bagginsbill opened this issue on May 08, 2012 · 147 posts
bagginsbill posted Tue, 08 May 2012 at 5:34 PM
I don't see a lot of morphing props - things I think should exist, just like morphing humans.
As a proof of concept, I built a morphing table. As an example of what is possible, all of these objects are the same prop.
Do you think this is useful? Got any more ideas for what it should do?
I have the following morphs in it:
Table Length
Table Width
Table Height
Table Thickness
Table Radius
Edge Radius
Leg Radius
Leg Setback
Leg Size
Leg Taper
Leg Box Height
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GeneralNutt posted Tue, 08 May 2012 at 5:57 PM
Frisbee, if the top rotates, maybe a drafting table or treasure chest. But seriously having a prop that the legs change size without distorting the rest of the figure could be handy.
YngPhoenix posted Tue, 08 May 2012 at 6:03 PM
bagginsbill, that would be extremely usefull and space saving for my poor overloaded
harddrive. Would also enjoy seeing other furniture and lamps with shades done.
Thank you for your input.
lesbentley posted Tue, 08 May 2012 at 6:19 PM
Quote - Do you think this is useful?
For a low poly table, yes, definitely. However there is a balance to be struck between the convenience of a prop that morphs into various shapes and the extra RAM, that is presumably needed to store the deltas. With 12 separate props, loading any individual prop will probably us a lot less RAM, than loading a prop with 12 morphs, and would only use slightly more HDD space. It would depend on the prop, for a reasonably low poly prop it would not matter that much. Saved space in the library palette, and the time needed to load the library are a counter ballencing factors.
I have often wondered about the relationship between altGeom swapping and RAM, and whether this is better than morphs. I suspect that altGeom is not loaded into memory until it is actually dialed in, but once dialed in, I don't know if it is swapped out when the dial changes.
Quote - Got any more ideas for what it should do?
A wall with holes for a door and windows. The morphs would move the door and window holes around. Also a morphing door and window to go in the holes in the wall. If you wanted to get really posh, the door and window could probably have ERC so that they automatically adjusted to the position of the holes in the wall.
Or a morphing table/floor/wall lamp.
SamTherapy posted Tue, 08 May 2012 at 6:21 PM
Very useful and it looks good, too.
Coppula eam se non posit acceptera jocularum.
lesbentley posted Tue, 08 May 2012 at 6:48 PM
Quote - Got any more ideas for what it should do?
Sorry, I must be half asleep. In my last post, I thought you were calling for ideas for other props. But now realize you were asking for more ideas for the table.
I have drunk in beer gardens where the table had a hole to take the shaft of a sun shade.
Anthanasius posted Wed, 09 May 2012 at 3:11 AM
shuy posted Wed, 09 May 2012 at 3:12 AM
Very nice and very useful.
Anyway some disadvantage can be scene with props table_1 to table_14 - try to pose them ;)
I think this one is quite popular.
and this can be chalenge ;)
Anthanasius posted Wed, 09 May 2012 at 3:15 AM
WandW posted Wed, 09 May 2012 at 6:58 AM
Those look really nice , Ted.
When this is finished, I'd really love to see your procedural architecture go forward...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."monkeycloud posted Wed, 09 May 2012 at 7:08 AM
Cool :-)
Am I right in thinking there's a morphing glass or bottle (or both) prop around somewhere too?
In term of the table / stool, would it be feasible to introduce a chair-back morph? Or a chair-arms morph?
EnglishBob posted Wed, 09 May 2012 at 8:08 AM Online Now!
Morphing props are cool (excuse the plug!)
Texture stretching can be a limitation, though. I often export the morphed prop once I've decided its shape and re-map it. If you could find a way to morph U and V simultaneously with X, Y and Z that'd be great. ;)
EnglishBob posted Wed, 09 May 2012 at 8:30 AM Online Now!
Quote - Am I right in thinking there's a morphing glass or bottle (or both) prop around somewhere too?
I'm sure you're right, but darned if I can find them right now.
Somewhere in my perpetual WIP folder I have a mattress with morphs to roughly mould it to anything you care to place on top. I must find the time and inclination to finish that.
bagginsbill posted Wed, 09 May 2012 at 9:03 AM
Quote -
For a low poly table, yes, definitely. However there is a balance to be struck between the convenience of a prop that morphs into various shapes and the extra RAM, that is presumably needed to store the deltas.
If I had to fill a restaurant with these, and I had space issues, I'd just do a quick export/import - this reduces the prop to a frozen minimal representation of whatever you morphed it into.
The exp/imp round trip also fixes XYZ coordinate stretch problems that can mess up a procedural shader.
I don't have a good solution to the UV stretch problem and it is certainly the case that if you're using a UV-based shader, going too far in shape changes will harm it.
Which is why I tend to use 100% procedurals.
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bagginsbill posted Wed, 09 May 2012 at 9:06 AM
I am getting the BBMetal package ready for market and needed a justification to show the stainless steel. Most of the props I downloaded that could conceivably be made of stainless steel looked like strange Poser crap. (Or odd-looking Euro appliances.)
I am constantly surprised at how many vendors and freebie makers have no eye for proportion.
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bagginsbill posted Wed, 09 May 2012 at 9:12 AM
I published a wine glass here.
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2798686&page=2
Skip the first two - I updated it - get WIP #3.
I can't remember if I published the morphing version or a fixed glass.
I do have many morphs - hope to put this in the market.
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EnglishBob posted Wed, 09 May 2012 at 10:02 AM Online Now!
Quote - I don't have a good solution to the UV stretch problem and it is certainly the case that if you're using a UV-based shader, going too far in shape changes will harm it. Which is why I tend to use 100% procedurals.
I know. I was just teasing. :P But seriously:
Quote - [...] XYZ coordinate stretch problems that can mess up a procedural shader.
This has probably been covered elsewhere - I seem to remember a discussion somewhere of which nodes used UV coordinates and which didn't - but I wouldn't mind having my memory refreshed. Starting with: what are these XYZ coordinate stretch problems, and how do they mess up procedural shaders?
Quote - I can't remember if I published the morphing version or a fixed glass.
BBWineGlassWIP3 is fixed - no morphs, but a fine vintage all the same.
