LaurieA opened this issue on Jul 09, 2012 · 225 posts
LaurieA posted Mon, 09 July 2012 at 1:00 AM
I at least need to know how to go about making one :P I have to admit the fresnel blend throws me off. I'm never sure where to put it in the whole node setup. And I've certainly no idea about a pearl shader. I figure the newest version of Poser could probably pull it off tho.
Anyone?
Laurie
monkeycloud posted Mon, 09 July 2012 at 5:42 AM
Hi Laurie
I could've sworn I'd seen one on a thread about SSS for non-human objects over at RDNA, but just checked and ended up re-reading the thread... and while Bagginsbill says, I think, it'd be good for doing pearl... there's no actual example there... yet...
...sorry, I tried
3doutlaw posted Mon, 09 July 2012 at 10:06 AM
Check out this teeth shader, they were talking about pearl in this thread...
LaurieA posted Mon, 09 July 2012 at 11:09 AM
THANKS 3doutlaw! I think I might be able to do something with a shader I found there :D
Laurie
3doutlaw posted Mon, 09 July 2012 at 11:32 AM
No problem, glad to help!
Matt
cspear posted Mon, 09 July 2012 at 11:33 AM
Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)
PoserPro 11 - Units: Metres
Adobe CC 2017
hborre posted Mon, 09 July 2012 at 11:46 AM
Quote - Here's one I knocked up when PP2012 was first released...
Are you talking about the shaders or the old lady?
cspear posted Mon, 09 July 2012 at 12:05 PM
Quote - Are you talking about the shaders or the old lady?
Ha ha! Well, I walked right into that one.
Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)
PoserPro 11 - Units: Metres
Adobe CC 2017
LaurieA posted Mon, 09 July 2012 at 12:25 PM
I get a nice glowing jelly blob.
My hatred of the material room remains unchanged since version 6
;)
Laurie
MistyLaraCarrara posted Mon, 09 July 2012 at 1:08 PM
luv pearls. :wub: and opals with those lil flecks of colors. opals and pearls are a girl's best friend. and jade. and hematite.
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Hana-Hanabi posted Mon, 09 July 2012 at 1:12 PM
I'm attempting to hash something together. You want white pearls, yes? And something tweaked to work with pure IDL lighting, myesss?
花 | 美 | 花美 | 花火
...It's a pun.
LaurieA posted Mon, 09 July 2012 at 1:16 PM
Well, I was thinking sort of an off-white pearl...like the kind you see in necklaces...ever so slightly yellow. Cream...yes, that's the word I'm looking for...lol. :P
Laurie
LaurieA posted Mon, 09 July 2012 at 1:35 PM
Good luck with that shader. I find the material room to be somewhere between sticking a fork in my eye and the seventh level of hell.
Laurie
SamTherapy posted Mon, 09 July 2012 at 1:42 PM
Quote - luv pearls. :wub: and opals with those lil flecks of colors. opals and pearls are a girl's best friend. and jade. and hematite.
I always thought it was chocolate.
Coppula eam se non posit acceptera jocularum.
LaurieA posted Mon, 09 July 2012 at 1:51 PM
Quote - I always thought it was chocolate.
Damn straight...lol.
Laurie
Hana-Hanabi posted Mon, 09 July 2012 at 1:52 PM
花 | 美 | 花美 | 花火
...It's a pun.
MistyLaraCarrara posted Mon, 09 July 2012 at 2:11 PM
Quote - > Quote - I always thought it was chocolate.
Damn straight...lol.
Laurie
chocolate martinis
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LaurieA posted Mon, 09 July 2012 at 3:51 PM
Quote - This is what I'm coming up with so far. Excuse slightly crappy render settings and random primitives to test reflections. This is with pure IDL, no specular lights. Cream enough, or needs more yellow?
Maybe a bit more creamy? LOL
Don't look bad so far ;).
Laurie
bagginsbill posted Mon, 09 July 2012 at 5:09 PM
I needed a reference image where I control (and can reproduce) the lighting. So I took a magazine (to see reflections) and put some pearls on it and shot the picture.
I attached that to a Poser square, and suspended some Poser pearls and went to work.
