blender Node!" you'd be right. You'd also be kind of psychic so there might be a lounge in Vegas that could use your newfound talents! :P
  • Make a Blender node and set its Blending value to 1.
  • Plug the bikini mask into the Blending value of your recently made Blender node.
  • Load the bump map for the skin texture - if one does not exist just use the skin texture as the map; this is just an example, after all.
  • Make a Math node and change it to Cos with a value of "2"

, essentially turning your bikini map into grayscale then inverting that color. This will be your bump map value for the bikini since we...don't have a bump map for the bikini in the first place. Daz didn't make one - go figure!

When done, the result is something like what's displayed above.


corinthianscori ( ) posted Mon, 21 October 2013 at 9:58 PM · edited Mon, 21 October 2013 at 9:59 PM

file_499020.jpg

Its messy, isn't it. You might want to consolodate all these sets of nodes into nice lines or stacks. I'll be stacking and leaving the end result visible.

Next, we'll plug our three sets of nodes into their respective homes in the shader.


corinthianscori ( ) posted Mon, 21 October 2013 at 10:08 PM · edited Mon, 21 October 2013 at 10:18 PM

file_499021.jpg

And here's thing as they stand, plugged in. Tweak as you see fit. Nothing is set in stone. Well, except for that part where you need a mask! Never leave home without it!

And...I guess I'm done because Poser just crashed. So...if anything comes up, please let me know! Thanks!


Divakatt ( ) posted Mon, 21 October 2013 at 10:19 PM

def gonna try this later .... awesome .....

 

just playing with tweeking/editing nodes to turn the blood into mud .... while reading your posts ...


corinthianscori ( ) posted Mon, 21 October 2013 at 10:52 PM

Quote - def gonna try this later .... awesome .....

 

just playing with tweeking/editing nodes to turn the blood into mud .... while reading your posts ...

Turning the mud into dust is also simple. Really, all you have to do is greatly lower the specular value for the mud to get dust. This, and make a map or procedural material for the dust.

Again, its all about using the mask. Just set up the specularity for the skin and then for the dust before mixing them together with that Blender node and mask. Same thing goes for the bump/displacement and the diffuse.


corinthianscori ( ) posted Tue, 22 October 2013 at 12:11 AM

Quote - ok ... I think I got it now .... just gotta get the right settings to have her dark skin show up the right color ....

 

now ... your mud vid .... your cat sounds nice and happy purring .... LOL  .... but there is now way I can re-create your mass of nodes .... is there any way to alter the settings on the blood to make it look more like dirt?

 

 

oh and the sound in your vid is way down btw .....

You have to, like, paint dirt onto your textures in an image eding program like Photoshop while being careful of seams. You can still use a mask to split specularity between skin and dirt. Remember that dirt is matte and won't be reflecting things.


corinthianscori ( ) posted Tue, 22 October 2013 at 12:18 AM

Quote - trying to get blood effect but not her skin under it glossy .... but I think I got it .... 

The skin being shinney as well as the blood could easily be the result of the reflection area not having enough of the mask applied. Could also be the refraction value if that was used... Once that mask is plugged into the correct spots, this issue should vanish.  

Oh. and M4 is done as well as the update to SimOne. Will be uploading the updates by next week once I get my laptop to have more RAM.


Divakatt ( ) posted Tue, 22 October 2013 at 9:20 AM

Quote - The skin being shinney as well as the blood could easily be the result of the reflection area not having enough of the mask applied. Could also be the refraction value if that was used... Once that mask is plugged into the correct spots, this issue should vanish.

 

Oh. and M4 is done as well as the update to SimOne. Will be uploading the updates by next week once I get my laptop to have more RAM.

 

oooooo ... can't wait for the update .... then I need to figure how to bribe you or something for that M4 ... hhmmm halloween is near ... maybe a bag of candy? LOL


Divakatt ( ) posted Tue, 22 October 2013 at 5:40 PM

... still waiting to hear from the expert if I did ok on the bloody drow ... and the glowy tatts ....


Divakatt ( ) posted Sun, 27 October 2013 at 9:34 PM

Any news on SimONE4 skins update? I am getting ready to make MAT files but ....


Divakatt ( ) posted Mon, 28 October 2013 at 8:42 PM · edited Mon, 28 October 2013 at 8:47 PM

question yet again .... why does the tattoo skin have a node using "mud disp" ?   seems a bit odd .... especially since I didn't see it listed in the blood effect file ...


Divakatt ( ) posted Mon, 28 October 2013 at 9:03 PM

oh ... and why are there no brows trans for blood skin effect?


Divakatt ( ) posted Wed, 30 October 2013 at 9:19 PM

ok ... this is getting frustrating ... just compared each node setting (but not connections) between HIP and LEG ... exactly the same ....

 

so where is that color issue coming from?