Since you mentioned procedural geometry earlier on, I was wondering if this might lead to a way to make an effective "drink" morph for a complex shaped glass, i.e. one without parallel sides. There are mathematical methods available to slave linear morphs together, and if these could somehow be matched up to the shape of the vessel things could get quite interesting. Forgive the flight of fancy.
bagginsbill posted Wed, 09 May 2012 at 10:25 AM
All the nodes in the "2D Textures" section are ... 2D - UV. They are using morphed UV coordinates. As we well know from figures and their skins, this works ok on a modest change in shape, but fails miserably on things like bent shoulders. Examples: image_map, brick, tile.
Some of the 3D nodes have an option to use global coordinates, instead of model space. The will take morphs, translations, rotations, and scaling into account. The result is often good enough, but not when you want multiple props next to each other. Then it is apparent that they are all carved from a single texture space, instead of each having their own.
By doing an export and import, we re-issue the model with a new model space, and the problem goes away.
Here is a demonstration.
First table is the un-morphed standard object. The table top has a Clouds node on it.
The second has been severely morphed, and the texture goes berzerk as a result. (I don't make things any better by having a huge n-gon on the top there.)
After export/import of the morphed (2nd) table, the 3rd copy has the natural and same clouds texture as the original unmorphed table.
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SamTherapy posted Wed, 09 May 2012 at 10:27 AM
Quote - I am constantly surprised at how many vendors and freebie makers have no eye for proportion.
:lol:
Me and you both, buddy.
Coppula eam se non posit acceptera jocularum.
seachnasaigh posted Wed, 09 May 2012 at 10:27 AM
I think these morphing props have considerable value, especially for Poser users who don't model (which is the great majority). Such props allow a user to dial in the shape they want, within the limits of the morph repertoire. This would be a great help when one can't find quite the right item.
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EnglishBob posted Wed, 09 May 2012 at 10:35 AM Online Now!
All the nodes in the "3D Textures" section are ... 3D - XYZ. They are using the un-morphed model-space vertex coordinates to drive the texture.
(My italics) Got it, thanks!
GeneralNutt posted Wed, 09 May 2012 at 8:52 PM
"I am getting the BBMetal package ready for market and needed a justification to show the stainless steel. "
Yeppy! How soon?
bagginsbill posted Sun, 20 May 2012 at 11:01 AM
Meanwhile, I finally figured out a good UV mapping for taking flat-photo textures and wrapping around the ends, sides, and corners of the table so it looks good.
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bagginsbill posted Sun, 20 May 2012 at 11:03 AM
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bagginsbill posted Sun, 20 May 2012 at 11:08 AM
Here's one of them on the morphing table. It looks great even though they were not designed for each other on purpose.
I think Tom and I are raising the bar on UV mapping props for Poser, with the plan to make shaders work all over the place with no effort.
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bagginsbill posted Sun, 20 May 2012 at 11:14 AM
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monkeycloud posted Sun, 20 May 2012 at 11:24 AM
Lovely wood!
Much anticipating the release of BBMetals...
But really looking forward to seeing what's next from the Bagginsbill and Dreamland collaboration too... it sounds awesome.
The material singles included with both the Chevy and the Car Patio are really useful.
Cheers ;-)
bagginsbill posted Sun, 20 May 2012 at 11:27 AM
But I think I'll make a script that will procedurally reassign UVs after you morph it so there will be no stretch.
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bagginsbill posted Sun, 20 May 2012 at 11:37 AM
Thanks. I saw your recent renders using stuff from both. Very cool.
Here's a sneak peak of what we're working on.
This is the first in a series of related props. Each will have new materials that work on all the pieces, and I hope many people will want them in their library.
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Anthanasius posted Sun, 20 May 2012 at 11:39 AM
bagginsbill posted Sun, 20 May 2012 at 11:43 AM
Quote - Your wood make me crazy :woot:
Thanks - I am really glad to hear it, because I've been working on it hundreds of hours. I was hoping it was worth it.
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monkeycloud posted Sun, 20 May 2012 at 11:55 AM
Yup, that IS awesome :-)
monkeycloud posted Sun, 20 May 2012 at 12:20 PM
I've been having a lot of fun playing with both the Dreamland / BB products so far, and the shaders in them... so really looking forward to the next set.
That last render I posted in my gallery, I spent some time transferring the nodes from the wet park bench shader over the top of the colour maps for the Tardis prop... the prop is fairly background, so the benefit is fairly subtle, especially in the smaller version I posted (I rendered at 4000px wide) but I thought this venture went pretty well... looks a lot better than when it just had its default colour maps ;-)
GeneralNutt posted Sun, 20 May 2012 at 12:26 PM
I've been stealing shaders out of that pack too. The wet wood bench came in handy for an old boat. :)
shuy posted Sun, 20 May 2012 at 12:36 PM
You asked why vendors or freebie makers do not use your material.
I tried your matmatic floors which were perfect with my scene "retro bedroom". Anyway I think that it is not fair to take money for somebodys freebie. Moreover it looks much better then materials used on rest of my props :) I did not want create pretty floor with ugly walls and furnitures.
When you release your props with materials, it would be hard to create any furniture props which look good.
RedPhantom posted Sun, 20 May 2012 at 12:45 PM Site Admin
Being someone who does furniture refinishing my first thought was wow that wood lookes great. My second thought was, there's no end grain. And my third thought was, end grain would probably not be doable besides it still looks great.
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Anthanasius posted Sun, 20 May 2012 at 12:58 PM
Quote - You asked why vendors or freebie makers do not use your material.
I tried your matmatic floors which were perfect with my scene "retro bedroom". Anyway I think that it is not fair to take money for somebodys freebie. Moreover it looks much better then materials used on rest of my props :) I did not want create pretty floor with ugly walls and furnitures.
When you release your props with materials, it would be hard to create any furniture props which look good.
Many vendors prefer exotic shaders who render very very fast, they dont look for realism ;)
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bopperthijs posted Sun, 20 May 2012 at 1:52 PM
Now that's what I call wood! Birch, Maple, Mahogany, Palisander... Awesome!. I'll be the first to buy your shaders.
Excellent work Ted!
Best regards,
Bopper.
-How can you improve things when you don't make mistakes?
bopperthijs posted Sun, 20 May 2012 at 2:09 PM
My second thought was, there's no end grain. And my third thought was, end grain would probably not be doable besides it still looks great.