I am closer, I think, than last time.
I'm not sure if I am willing to give this one away, though. This belongs in the store - nobody has anything like it. It happens to be using some techniques for thin coatings that I only recently developed. Like a few days ago. I'm getting that ready for the store, too.
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bagginsbill posted Mon, 09 July 2012 at 5:13 PM
All of these objects only have one material zone. The capsules are set up to show you the two-layer shader I developed. The bottom layer can be a dielectric (plain diffuse) or metallic (shiny metal) surface. Above that is the simulation of a thin coat of semi-transparent (colored) material. You can change the base color, as I've demonstrated, although the most common base is diffuse white, or silvery (white) metal. However, gold is commonly used as well and I'm showing that on the third capsule.
The angle between the observer and the material, as well as the Fresnel refraction effect, must both be considered in order to get the color change to come out right. It's some neat math. However, keep in mind there is no refraction here. There are not really two layers of geometry - just one.
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Miss Nancy posted Mon, 09 July 2012 at 5:19 PM
LaurieA posted Mon, 09 July 2012 at 5:21 PM
Yanno BB you really should sell ur shaders in just packs. I'd buy them if I didn't have to buy the furniture too, which I can make myself and don't really want ;).
Just a quick thought: a friend said to me (and I agree) that the fact that MOST of us have to rely on just one person for shader help should tell SM something. Hobbyists don't wanna have to be physicists, geologists or mathmaticians - most of us aren't. And just trying to figure out the boxes and noodles in the material room and what they're doing gives me an instant headache. It just shouldn't be this hard. This is the ONLY program I've ever had a problem with shaders in. I can figure out Blenders, Vue's is a flippin breeze, I can write a shader from scratch for Luxrender without even seeing it...this Poser material room just shouldn't be.
Laurie
LaurieA posted Mon, 09 July 2012 at 5:22 PM
Quote - here's one of bill's old pearl shader (not the new one).
I don't use Matmatic. I already think the material room is the seventh level of hell. I'll jump off a bridge using Matmatic.
Laurie
bagginsbill posted Mon, 09 July 2012 at 5:28 PM
Now I'm better prepared to create various effects intentionally. In the candy paint set, I've carefully chosen 50 colors that really bring out the effect. It's quite amazing to see these colors appear from setting just one color parameter value. At first it's a mystery why one color is so vibrant while another is not. That's why it's important that I prepared a bunch.
I built five versions of each, so there are 250 presets. There's Candy Paint (normal white base), Candy Silver (white metal base), Candy Gold (gold metal base), Candy Silver Blur (blurry silver base), and Crazy Paint (insane, but physically plausible settings on everything.)
In real life, one of these Crazy Paint jobs would cost around $15K.
The attached image shows Insignia Yellow Crazy Paint.
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)
bagginsbill posted Mon, 09 July 2012 at 5:31 PM
Quote - Yanno BB you really should sell ur shaders in just packs. I'd buy them if I didn't have to buy the furniture too, which I can make myself and don't really want ;).
Yeah, I'm heading in that direction. The furniture pack wasn't supposed to be about insane collections of shaders. It was supposed to be furniture with a couple good looking options. I got carried away.
You know I'd still charge $11.95 for those. You could buy them and throw the furniture away. grin The shaders will work on anything.
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)
LaurieA posted Mon, 09 July 2012 at 5:32 PM
Quote - I'm not sure if I am willing to give this one away, though. This belongs in the store - nobody has anything like it. It happens to be using some techniques for thin coatings that I only recently developed. Like a few days ago. I'm getting that ready for the store, too.
No problem ;). My earrings will just have to remain pearless...lol. ;) Onward and upward! :P
Laurie
Believable3D posted Mon, 09 July 2012 at 5:57 PM
Quote - You know this is one of the most difficult materials of all.
I needed a reference image where I control (and can reproduce) the lighting. So I took a magazine (to see reflections) and put some pearls on it and shot the picture.
I attached that to a Poser square, and suspended some Poser pearls and went to work.
I am closer, I think, than last time.