Divakatt ( ) posted Wed, 30 October 2013 at 9:55 PM

file_499184.jpg

think I found it .... but I am not sure you want to know ... cuz I am sure I am being annoying now ...

 


Divakatt ( ) posted Tue, 05 November 2013 at 7:08 PM

Quote -

Oh, no wait! I remember now! Yes, this is the comparison shot of SimOne with SimOne 2. You guys don't have this fancy, darker skinned version of SimOne; I made it but I never released it with the set. Figured it was overkill to start doing alterations in the skin color on top of everything else.

 

So what ever happened to this death mask? I can think of great ideas for it .....


Divakatt ( ) posted Tue, 05 November 2013 at 10:00 PM

You are gonna have a LOT to reply to at thisrate ....

 

I can't figure where to plug in a blend node for makeup on drow skin ... not for blood/mud/tatts ... what I have tried is not showing up ... but gonna try one more time


corinthianscori ( ) posted Sun, 10 November 2013 at 8:23 AM

Quote - ... still waiting to hear from the expert if I did ok on the bloody drow ... and the glowy tatts ....

The ones you did you are great - much better than anything I could do! I liked 'em!
I couldn't tell if the tatoos glowed but I'm sure they do - and they do look cool!


corinthianscori ( ) posted Sun, 10 November 2013 at 8:32 AM · edited Sun, 10 November 2013 at 8:34 AM

file_499377.jpg

> Quote - You are gonna have a LOT to reply to at thisrate .... > >   > > I can't figure where to plug in a blend node for makeup on drow skin ... not for blood/mud/tatts ... what I have tried is not showing up ... but gonna try one more time

Sorry. My laptop keeps giving me that Windows Minimum Memory Low warning. I have less than 1.5GB to work with here...(kill me now)

Blender node ususally plugs into the Alt_Diffuse. You want to make sure that light/shadow functions properly before committing to Alt_Diffuse; get this wrong and your skin will end up refusing light and shadow from any source in your scene. Should Alt_Diffuse not work out, go for Diffuse_Color and make sure the Diffuse_Value is a "1" or something. SimOne has the Diffuse_Color as a "0"(zero) by default so be careful of that one.

The only reason we have anything plugged into Diffuse_Color in this image is because we want the Preview to have some texture; this won't always happen though so be prepared to render to get the actual results.


corinthianscori ( ) posted Sun, 10 November 2013 at 8:40 AM

Quote - oh ... and why are there no brows trans for blood skin effect?

The brows were covered by blood so no would see them:P I just feltcough they were not needed in that instance. You can always copy the blood effect into the Trans_Brow material and then use the transpareny map for the brows. I don't know how that would look though...

I also figured that most people just paint their brows onto their face_1 material. I know I do. I've tried the trans mapped brow thing in the past and I'm not certain if the brow geomety follows expression morphs like raising and lowering the brow.


corinthianscori ( ) posted Sun, 10 November 2013 at 12:27 PM

Quote - > Quote -

Oh, no wait! I remember now! Yes, this is the comparison shot of SimOne with SimOne 2. You guys don't have this fancy, darker skinned version of SimOne; I made it but I never released it with the set. Figured it was overkill to start doing alterations in the skin color on top of everything else.

 

So what ever happened to this death mask? I can think of great ideas for it .....

It was one of those muerte, day of the dead, type deals that I gave away with SimOne 1. Try to re-download it. It's in there.


corinthianscori ( ) posted Mon, 11 November 2013 at 11:43 AM

Quote - think I found it .... but I am not sure you want to know ... cuz I am sure I am being annoying now ...

 

 

Yes, I DO want to know!
I have colored over the whole thing in Zbrush so there's no immediate transition at he hip and thighs.

Ack...be back soon!


corinthianscori ( ) posted Tue, 12 November 2013 at 12:09 AM

Content Advisory! This message contains nudity

file_499422.jpg

I made some minor improvements on SimOne 4. Added a better, more precisely place naval. Removed the immediate gradient blend where the hip meets the thigh material. Pink'ed the buttocks.

As soon as my computer gives me a moment of power I'm going to post updates. Lately, its been...not so grand!

Anyway, see here in the image. No more hard transition!


Divakatt ( ) posted Tue, 12 November 2013 at 10:04 PM

I can't wait .... am just sorry I had to point that one out to you ....


corinthianscori ( ) posted Tue, 19 November 2013 at 8:07 PM

Quote - I can't wait .... am just sorry I had to point that one out to you ....

O..O

Did the fix work out for ya?


Divakatt ( ) posted Tue, 19 November 2013 at 9:18 PM

The legs are better yes .... just gotta check other areas that appear to have possible seams ... crotch ... head ... back of head/neck .... will report back in a bit ... just got in ... (10:18pm EST)


Divakatt ( ) posted Fri, 06 December 2013 at 10:26 PM

 .... getting the last file fix tested .....


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