Endgrain is something you try to avoid anyway when making furniture. What I would like is some burl veneer, but I assume that's a piece of cake and you have included that already.
-How can you improve things when you don't make mistakes?
bagginsbill posted Sun, 20 May 2012 at 3:45 PM
We have several thousand texture/shader combinations to choose from. We haven't even begun to sort out what to release beyond the first two products. But we're trying to make sure that every prop comes with new materials, and each set of materials works on every prop.
If you're the kind of person to "collect" things, you're going to go nuts.
Speaking of fast renders - this was 30 seconds.
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bagginsbill posted Sun, 20 May 2012 at 3:48 PM
I think I have perfected the math of "staining" wood textures. Everything I try comes out beautiful.
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bagginsbill posted Sun, 20 May 2012 at 3:51 PM
Of course, the stain is a parameter so you don't have to stick with my presets. You can make an infinite number of variations yourself, too.
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monkeycloud posted Sun, 20 May 2012 at 4:00 PM
Quote - If you're the kind of person to "collect" things, you're going to go nuts.
He he. Not sure I was the type of person to collect things before... well, I guess things that are useful or fun to have, I suppose I do... I guess, as an eclectic bricoleur, I'm a collector of tools...
...but anyway I can see myself becoming a collector of these ;-)
Those burl veneers look amazing!
shuy posted Sun, 20 May 2012 at 4:06 PM
Quote - Speaking of fast renders - this was 30 seconds.
With empty scene ;)
bagginsbill posted Sun, 20 May 2012 at 4:08 PM
But I did this with my procedural table top, arranging 35 props and loading 35 materials at the push of a button.
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bagginsbill posted Sun, 20 May 2012 at 4:11 PM
Quote - > Quote - Speaking of fast renders - this was 30 seconds.
With empty scene ;)
I decided long ago that is my "style" hahahah. One prop + one environment sphere + one light = art.
Actually, this image:
http://www.renderosity.com/mod/gallery/index.php?image_id=2296383&user_id=374541
is one prop + environment sphere + zero lights = art.
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bopperthijs posted Sun, 20 May 2012 at 4:19 PM
You make me very happy! This looks fabulous! I hope you will release it soon.
-How can you improve things when you don't make mistakes?
shuy posted Sun, 20 May 2012 at 5:10 PM
Quote - is one prop + environment sphere + zero lights = art.
I think that this is more complicated. There is no art formula (better explained by Robin Williams in "Dead Poet Society")
Are you going to create any shader with splinters or another imperfections?
SamTherapy posted Sun, 20 May 2012 at 5:30 PM
These all look bloody amazing. Whatever I make for sale, I'll be pointing people in the direction of your store.
Hmmm, a polished wooden Dalek. Could work.
The burl procedural would be perfect for a top of the range Les Paul.
Coppula eam se non posit acceptera jocularum.
bopperthijs posted Sun, 20 May 2012 at 6:02 PM
Or a maple shader on a Fender precision bass
-How can you improve things when you don't make mistakes?
SamTherapy posted Sun, 20 May 2012 at 6:17 PM
Quote - Or a maple shader on a Fender precision bass
They tend to avoid burl for necks, since it can be fragile. And it wouldn't usually be used as a body wood, because it's too heavy. That's why a Les Paul has a maple cap on a mahogany body. Les Paul himself wanted a solid maple guitar but Gibson talked him out of it.
Then again, a lot of the newer Les Pauls use mahogany that's so damn heavy, they started routing chunks out to keep the weight down. Gibson calls them "Tone Chambers". Everyone else calls them holes. :)
Coppula eam se non posit acceptera jocularum.
Zaarin posted Mon, 21 May 2012 at 5:10 PM
Quote - I don't even know how to choose anymore. There are just too many beautiful combinations.
Of course, the stain is a parameter so you don't have to stick with my presets. You can make an infinite number of variations yourself, too.
I want this. Like, in my house. Only replace the fixtures with brushed brass or wrought iron. O_O Note to self: dedicate entirety of now very limited budget to everything BB releases.
bagginsbill posted Tue, 22 May 2012 at 1:13 PM
The Dressing Table is in the store now.
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hborre posted Tue, 22 May 2012 at 1:18 PM
IN-CRE-DI-BLE!!!!!!!!!
jonnybode posted Tue, 22 May 2012 at 1:46 PM
"Meanwhile, I finally figured out a good UV mapping for taking flat-photo textures and wrapping around the ends, sides, and corners of the table so it looks good."
It sure does, Ive never used wooden tables (in 3d pictures) because all their borders looks so weird, your example is the first one ive seen that looks belivable.
Are you going to put that table of yours (with the mapping and shaders shown) up for sale?
GeneralNutt posted Tue, 22 May 2012 at 2:10 PM
I am a little concerned about the new release. No where in the promo's do I see the squirrel that was present in past promo's. Was it killed or maimed in the making of this product? Perhaps or left homeless, due to all the wood shaders included? Is it just me or does the owl look well fed? Sure it's been said due to poser scale the community is small minded, and easily out raged, But Never did I hear, that Genesis had killed a rodent in it's making, and look at the hoopla that it caused.
monkeycloud posted Tue, 22 May 2012 at 2:30 PM
Perhaps it's hiding in a drawer. Well, only one way to find out...
;-)
Zaarin posted Tue, 22 May 2012 at 9:28 PM
Ou la la! Looks fantastic!
BTW, what materials am I missing out on in the movie set and car? The movie set I intend to buy anyway, but I have no use for the car unless it comes with awesome materials I must have. ;) I mean, I [i]know[/i] the materials that come with the car are awesome, but I have the BBGlossy shader...Are there any fancy materials I'm missing with the car set?
bagginsbill posted Tue, 22 May 2012 at 11:14 PM
The movie set has wet stone, puddled stone, wet wood, damp wood. The camera equipment black material is kind of unique - a bumpy black anodized (I think) metal. There's a pretty nice copper and brass on the lamps - using some of the techniques in my newest metal set, but not all. If you were of a mind to put 255, 215, 150 in there it would also make a great gold. Accurate chrome. Perfect thin glass in the lamp glass. The camera leather is new - not the same as the free BBLeather. The rubbery material for the power cords is new, and the rubber on the camera eye cup is really good - totally over the top work for such a small part. The paint on the poles is interesting. Glowing cloth on the diffuse lamps is interesting. There's no light bulb in there, but I made it look like there was. That set was hours and hours and hours of work.