I'm not sure if I am willing to give this one away, though. This belongs in the store - nobody has anything like it. It happens to be using some techniques for thin coatings that I only recently developed. Like a few days ago. I'm getting that ready for the store, too.
Getting there. I think the real pearls have the slightest (more?) tinge of green than your shader there.
Ditto on the materials packs. Easier to tell what is overlap, although I have to admit I do kinda like those furnishings... but I can't say I have much use for a full set of bedroom furniture at the moment.
I think if you sold your materials as themed packs, you'd get loads of sales. E.g.
Etc.
Just ideas; tinker to suit.
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Believable3D posted Mon, 09 July 2012 at 5:58 PM
Of course, I guess the wood materials collections would be almost redundant now, given the furniture sets. :)
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nfredman posted Mon, 09 July 2012 at 7:38 PM
But there are different materials in each furniture item!
Really, a Merchant Resource would be scrumptious.
FaeMoon posted Mon, 09 July 2012 at 9:06 PM
I would love a set of BB shaders. I buy so many of ParrotDolphin's Materials, they are incredible fun, but I want to be able to do decent jade and pearls and stuch.
LaurieA posted Mon, 09 July 2012 at 9:07 PM
You can already do jade. BB posted a shader for it over at RDNA in the Node Cult.
Laurie
Miss Nancy posted Mon, 09 July 2012 at 11:26 PM
here's another using old pearl shader, in case nobody liked the android. IMVHO bill should release new pearl shader as freebie: incentive to encourage users to buy new shader pak.
monkeycloud posted Tue, 10 July 2012 at 2:50 AM
Personally I like the bonus of furniture and more cars along with the shader options...
I'm hoping there'll be another vehicle of four along soon from yourself and Tom, BB? One or two more vintage ones would be good in that too... oh yeah, with pearl hub caps as an option? :lol:
But sure, I'd also buy straight forward material packs. Provided there's a Monkey Green colour option for each material category, of course... and I guess merchant resource versions could be good for the marketplace too?
Laurie, I'd guess there are perhaps two reasons I can think of that SM chose not too bundle more, better material library presets with Poser 9/2012...
First off, BB was still perfecting everything he had... ...but moreover, I guess they recognise that having these as after-market parts stimulates sales in the content marketplaces... and I guess, conversely, the activity in these marketplaces, and associated galleries and forums, plays a big part in driving Poser upgrade sales?
Cap that off with newbie Poser users, Amazon sales etc, being driven in to the marketplaces by the need to obtain better materials and figure content, etc... sounds like a sort of "magic circle" is being defined by that equation?
...well, that's my "aftermarket" hypothesis for the day. LOL :lol:
LaurieA posted Tue, 10 July 2012 at 8:21 AM
I wasn't complaining that SM didn't bundle more materials in Poser ;). I was complaining that the material room itself is a WHOLE lot harder than it has to be. I mean, it's a hobbyist program ffs. Why, in all these years (since I've had Poser 6) can't I figured out the material room? Why can't others? Because it's too convoluted and unnecessarily confusing compared to the rest of the program. Poser is the only program I use where I have problem with materials. I mean, why in the name of Mike would one need a shader that has more than a hundred nodes if something wasn't seriously STUPID in the material room? Sorry...I know BB knows what he's doing, but I think that's just insane...lol.
/rant
Laurie
monkeycloud posted Tue, 10 July 2012 at 8:25 AM
Oh yeah, also Laurie, I remembered that Kobaltkween's Essential Materials 01 for Poser 9+ has a Pearl shader:
http://www.renderosity.com/mod/bcs/essential-materials-01-p9-/91540
EDIT: Don't know if this one is more up-to-date than the one Miss Nancy has cited or not... but it kinda looks like it should be??
Cheers
LaurieA posted Tue, 10 July 2012 at 8:28 AM
Thanks but no thanks monkeycloud. I know ya mean well, but I'm not gonna purchase a product just so I can have something that should be fairly easy to do in the program. Besides, I couldn't distribute it anyway ;). All this was for freebie earrings I'm making...lol.
Thanks tho!
