GeneralNutt opened this issue on Apr 22, 2012 · 19 posts
GeneralNutt posted Sun, 22 April 2012 at 4:57 PM
shuy posted Mon, 23 April 2012 at 4:05 AM
shuy posted Mon, 23 April 2012 at 4:06 AM
cspear posted Mon, 23 April 2012 at 6:30 AM
There are such material files (mt5) supplied with the PP2012 content pack (Materials > Basic Materials > Woods). These will have to be edited for PP2012 but are a useful start point.
....I just checked them out and they seem insanely complicated for the so-so results they deliver, I'm having a hard time picking the nodes apart to see what's useful and what isn't. Shuy's shader is probably the way to go.
Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)
PoserPro 11 - Units: Metres
Adobe CC 2017
GeneralNutt posted Mon, 23 April 2012 at 2:37 PM
cspear, I totally forgot about the the materials that came with poser.
Shuy, your shader performed really well. I was impressed that the grain followed even when at an angle. It's also is relative to the size, which is impressive. I guess you use meters as you poser units? I would like it to react with the light in the scene a bit better, so I'm going to toy with it a bit, but a fantastic start.
shuy posted Mon, 23 April 2012 at 3:44 PM
I think that I use default poser units, but this shader use only relative sizes (%). Marble is 3d shader, it works even on meshes without UV maps, but is applied according to "zero pose".
Hmmm. I must change my computer. I still work on AMD and cannot use P9. I see that on your render my shader looks very different.
GeneralNutt posted Mon, 23 April 2012 at 5:12 PM
I have gc and IDL enabled. I also run AMD processor, but I don't see how that should affect the look.
shuy posted Mon, 23 April 2012 at 5:47 PM
I guess thet you use my shader with using printscreen as a colour source.
I have P7 and you have P8 or newer. I have brown bark, you have green :)
GeneralNutt posted Mon, 23 April 2012 at 6:26 PM
This is where I'm at so far. (my understanding of) your shader on the left and modified on the right. But now I'm looking at it it doesn't make a lot of sense to me, and modifying something I don't understand is just going to make things worse I think.
GeneralNutt posted Mon, 23 April 2012 at 7:36 PM
GeneralNutt posted Mon, 23 April 2012 at 7:37 PM
bagginsbill posted Mon, 23 April 2012 at 7:37 PM
Bark is not glossy - no specular. Why do you guys have shiny bark? Are you blind?
The node you should start with is Clay. That's for the reflectivity, not for the pattern. The pattern is hard.
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GeneralNutt posted Mon, 23 April 2012 at 7:43 PM
Quote - Bark is not glossy - no specular. Why do you guys have shiny bark? Are you blind?
I can only speak for myself, I plead stupidity.
bagginsbill posted Mon, 23 April 2012 at 7:58 PM
Well all I can say for myself is the bark pattern eludes me completely. It's something I have no success with.
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SteveJax posted Tue, 24 April 2012 at 1:09 AM
As for the shininess of bark, that would depend on whether or not it was wet. Moisture would of course add shininess to bark.
shuy posted Tue, 24 April 2012 at 8:29 AM
First time I set specular = 0 but crack and scratch were unvisible, then I set specular .01. I know that it should look not natural but effect was better. I think that I cannot work with lights. I checked google and I think that shiny shader looks like plastic imitation of bark on cheap IKEA furniture, but with 0 specular it looks even cheaper ;)
I like last GeneralNutt shader - right trunk. No shiny and does not look flat, but I think that shadows of leafs make it black.
Some time ago I wanted make more relistic pattern (I do not know, if any tree looks like this one). I tried make procedural material with 2d shaders, but it requred good UV mapping, then I gave up. Moreover I do not understand all description of optical physics, which I found in threads about shaders and I'm too old to learn it ;)
SteveJax posted Tue, 24 April 2012 at 12:44 PM
hborre posted Tue, 24 April 2012 at 12:54 PM
You can plug into a specular node, then Alt Specular for better control. But using SSS for bark? Leaves and plants I can see the benefits, but actual tree bark?
GeneralNutt posted Tue, 24 April 2012 at 7:25 PM
I am only gonna make myself seem even denser, by explaining why I even thought to use SSS on bark, but maybe that's not possible. You can see though the stems of leaves right? I guessed with a bright enough light you might be able to see though thin branches too. The bark of a tree is made of fibers, or at least you can pull the fibers off in the inside of an old piece of bark. I can't go verify (it's cold wet and snowing last couple days) and never thought to try before, but I'd bet light can pass though those fibers. I have experimented on using SSS on trans mapped hair and it works no worse, maybe a bit better on some hair, than my other old stand by material for hair. So that's why I used SSS on it.
The blinn I used because I wanted the play of light from the side to look a bit better. I was looking at the way light played off the side of the tree in the morning, not shinny but it was kinda spread like I see from the effect of the blinn node, with rim lighting.
I had never thought to use the clay node, because when I think of clay, and that's about 90% of all the soil I have seen, it's shiny, to glossy. I never thought of how it looks when it's dried on something. I only had a short chance to try making the shader with clay node, and it does look similar to what I had, with default settings (likely used wrong the way I did it).
I would love to have the perfect procedural BB bark material, that makes every kind of bark in nature, but I'd settle happily for a half assed BB bark material. For now, just trying to hack together something. Shuy got me farther then I would have ever gotten on my own, and with time and BB's clay suggestion maybe I'll come up with something that if I hide it in the background it wouldn't draw my eye to it. If I had to use a man made maps, and the material in the end didn't look so wrong I'd be happy with that too.