On the car, the car paints are improved over anything I gave before, especially the candy apple red. (Although it is not the perfect one I have in the queue) The tricks I did with the headlamp glass are useful, to make lit versions as well as remove extraneous colors that were in the photo of the headlamp texture. It also has the thin glass shader.
The furniture has the new stained wood I mentioned earlier, which is incredibly useful. The colors were carefully chosen which takes hours of test rendering under many light conditions. You could make them yourself, but it's a lot of experimenting. That's why I'm making so many presets for the set. Chrome, brass, pewter, antique (aged) brass, and iron are important materials in that set. An accurate mirror material (no mirrors do not reflect 100%).
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bagginsbill posted Tue, 22 May 2012 at 11:25 PM
Quote -
I am a little concerned about the new release. No where in the promo's do I see the squirrel that was present in past promo's. Was it killed or maimed in the making of this product? Perhaps or left homeless, due to all the wood shaders included? Is it just me or does the owl look well fed? Sure it's been said due to poser scale the community is small minded, and easily out raged, But Never did I hear, that Genesis had killed a rodent in it's making, and look at the hoopla that it caused.
LOL
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bagginsbill posted Tue, 22 May 2012 at 11:26 PM
Quote - "Meanwhile, I finally figured out a good UV mapping for taking flat-photo textures and wrapping around the ends, sides, and corners of the table so it looks good."
It sure does, Ive never used wooden tables (in 3d pictures) because all their borders looks so weird, your example is the first one ive seen that looks belivable.
Are you going to put that table of yours (with the mapping and shaders shown) up for sale?
I will. I have some more work to do with that first, but I'm pretty happy with it.
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monkeycloud posted Wed, 23 May 2012 at 1:52 AM
Quote - Ou la la! Looks fantastic!
BTW, what materials am I missing out on in the movie set and car? The movie set I intend to buy anyway, but I have no use for the car unless it comes with awesome materials I must have. ;) I mean, I [i]know[/i] the materials that come with the car are awesome, but I have the BBGlossy shader...Are there any fancy materials I'm missing with the car set?
I have to say I've used the car paints quite a lot recently. Yes, I've played with tweaking BBGlossy myself. But the last two renders I've done, I went for those car paint mats, out the box... good for shading both little robots and sci-fi beds, I've found... so thanks ;-)
The challenge I have now is to try mixing them with other stuff to get effects like mud-splattering or rust...
...this is no doubt, entirely beyond me...LOL.
So, just a hint there BB? ;-)
monkeycloud posted Wed, 23 May 2012 at 3:50 AM
Also, good for shiny shoes, I've found...
I may be over-using them a bit currently.... LOL. But they just look so nice in a render :-)
Zaarin posted Wed, 23 May 2012 at 9:26 AM
Quote - The movie set has wet stone, puddled stone, wet wood, damp wood. The camera equipment black material is kind of unique - a bumpy black anodized (I think) metal. There's a pretty nice copper and brass on the lamps - using some of the techniques in my newest metal set, but not all. If you were of a mind to put 255, 215, 150 in there it would also make a great gold. Accurate chrome. Perfect thin glass in the lamp glass. The camera leather is new - not the same as the free BBLeather. The rubbery material for the power cords is new, and the rubber on the camera eye cup is really good - totally over the top work for such a small part. The paint on the poles is interesting. Glowing cloth on the diffuse lamps is interesting. There's no light bulb in there, but I made it look like there was. That set was hours and hours and hours of work.
On the car, the car paints are improved over anything I gave before, especially the candy apple red. (Although it is not the perfect one I have in the queue) The tricks I did with the headlamp glass are useful, to make lit versions as well as remove extraneous colors that were in the photo of the headlamp texture. It also has the thin glass shader.
The furniture has the new stained wood I mentioned earlier, which is incredibly useful. The colors were carefully chosen which takes hours of test rendering under many light conditions. You could make them yourself, but it's a lot of experimenting. That's why I'm making so many presets for the set. Chrome, brass, pewter, antique (aged) brass, and iron are important materials in that set. An accurate mirror material (no mirrors do not reflect 100%).
Thanks. Sounds like I'm off to put the car in my cart as well, awaiting the day I have money for them all. ;)
bagginsbill posted Wed, 23 May 2012 at 10:42 AM
Might want to wait on the car - new ones are coming. You might find a modern vehicle more useful. Colors will be different (I research the stock manufacturers colors and then add some of my own choices) but the actual shader will be the same.
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ErickL88 posted Wed, 23 May 2012 at 12:56 PM
Quote - The movie set has wet stone, puddled stone, wet wood, damp wood. The camera equipment black material is kind of unique - a bumpy black anodized (I think) metal. There's a pretty nice copper and brass on the lamps - using some of the techniques in my newest metal set, but not all. If you were of a mind to put 255, 215, 150 in there it would also make a great gold. Accurate chrome. Perfect thin glass in the lamp glass. The camera leather is new - not the same as the free BBLeather. The rubbery material for the power cords is new, and the rubber on the camera eye cup is really good - totally over the top work for such a small part. The paint on the poles is interesting. Glowing cloth on the diffuse lamps is interesting. There's no light bulb in there, but I made it look like there was. That set was hours and hours and hours of work.
I know, that this is not the right topic for this, but dang, I'm still blown away by this set. Soooo much stuff to discover. The modelling is excellent and the included materials are really pushing the envelope. If only I had more time play around with all the included and to render g
Zaarin posted Thu, 24 May 2012 at 4:33 PM
Quote - Might want to wait on the car - new ones are coming. You might find a modern vehicle more useful. Colors will be different (I research the stock manufacturers colors and then add some of my own choices) but the actual shader will be the same.
Thanks, I'll probably do that then. ;)
Zaarin posted Thu, 24 May 2012 at 5:36 PM
Sorry to double post, but I just bought the car patio and the furniture set. Bagginsbill, I really must object to your using photographs as thumbnails on the furniture set--that's most unfair. :P
bagginsbill posted Thu, 24 May 2012 at 8:59 PM
Quote - Sorry to double post, but I just bought the car patio and the furniture set. Bagginsbill, I really must object to your using photographs as thumbnails on the furniture set--that's most unfair. :P
This made me actually laugh out loud. Thanks for that. And thanks for your business.