Laurie
monkeycloud posted Tue, 10 July 2012 at 8:42 AM
Quote - I wasn't complaining that SM didn't bundle more materials in Poser ;). I was complaining that the material room itself is a WHOLE lot harder than it has to be. I mean, it's a hobbyist program ffs. Why, in all these years (since I've had Poser 6) can't I figured out the material room? Why can't others? Because it's too convoluted and unnecessarily confusing compared to the rest of the program. Poser is the only program I use where I have problem with materials. I mean, why in the name of Mike would one need a shader that has more than a hundred nodes if something wasn't seriously STUPID in the material room? Sorry...I know BB knows what he's doing, but I think that's just insane...lol.
/rant
Laurie
My personal view on that point is that SM should employ Snarlygribbly and BagginsBill (and whoever else) to make a kind of "EZMaterials" UI mode... e.g. extending the principles of EZSkin to cover more / all common material types... and having that sit, as an "Intermediate" mode between the "Basic" and "Advanced" Mat Room modes; i.e. written into the core Poser program... in C++(?)... rather than a Python plugin.
Of course, those guys... or someone else could do this as a Python plugin, in due course I'm sure too. But if we're going down the line of what you're talking about and having it backed by SM...
...anyway, I think then we'd have the best of all worlds... something more straight forward, but still also the optional power to tinker with the fundamentals.
Where would the quality of Poser renders be stuck at if BB and others had been unable to tinker in the mat room as they have done over the past few years?
Personally, despite being fairly daunted at first, I'm now having quite a lot of fun playing with joining different nodes together and seeing what comes out. Of course, most of what comes out for me is still guff, LOL :lol:
Hmmm....they might be as well just ditching the "Basic" mat room mode altogether, if they were to do something like the above.... does anyone use that?
LaurieA posted Tue, 10 July 2012 at 8:54 AM
If BB hadn't been around more of us would be in the dark about the material room than still are...lol
I think SM should have taken a page from Vue d'Esprits's book and given us a simple to use, but still powerful system like Vue's where what you see is exactly what you're gonna get. I'm talking about the Vue 4 material room...lol. I have no idea what Vue's like now since I haven't kept up with it ;). But I could do darn near anything with Vue 4's materials. I think Poser's material room should be visually based. Like just about every other shader system out there ;). I'll put something together in the mat room and it looks TOTALLY different when I render it than it did in the material room preview. It's just one of the major problems I have with it ;)
Anyway...it's for a freebie and graciously BB has given his permission for me to distribute modified versions of BBGlossy with it ;). And with his shared shaders for gems, other semiprecious stones...I've just about got it covered...lol. Pearl would have been nice, but not crucial ;).
Laurie
monkeycloud posted Tue, 10 July 2012 at 9:01 AM
I've got Vue 10... the material preview is certainly very good. Here's the breakdown of how the Vue material editing system stands now:
http://www.e-onsoftware.com/products/vue/vue_10_complete/?page=10
See the last section regarding their "Smart Graph Editor"... I suspect once you get into the nitty gritty, in any more advanced system, it's going to get messy?
But I'm guessing an equivalent to the current, intermediate material mixing and layering system is what you'd be after?
EDIT: Of course Vue's system is all about materials as landscape layers... so it' a bit different I guess...
LaurieA posted Tue, 10 July 2012 at 9:06 AM
Well, more like Vue 4's material editor since it looks like it's only gotten more complicated in the years since ;). But with Vue 4's materials I really COULD create just about anything - MYSELF ;). I didn't have to go running to anyone just to even maybe get an inkling of what's actually going on in Poser's material room much less have them figure it out for me completely. I even managed opal in Vue 4's material editor. Looked really convincing too...lol. What I'm saying is, you could replicate nearly anything with just a few things like specular, emission, diffuse and reflect and refract and a whole lot of functions a whole lot easier than the spaghetti hell we're in now - understood but by a few and exasperating to many. Frankly, I think they should ditch it and start over ;).
Laurie
monkeycloud posted Tue, 10 July 2012 at 9:08 AM
Quote - Anyway...it's for a freebie and graciously BB has given his permission for me to distribute modified versions of BBGlossy with it ;). And with his shared shaders for gems, other semiprecious stones...I've just about got it covered...lol. Pearl would have been nice, but not crucial ;).
Cool... look forward to it. I just downloaded your Boudoir Lamp... many thanks! I'll keep an eye out for the earrings
I guess I can apply some pearl myself, in due course, once BB releases that car with the pearl hub caps...
LaurieA posted Tue, 10 July 2012 at 9:14 AM
Quote - > Quote - Anyway...it's for a freebie and graciously BB has given his permission for me to distribute modified versions of BBGlossy with it ;). And with his shared shaders for gems, other semiprecious stones...I've just about got it covered...lol. Pearl would have been nice, but not crucial ;).
Cool... look forward to it. I just downloaded your Boudoir Lamp... many thanks! I'll keep an eye out for the earrings
I guess I can apply some pearl myself, in due course, once BB releases that car with the pearl hub caps...
You're welcome and I hope BB makes your pearl hubcaps...lol.
Laurie
monkeycloud posted Tue, 10 July 2012 at 9:19 AM
Quote - You're welcome and I hope BB makes your pearl hubcaps...lol.
Let's hope so
Can't wait to try out that fancy gel coat material on my avatar cat-bot though too...
...and I wish I could afford a paint job like that on my real-world van!
MistyLaraCarrara posted Tue, 10 July 2012 at 9:19 AM
the material room preview, do you mean the lil window on the main node? the lights in use effect the preview.
i had a purple light, the material thumbnail saved to my lib had a purple tint but, of course, next time i used it, it wasn't purple.
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monkeycloud posted Tue, 10 July 2012 at 9:27 AM
Quote - the material room preview, do you mean the lil window on the main node? the lights in use effect the preview.
i had a purple light, the material thumbnail saved to my lib had a purple tint but, of course, next time i used it, it wasn't purple.
Yeah... the preview doesn't seem to work with a lot of the newer nodes etc... EZMetal or SSS shaders etc, just shows black... or shows the texture without the effect from key nodes...
...although pretty sure this is an issue with OpenGL (and maybe also software preview?) preview, full stop... rather than just that mat room preview window?
nfredman posted Tue, 10 July 2012 at 9:38 AM
Minyassa did a BagginsBill-inspired set of sculpturals and gems in a merchant resource a few years back, and I use those to death.
Hmm, she seems to have pulled her "Sculpturals."
Amen on ParrotDolphin's materials. :)
LaurieA posted Tue, 10 July 2012 at 10:10 AM
Quote - Minyassa did a BagginsBill-inspired set of sculpturals and gems in a merchant resource a few years back, and I use those to death.
Hmm, she seems to have pulled her "Sculpturals."
Amen on ParrotDolphin's materials. :)
Heh...I've already made most of those...at least for Poser 8 ;). Aventurine, Lapis, Turquoise, etc.
What I've made for the earrings so far is peridot, amethyst, aquamarine, garnet (blood red and pinkish versions), iolite, citrine, crystal, blue topaz, jade, nephrite jade, blue and green chalcedony and pink jasper. I have black glass in there too ;). Also gold, silver, copper, rose gold. I figured that was probably enough...lol.
The problem with this new stuff is it looks different under IDL and lit with emitters. It looks awesome when you light with emitters, but sorta dull when you use IDL. I may need to make two versions.
Laurie
bagginsbill posted Tue, 10 July 2012 at 10:11 AM
I have made a simplified pearl I'm happy with you using in your freebie.
It's strictly PP2012 though. Otherwise it just isn't possible to make it simple.
Rendering now - will post it shortly.
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LaurieA posted Tue, 10 July 2012 at 10:12 AM
Quote - I have made a simplified pearl I'm happy with you using in your freebie.
It's strictly PP2012 though. Otherwise it just isn't possible to make it simple.
Rendering now - will post it shortly.
Aw, that's nice BB but I don't want you to give away anything you want to sell...lol. I want ya to make lots and lots of green stuff :P. Hana Hanabi is working on a pearl shader too.