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Zaarin posted Thu, 24 May 2012 at 9:30 PM
Quote - > Quote - Sorry to double post, but I just bought the car patio and the furniture set. Bagginsbill, I really must object to your using photographs as thumbnails on the furniture set--that's most unfair. :P
This made me actually laugh out loud. Thanks for that. And thanks for your business.
My pleasure. I've certainly been benefiting from your knowledge and your free shaders for the last three or four years; I'm happy to give back. :)
Actually, my budget for Poser is becoming a little more limited than it has been as I approach graduate school and the student loans implicit therein, but I'll definitely be prioritizing what I have for your products, 'cause I know I'll be getting maximum bang for my buck there, not to mention adding a lot to the uses I can get from what I already have. :)
DreamlandModels posted Thu, 24 May 2012 at 10:50 PM
Hi Zaarin,
If you knew just how many hours Mr. Bill and I put into these products you would know how happy I am to hear someone say that they feel like they are getting a lot of bang for their buck. So many people these days want a $100.00 bill for $10.00. You really do get what you pay for in most cases.
Thank you as well for buying our products as this is my sole means for making a living. Just got too old for construction. 40 years of woodworking can really take it's toll.
Sorry I don't come in this forum that often, but after reading all these nice comments people are making about our stuff, I will be back more often, for sure.
:-)
Regards, DM
monkeycloud posted Fri, 25 May 2012 at 4:59 PM
I'm looking forward already to seeing what's next from your and BB's collaboration Dreamland Tom... great work so far. Well worth every penny (or cent) ;-)
Meantime, I'm busy making some images from the releases to date...
SamTherapy posted Fri, 25 May 2012 at 5:21 PM
I am so going to blow all my cash on these things and anything else you guys cook up when I get the dough.
Coppula eam se non posit acceptera jocularum.
bagginsbill posted Fri, 25 May 2012 at 6:47 PM
Love the comments - thanks you guys. And I love the sales - last two days were busy. Was it because of this thread?
Do you want to influence the second piece? I need ideas for the paint colors. Each piece will have black and white, but I need 5 more for each. The first set had baby pink and blue, and some very dark reds.
Got any pictures of your favorite furniture paint colors to show me? Of course you can make your own, but it's easier for you when I build the pre-set material collection that applies to all zones in one click - top, panels, drawers, and feet.
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GeneralNutt posted Fri, 25 May 2012 at 6:55 PM
monkeycloud posted Fri, 25 May 2012 at 7:03 PM
Colours... maybe this sort of green would be good...as my suggestion?
But also, I would like to see some "distressed" look paint effects, on some of this stuff... if that's at all possible? (I appreciate maybe not at this stage)
Like this... is the sort of idea I have in mind:
Cheers ;-)
monkeycloud posted Fri, 25 May 2012 at 7:05 PM
Quote - I don't know if it will work with your idea, but neglected of any sort would be appreciated.
Crossposted there with the General... and we had the same idea I think!?
GeneralNutt posted Fri, 25 May 2012 at 7:06 PM
bagginsbill posted Fri, 25 May 2012 at 7:43 PM
The distressed stuff is coming later.
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bagginsbill posted Fri, 25 May 2012 at 7:45 PM
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bagginsbill posted Fri, 25 May 2012 at 7:46 PM
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monkeycloud posted Fri, 25 May 2012 at 7:58 PM
Phwoaarrrr!
Is about all I can say to those...
...and... oooh, very nice ;-)
Thumbs up on that distressed test from here...
monkeycloud posted Fri, 25 May 2012 at 8:05 PM
That "Monkey Green" colour, painted onto furniture, reminds me of my earlier childhood...
...already I'm planning what scene I can render around it ;-)
GeneralNutt posted Fri, 25 May 2012 at 8:07 PM
I like what your doing with both the distressed stuff. They both would come in handy. Making something look just slightly not perfect always has more appeal to me then perfect. Perfect is great for show rooms, but I don't render that.
monkeycloud posted Fri, 25 May 2012 at 8:12 PM
Yep, definitely with you there General... some degraded options...
Also, on that theme...what would be great, on the next vehicle... or so, down the line... that you guys do, BB and Dreamland Tom, if possible, would be a rusted car paint shader... is that possible??
Could you have two or three grades of rusted even?
bagginsbill posted Fri, 25 May 2012 at 8:20 PM
I had a rust shader in the Chevy but Tom said it was not good enough because it was too uniformly distributed. Rust needs to be controlled where it shows, otherwise it looks fake. So a generic shader driven by a control map would work, but you have to make a unique control map for each vehicle.
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ssgbryan posted Fri, 25 May 2012 at 8:44 PM
These are incredible!
I wondered what I would do with my DAZ money this month, Thanks!
moriador posted Sat, 26 May 2012 at 7:09 AM
Quote - Love the comments - thanks you guys. And I love the sales - last two days were busy. Was it because of this thread?
Honest reviews drive sales. I couldn't help buying the furniture and car patio. You don't really realize how good a model is until the shaders are really great.
I look forward to the distressed furniture.
Soon we will need empty rooms (with plaster, drywall, and/or wainscoting) in which to put all of this furniture. ;)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
bagginsbill posted Sat, 26 May 2012 at 7:20 AM
The room you describe is already modeled. I have to do the materials. Thanks for your purchase.
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moriador posted Sat, 26 May 2012 at 8:04 AM
Quote - The room you describe is already modeled. I have to do the materials. Thanks for your purchase.
Excellent. I am very pleased to hear it. You have already sold it and the upcoming car model. :)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
monkeycloud posted Sat, 26 May 2012 at 8:38 AM
Quote - I had a rust shader in the Chevy but Tom said it was not good enough because it was too uniformly distributed. Rust needs to be controlled where it shows, otherwise it looks fake. So a generic shader driven by a control map would work, but you have to make a unique control map for each vehicle.
I kind of thought that would be the case... otherwise I guess you'd need to be able to tell a shader to treat different parts differently based on some sort of "physical" rules... rust, I guess, apart from around random chip spots on the main body (caused by small stones etc. being thrown up from the road) usually forms around lower, more exposed edges on a vehicle, facing the road surface... there's some sort of dynamics in there somewhere, probably...??? Maybe just orientation awareness, on a par with, for example, the Snow Machine script though?