Laurie
bagginsbill posted Tue, 10 July 2012 at 10:15 AM
Attached Link: BBSimplePearl material
How does this look?Link attached to BBSimplePearl.mt5
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LaurieA posted Tue, 10 July 2012 at 10:20 AM
Wow..that looks purdy darn good...lol. But keep it for ur shaders pack ;). I know ya wanna sell it...hehe. Looks great tho :). That's the closest I've seen anyone get so far.
Laurie
bagginsbill posted Tue, 10 July 2012 at 10:21 AM
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bagginsbill posted Tue, 10 July 2012 at 10:22 AM
I have a better more realistic version for the shader pack.
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monkeycloud posted Tue, 10 July 2012 at 10:23 AM
He he... I think the shader pack one's gonna be better still.
That "simple" one still looks awesome click link -> download
monkeycloud posted Tue, 10 July 2012 at 10:24 AM
Is that a Danae skin texture on the figure that's wearing the pearls there BB?
bagginsbill posted Tue, 10 July 2012 at 10:48 AM
Quote - Is that a Danae skin texture on the figure that's wearing the pearls there BB?
Yes - Lyon.
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monkeycloud posted Tue, 10 July 2012 at 10:51 AM
Quote - > Quote - Is that a Danae skin texture on the figure that's wearing the pearls there BB?
Yes - Lyon.
Cool - those pearls suit her nicely
bagginsbill posted Tue, 10 July 2012 at 10:55 AM
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monkeycloud posted Tue, 10 July 2012 at 11:01 AM
Wow... see your point. The simple one looks amazing, then the complex one, with presumably something of that gel coat trick in it, just totally pops all the more.
The light bouncing off the shader is multiplied I guess by the second layer... or something? ... making the pearls whiter, effectively... but in a very convincing way.
Awesome
LaurieA posted Tue, 10 July 2012 at 11:41 AM
It's pretty :D. Working with it now BB. I added another spec and reflect like that pearly teeth shader someone posted at RDNA...not sure if it's where it's supposed to be in the node sequence, but it looks nice so far ;).
Laurie
LaurieA posted Tue, 10 July 2012 at 12:01 PM
Laurie
bagginsbill posted Tue, 10 July 2012 at 12:05 PM
That's pretty.
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bagginsbill posted Tue, 10 July 2012 at 12:06 PM
This is definitely a thin-film effect, even more complex than what I was doing earlier. In this one the color doesn't just get darker, it shifts in hue.
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LaurieA posted Tue, 10 July 2012 at 12:07 PM
Thank you for the help BB. I could never come up with a pearl shader..lol.
I'm still trying to figure out why it looks awesome with an emitter for a light but looks lackluster, to say the least, with a regular light like a point. Ugh. Even the BBGlossy looks...I wanna say flat?
Needless to say, I don't think I'll be going back to regular Poser lights...lol.
Laurie
LaurieA posted Tue, 10 July 2012 at 12:09 PM
Quote - Tahitian (black) pearl.
This is definitely a thin-film effect, even more complex than what I was doing earlier. In this one the color doesn't just get darker, it shifts in hue.
Trust me, I like this, but it has a slight yellowish tint to it that I know black pearls don't have ;). Is it the lights? I had a black pearl ring that reflected a pinkish and mostly bluish color. In incandescent light it looked pretty gray ;). More like the image. But now that I look I guess they can look yellowish?
Laurie
bagginsbill posted Tue, 10 July 2012 at 12:12 PM
The emitter (area) light looks better because it's not a point - it's an area. These surfaces reflect what is around them, but being curved they shrink those things. A point, being already tiny, becomes practically nothing. On the other hand, a nice big bright area, such as a window, becomes a beautiful thing in the reflection.
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)
bagginsbill posted Tue, 10 July 2012 at 12:13 PM
Quote - > Quote - Tahitian (black) pearl.
This is definitely a thin-film effect, even more complex than what I was doing earlier. In this one the color doesn't just get darker, it shifts in hue.
Trust me, I like this, but it has a slight yellowish tint to it that I know black pearls don't have ;). Is it the lights? I had a black pearl ring that reflected a pinkish and mostly bluish color. In incandescent light it looked pretty gray ;). More like the image. But now that I look I guess they can look yellowish?