Overall, it's maybe not disimilar to the issues around generating a full body's worth of convincing, procedural human skin I guess?
DreamlandModels posted Sat, 26 May 2012 at 10:53 AM
The rooms are coming. But no promnise on the date.
One is in the pipeline as we speak. I am guessing around 1 or 2 weeks.
Just don't tell Ted I told you or he will scold me for spilling the beans.
Hey, wait a minute, I see he already did!
Well then I get to tell you it has a door. :-)
Tom
DreamlandModels posted Sat, 26 May 2012 at 11:33 AM
Tom
GeneralNutt posted Sat, 26 May 2012 at 12:19 PM
ROFL, and one soggy keyboard later, the promos kill me. I guess I have no choice but to add them to my runtime. Thanks guys.
DreamlandModels posted Sat, 26 May 2012 at 12:55 PM
Thanks General! You are the first!
You get a cookie, well not really, as how would you download a cookie?
That would be absurd! :-)
Tom
GeneralNutt posted Sat, 26 May 2012 at 1:03 PM
I have a question though. The materials want to over right materials (I'm guessing from the last set) with the same name, are they really the same?
bagginsbill posted Sat, 26 May 2012 at 1:16 PM
Yes - materials with the same name are the same.
We have quite a few materials, such as the hardware, that are published with every prop, because we don't know which one you will get first.
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bagginsbill posted Sat, 26 May 2012 at 1:18 PM
Also, the default wood, 1113, is going to be the same across the whole set. However, each prop will come with three others, times 7 stains = 21 new woods with each prop.
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SamTherapy posted Sat, 26 May 2012 at 1:20 PM
If it's suggestions for furniture you need, how about looking to more modern, Scandinavian designs. I know a lot of people knock Ikea nowadays but their designs (and the originals they took 'em from) are, IMO, some of the best examples of "modern" furniture you could look for.
In any case, my own preference is for simple geometric lines. I hate repro and "traditional" furniture with a passion, dislike brass fittings, finials, carved mouldings and anything of that sort.
Coppula eam se non posit acceptera jocularum.
bagginsbill posted Sat, 26 May 2012 at 1:28 PM
I like Shaker.
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monkeycloud posted Sat, 26 May 2012 at 1:36 PM
Shaker or Scandinavian... both work for me.
But I like a bit of English Gothic Revivalist too, when it comes down to it ;-)
Especially if there's a Gargoyle or two involved... definitely if it's a genuine Victorian era antique...
GeneralNutt posted Sat, 26 May 2012 at 1:52 PM
Quote - Yes - materials with the same name are the same.
We have quite a few materials, such as the hardware, that are published with every prop, because we don't know which one you will get first.
OK, cool. I did want to be accidently losing BB shaders, they're worth there weight in gold. Well, more I guess.
DreamlandModels posted Sat, 26 May 2012 at 2:00 PM
Gold Latinum :-)
DreamlandModels posted Sat, 26 May 2012 at 2:03 PM
I like clean lines and good proportion in furniture.
As far as style goes I am open to suggestion.
Like to stay away from a lot of carving as it really blows the poly count up in a big way.
Tom
monkeycloud posted Sat, 26 May 2012 at 2:07 PM
Quote - Like to stay away from a lot of carving as it really blows the poly count up in a big way.
This is fair enough ;-)
But probably precludes a lot of the Gothic Revivalist stuff, of course...
moriador posted Sat, 26 May 2012 at 2:42 PM
I haven't bought it yet, so I don't have a really informed opinion of the product itself; nevertheless, I must say that so far my favourite thing about this newest offering is the set of promo images. They honestly made my day. :)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
monkeycloud posted Sat, 26 May 2012 at 2:51 PM
I'm certainly glad that squirrel turned up, er... alive and well?
;-)
DreamlandModels posted Sat, 26 May 2012 at 2:55 PM
Attached Link: Image
He is a happy Squirrel but he is a camera hog!Here he is with all his relatives at a graduation party.
:-)
bagginsbill posted Sat, 26 May 2012 at 3:29 PM
Here's my question:
Do you prefer
or
My wife and I buy a lot of the #2 style - modern brand-new furniture, made with old beat up wood, but it's shiny.
I have a test render here with the #2 style. Do you like this or should I make it dull?
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monkeycloud posted Sat, 26 May 2012 at 3:44 PM
Well, if I had to choose... ;-)
...in terms of what'd be more use in renders... probably option 1...
...in terms of what I'd buy to put in my own, actual house... probably more option 2.
Is that the rust shader on the backdrop by the way...?
bagginsbill posted Sat, 26 May 2012 at 3:51 PM
Here's a distressed wood texture I think is superb. Have to use this one. I stained it a bit.
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bagginsbill posted Sat, 26 May 2012 at 3:52 PM
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monkeycloud posted Sat, 26 May 2012 at 4:11 PM
Nice... and nice on the distressed + stained woods :-)
Quote - Yes, that's a peeling industrial paint + rust shader. Imagine that on a car - wouldn't work. It works fine on pipes and tanks, though.
Here's a distressed wood texture I think is superb. Have to use this one. I stained it a bit.
Yup... that peeling paint + rust would look great on industrial pipework etc. though!
...and the oxidised / peeling paint (or maybe painted over rust?) effect on that subsequent background shader looks very interesting too... ;-)
Anthanasius posted Sat, 26 May 2012 at 5:17 PM
Hum ...
No way ti have the shaders without props ? I'm not really interessted in drawers :rolleyes:
Génération mobiles Le Forum / Le Site
hborre posted Sat, 26 May 2012 at 6:19 PM
Distressed would get better use, IMO.
GeneralNutt posted Sat, 26 May 2012 at 6:47 PM
Zaarin posted Sat, 26 May 2012 at 8:41 PM
Since I do a lot of fantasy renders, I'm very fond of ornately carved things. But if you're avoiding those, I also do a lot of sci-fi renders, so things with sleek organic lines, very modern or postmodern, are also very useful. But I also do some contemporary rendering, so the current stuff is still useful to me... ;)
moriador posted Sat, 26 May 2012 at 8:58 PM
Agree, for use in renders, #1.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
EricTorstenson posted Sun, 27 May 2012 at 12:07 AM
Are these materials applicable for general use as well as the furniture they are sold with?
aeilkema posted Sun, 27 May 2012 at 8:49 AM
I thought commercial threads weren't allowed anymore? What started out as an informative thread turned out to be product announcements.... we can do that now again, the tos has changed?
Artwork and 3DToons items, create the perfect place for you toon and other figures!
http://www.renderosity.com/mod/bcs/index.php?vendor=23722
Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
aeilkema posted Sun, 27 May 2012 at 1:37 PM
Forgot to say... cool props though and great job on the textures/shaders.
Artwork and 3DToons items, create the perfect place for you toon and other figures!
http://www.renderosity.com/mod/bcs/index.php?vendor=23722
Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
mamba-negra posted Sun, 27 May 2012 at 1:45 PM
I wondered whose idea the crazy squirrel was. I had to go back to the first once I realized he was in several:)
Winterclaw posted Mon, 28 May 2012 at 10:09 PM
Funny you went with a table for stainless steel. You mention that material to me and the first thing I think of is a knife or kitchen appliances.
Like the morphs and wood finishes though.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
monkeycloud posted Wed, 30 May 2012 at 9:52 AM
I wondered how you got the distressed look shader BB... now I see it was all just that squirrel's work
bagginsbill posted Wed, 30 May 2012 at 10:13 AM
Man you're fast - first to buy the Armoire.
So here's what I did over the last few days:
I experimented with a lot of really cool super-detailed photos of distressed wood. The amount of coolness in them is very difficult to reproduce procedurally. Plus - you can just as easily go to cgtextures and load those yourself as I can.
However, you are pretty much stuck with that look. Staining or colorizing a photo of peeling paint to get a different color paint also stains the exposed wood. If you have a perfect mask, it can be done, but still a lot of nuance is lost. And all my attempts to derive a mask procedurally were falling short. So I abandoned (for the moment) using distressed wood photos directly, as a color map. I want a shader that can be tweaked to make the look you want, without having a photo of it first.
Then I considered using the derived mask from a distressed photo to drive a procedural paint/stain. That looked OK but it was hard to make the effect look natural and consistent with the underlying wood of the actual color map.
I then experimented with deriving an "erosion" mask directly from the wood itself. This turned out to be very effective.
I start with a photo of unfinished, natural wood. Using a threshold test, with a variable user-adjustable threshold, I compare the wood color and if it's below the threshold, I leave it unfinished. If it's above the threshold, then I apply the finish. The finish could be paint or stain. This produces a very natural and consistent erosion of the finish.
Further, where I apply the finish, I raise the surface a tiny bit.
I also made my own scratch map, which is blurry. Using bias and gain (in the shader they are called Scratch Width and Scratch Sharpness) the user can alter the appearance of the scratches. I use the scratch map to blend between unfinished and finished wood. I also added some "Gouge" to the scratch - producing a depression.
I also added a little bit of the color map into the bump map - this makes the finish less smooth and pick up some of the underlying grain.
For the fully distressed presets, I also severely decreased the shine and sharpness of reflections on the finish, and where the wood is gouged out there is no shine at all.
Combining all these effects produces a very believable, yet still highly adjustable, worn look to the wood.
Choosing some more "rustic" or "country" colors adds to the effect. Don't use rich paint colors - ordinary folk had no access to such paints in the 1800s. Even the black is not fully black.
There are so many effects possible that I didn't even bother making presets for them - there would need to be over 1000 presets to reasonably represent all that is possible with this shader.
For example, all sorts of "pickled" finishes are possible - just decrease the "PM:Color Opacity" from 1 to .25.
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monkeycloud posted Wed, 30 May 2012 at 10:33 AM
The distressed / scratched wood and paint shaders look superb in the promos... absolutely spot on :thumbupboth:
I literally can't wait to get home and try these out... and by the sounds of it there is going to be a lot of mileage to be had in how these can be applied, that's for sure!
:biggrin:
bagginsbill posted Wed, 30 May 2012 at 11:31 AM
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GeneralNutt posted Wed, 30 May 2012 at 2:50 PM
First off thanks for all the work you put into the shaders, and models.
Second, so I'm looking though the promo's and first few go by and no squirrel, and I'm a bit disappointed. Then finally our antagonist makes his appearance (if it's truly a he), with great fanfare I wondering is the squirrel admiring his work? Next image we got Letterman on the tube. Totally great render btw, so life like. I see the card still in his hand he hasn't tossed it, so is he doing a top ten list? What is the top ten list I ponder? Top ten reasons why not to have squirrels in render? Naw, must just be a coincidence. Next image, LMAO. Purchase with tears in my eyes.
DreamlandModels posted Thu, 31 May 2012 at 6:46 PM
Glad you enjoy the images general.
The saga continues... :-)
Tom
GeneralNutt posted Sun, 03 June 2012 at 11:29 AM
With the start of the thread, morphing props were brought up, a bookcase with morphing book stacks, would be a nice addition to this series. So if you have walls of the book cases, the books won't all look the same.
With the wood shaders from the bench, I was wondering how you could merge the dry and wet looks, to say use on dock posts in the water, so the bottom looks wet but the top is dry? Not looking for the materials for wet and dry, just how to merge them believably.
bagginsbill posted Sun, 03 June 2012 at 12:16 PM
The wet and dry can be done in the same shader, starting with the wet one.
You only need something to modulate certain values. A gray-scale map of 0 (black) for dry, 1 (white) for wet is an option. Depending on the object, so is using coordinates - possible V or Y. Whatever you're using to modulate, if wetness is that thing then:
Diffuse_Value = .8 - .65 * wetness
Reflectivity = 1 * wetness
Bump = .01 inch * wetness * FractalSum(.5, .5, .5, 3, 0, .5, .93)
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bagginsbill posted Sun, 03 June 2012 at 12:17 PM
I'd hang out and explain more but I have to go to my daughter's graduation. Right now.
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GeneralNutt posted Sun, 03 June 2012 at 2:32 PM
Thanks, and congratulations.
I got it took about two hours, but I got it figured out! :)
Manual is no help, but an old mist / fog BBshader helped me get it working. Once I got the "wetness" figured out, you instructions worked like a charm.
Thanks again.
monkeycloud posted Tue, 05 June 2012 at 4:55 AM
This idea of modulating wet to dry sounds very interesting General...