Laurie
http://tropic-island.net/polynesia-tahiti-moorea/tahitian-black-pearls.html
They come in many colors.
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LaurieA posted Tue, 10 July 2012 at 12:15 PM
I've never seen a black pearl that color...lol. I didn't realize they even came that light in color. I guess nacre production is privy to a lot of different variables ;).
Laurie
bagginsbill posted Tue, 10 July 2012 at 12:34 PM
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JoePublic posted Tue, 10 July 2012 at 12:37 PM
Many thanks for this freebie, BB.
It helped me to finally achieve an accurate Spectraflame shader.
"Spectraflame" is automotive candy paint sprayed directly on top of zinc plated toy cars and contains both standard as well as flourescent pigments, so there is not only "sparkle" due to imperfections in the plating, but also a noticeable color shift.
LaurieA posted Tue, 10 July 2012 at 12:37 PM
Quote -
Wow...so beautiful :) I always preferred the black pearls over white ones.
Laurie
bagginsbill posted Tue, 10 July 2012 at 12:45 PM
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LaurieA posted Tue, 10 July 2012 at 12:55 PM
Oh, that's NEAT! :D
Laurie
LaurieA posted Tue, 10 July 2012 at 12:57 PM
The BBGlossy metals have essentially turned to mud and the pearly shader has lost its lovely glossiness and bump. It will still pass for pearl I guess but now it looks more like shiny plastic ;).
I'll supply shaders for metals that looks really nice under regular Poser lighting, even tho the BBGlossy shader may still look really good under some Poser lighting and scene scenarios. Having more shaders choices is a good thing...lol.
Laurie
LaurieA posted Tue, 10 July 2012 at 1:15 PM
Laurie
monkeycloud posted Tue, 10 July 2012 at 2:28 PM
Quote - Many thanks for this freebie, BB.
It helped me to finally achieve an accurate Spectraflame shader.
"Spectraflame" is automotive candy paint sprayed directly on top of zinc plated toy cars and contains both standard as well as flourescent pigments, so there is not only "sparkle" due to imperfections in the plating, but also a noticeable color shift.
Cool - nice Hotwheels shader
nfredman posted Tue, 10 July 2012 at 2:28 PM
Beautimous! slobbers on materials
bagginsbill posted Tue, 10 July 2012 at 2:35 PM
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monkeycloud posted Tue, 10 July 2012 at 2:42 PM
That's very nice
bagginsbill posted Tue, 10 July 2012 at 3:44 PM
All in Monkey Green.
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monkeycloud posted Tue, 10 July 2012 at 4:12 PM
Ha ha! Superb!
Many thanks BB
A set of pearl hub caps and those'll be good to go... LOL :lol:
Khai-J-Bach posted Tue, 10 July 2012 at 4:14 PM
how about British Racing Green... in Gloss and Matte?
LaurieA posted Tue, 10 July 2012 at 4:19 PM
Hehe..anything green is cool for me :D
likes green
Laurie
Latexluv posted Tue, 10 July 2012 at 4:30 PM
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
bagginsbill posted Tue, 10 July 2012 at 4:44 PM
If ya don't like green there's plenty of red!
Deep Red, Burgundy Red, Cherry Red, Red, Hyper Red
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bagginsbill posted Tue, 10 July 2012 at 4:55 PM
Quote - how about British Racing Green... in Gloss and Matte?
Oooh. I can't find a definitive color value for that - google image search produces multiple values.
Care to make a specific RGB suggestion? I take requests.
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DreamlandModels posted Tue, 10 July 2012 at 4:56 PM
Those look cool Ted.
Nice model too! :-)
LaurieA posted Tue, 10 July 2012 at 5:13 PM
Khai-J-Bach posted Tue, 10 July 2012 at 5:26 PM
yup that the closest shade Laurie :)
bagginsbill posted Tue, 10 July 2012 at 5:39 PM
With the candy paint, the color is compounded except where it points right at the camera. So I usually have to make a judgement call and boost the brightness a bit to get it closer to expectations.
Which of these three do you reckon is the closest to what you expect for this color?