...would you be good enough to share some more about how you managed it??
This would be really useful for the ship I was planning to work on replacing mats on...
...and congratulations on the new graduate in the family BB.
GeneralNutt posted Tue, 05 June 2012 at 2:50 PM
Where you see 100 that's the level, and 10 is the blend between wet and dry.
I try to get back if you have trouble a bit later. This is not my work, it's generally stolen from another one of Bill's shaders (posted somewhere on rendo I think, look for fog or mist).
If you plug this into a poser prop as is, you can see how it changes, changing the values.
The rest should be pretty clear from Bill's post above.
monkeycloud posted Tue, 05 June 2012 at 4:04 PM
Great stuff - thanks General... I'll have a play around based on that ;-)
monkeycloud posted Wed, 06 June 2012 at 6:14 AM
Here's some proof of the versatility of these props, in case it was needed... I've even managed to make use of them in a sci-fi themed render... ;-)
monkeycloud posted Sat, 09 June 2012 at 2:42 AM
Hey BB and Dreamland Tom, loving the furniture... as you may have gathered
But how's that next vehicle coming along...?
Cheers
bagginsbill posted Sat, 09 June 2012 at 6:17 AM
Tom's working on it. I'm not sure he's so glad he teamed up with me. I complain about many little things and make him change stuff over and over and over. grin
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monkeycloud posted Sat, 09 June 2012 at 7:28 AM
He he... plus his house must be totally overrun with those squirrels now. They seem to be multiplying.
I meant to ask as well, you mentioned earlier in the thread BB... and I guess we're back on the core thread topic here... about scripting some way of dynamically re-jigging the UV mapping, so that when the furniture was morphed, stretching of the UV mapped textures didn't occur.
First off, am I understanding that original post correctly? But if I am, did you need to do this for the current morphing furniture?
cheers ;-)
bagginsbill posted Sat, 09 June 2012 at 7:53 AM
Yes re-jigging UV coordinates. It does not need to be done for moderate morphing, but for severe morphing it does.
For example, as I've demonstrated, I have neatly "wrapped" a wood texture image onto the table so that the sides look consistent with the top. Suppose this turns out to be a UV scale of 1 UV unit = 39 inches, where the top is 36 inches wide, and the sides are 1.5 inches thick, 36 + 1.5*2 = 39. This produces a consistent "scale" of the wood texture on top and sides.
Now you use the thickness morph and make the sides 2 inches thick. Is this a problem? No, but you have changed the UV scale quite a bit. The top is still 39 inches/U, but the sides are now 33% bigger, so the effective scale of the texture features changes to 52 inches/U. This can be forgiven but you will notice it in closeup.
Worse is when you take sharp corners and round them. The polygons near the edge have to spread out by a lot. This area then stretches to something like 2500 inches / U. This is a change in feature density that cannot be ignored.
I have thought of two solutions to this. One is that I do not sell you the prop. I sell you the script that makes the prop - the very script that I am using. Then you can make tables any size and the UV scale will be perfect.
The other solution is to sell you the prop and a post-processing script that regenerates the UV coordinates only, just as is done in the prop generator script.
Either way you have perfectly matched UV and no need to do modeling yourself.
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)
SamTherapy posted Sat, 09 June 2012 at 9:01 AM
Late to the party but I just bought the Car Patio and Long Dresser. Gonna see what materials I can adapt to the Daleks. The thought of a mahogany and brass Dalek sounds immensely appealing. :)
Coppula eam se non posit acceptera jocularum.
monkeycloud posted Sat, 09 June 2012 at 10:46 AM
Quote - I have thought of two solutions to this. One is that I do not sell you the prop. I sell you the script that makes the prop - the very script that I am using. Then you can make tables any size and the UV scale will be perfect.
The other solution is to sell you the prop and a post-processing script that regenerates the UV coordinates only, just as is done in the prop generator script.
Either way you have perfectly matched UV and no need to do modeling yourself.
Both options have appeal I would say... I guess my question would be which option would be better suited to being transposed to other props I have, that I might want to extend myself, or even props I might model myself?
Cheers ;-)
monkeycloud posted Sat, 09 June 2012 at 10:54 AM
Quote - Late to the party but I just bought the Car Patio and Long Dresser. Gonna see what materials I can adapt to the Daleks. The thought of a mahogany and brass Dalek sounds immensely appealing. :)
Marble works pretty well too ;-)
SamTherapy posted Sat, 09 June 2012 at 12:13 PM
Just installed the stuff and had a weird happening. Loaded up the Car Patio and Poser shut down. No warning, just gone. Never happened before and most likely a strange coincidence because I started up again and loaded it in with no problems. Poser 6 with all the SRs, running on an old XP pro machine with 1.5gb RAM.
The shaders in the furniture set are amazing. I haven't really poked around in the Car Patio stuff yet but it seems there's plenty of scope for Dalek type stuff between the two.
I think I'm gonna get another one of the furniture sets now.
Coppula eam se non posit acceptera jocularum.
Michael314 posted Sat, 09 June 2012 at 12:22 PM
Quote - Late to the party but I just bought the Car Patio and Long Dresser. Gonna see what materials I can adapt to the Daleks. The thought of a mahogany and brass Dalek sounds immensely appealing. :)
How about soft Daleks? ;-)
from matmatic.loom import Loom
loom = Loom(":Runtime:python:matmatic:weaves:check1.jpg", 4)
MainColor = IColor(5, 10, 25)
StripeColor = IColor(220, 80, 80)
loom.WarpColor = [(15, MainColor), (1, StripeColor)]
loom.WeftColor = MainColor
loom.FiberColor = GRAY3
loom.Generate(1000)
(see http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2794545&page=2)
I agree, the wood shaders are great! Just got the armoire. The soft reflections are perfect. Creates a very realistic image.
I was very surprised to find texture maps in the shaders.
Best regards,
Michael
SamTherapy posted Sat, 09 June 2012 at 1:11 PM
Haha, soft Daleks? It's worth a shot. I'm trying out some of the paint options from the furniture pack, along with some of the metals and a few shaders from the Car Patio. They look bloody amazing.
Think I'm going to try some of the wood shaders on Mask-da's guitars.
Coppula eam se non posit acceptera jocularum.