All three were boosted, but left is least and right is most.
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Khai-J-Bach posted Tue, 10 July 2012 at 5:42 PM
I'd say the mid shade is the best one
GeneralNutt posted Tue, 10 July 2012 at 5:49 PM
I think it is totally unfair to go a post a great pearl shader after having a render running for almost 24 hours, with a shader that just won't do anymore.
Will those model cars' doors open?
bagginsbill posted Tue, 10 July 2012 at 5:50 PM
Here is your color in BBGlossy, your chosen boost in Candy, and in flat matte.
Look right?
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bagginsbill posted Tue, 10 July 2012 at 5:51 PM
Quote - Will those model cars' doors open?
No.
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bagginsbill posted Tue, 10 July 2012 at 5:53 PM
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monkeycloud posted Tue, 10 July 2012 at 5:58 PM
I'd call the middle one...?
EDIT: ...and looks okay to me in the glossy, candy and matte test above.
bagginsbill posted Tue, 10 July 2012 at 5:59 PM
I have to go make dinner now. If you can figure out where I've hidden the British Racing Green Candy Paint on my site, you can have it FOR FREE.
It will be in the store soon (along with 249 others), so don't redistribute it.
After I'm done with dinner, I'm deleting it.
No fair telling other people where it is.
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monkeycloud posted Tue, 10 July 2012 at 6:05 PM
He he... easy... thanks BB
LaurieA posted Tue, 10 July 2012 at 6:09 PM
My gawd...that was too easy BB ;).
Laurie
GeneralNutt posted Tue, 10 July 2012 at 6:15 PM
Thanks for the shader. I'll buy it later anyway, so it's only a loaner. There is some other interesting stuff there, can we look at it?
bagginsbill posted Tue, 10 July 2012 at 7:26 PM
Time's up.
Are you asking about other stuff in my file cabinet? Sure.
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GeneralNutt posted Tue, 10 July 2012 at 7:30 PM
Thank You. Yes I was wondering what a gamma meter is, seeing I don't think I could poser without the light meter, wondering what wonders the gamma meter might hold.
LaurieA posted Tue, 10 July 2012 at 8:51 PM
Laurie
Latexluv posted Tue, 10 July 2012 at 9:19 PM
Very nice, Laurie!
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
bagginsbill posted Tue, 10 July 2012 at 10:03 PM
Quote - Thank You. Yes I was wondering what a gamma meter is, seeing I don't think I could poser without the light meter, wondering what wonders the gamma meter might hold.
While trying to help someone there were claims of "my render gamma was X" when it was not, which led to some difficulties in communication and understanding.
So I invented the BBGammaMeter, which will tell me by rendering it whether or not you know what render gamma you have, and what your light levels are.
Ironically, after posting it, I never had to use it again.
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monkeycloud posted Wed, 11 July 2012 at 4:30 AM
Quote - Green aventurine :D
Laurie
Nice aventurine
monkeycloud posted Wed, 11 July 2012 at 6:11 AM
Quote - Thanks for the shader. I'll buy it later anyway, so it's only a loaner. There is some other interesting stuff there, can we look at it?
Congrats on scooping both 2nd and 3rd place in the forum comp by the way GeneralNutt! Bonanza!
MistyLaraCarrara posted Wed, 11 July 2012 at 9:54 AM
Quote - OK one more test. (I have been doing this for days.)
Here is your color in BBGlossy, your chosen boost in Candy, and in flat matte.
Look right?
the middle one, kinda looks like it's inside a shadow orb. transparency edge?
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
MistyLaraCarrara posted Wed, 11 July 2012 at 9:56 AM
Quote - Green aventurine :D
Laurie
it haz the lustre going on :)
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
LaurieA posted Wed, 11 July 2012 at 9:58 AM
Well, I'm sure BB or anyone else could do a better one if they had the time or inclination, but I don't think it's too bad for a material room dummy ;).
I even managed blue agate (sorta) without using Pow ;).
Laurie
GeneralNutt posted Wed, 11 July 2012 at 3:48 PM
Laurie,
Your earings look like they will be a wonderful addition to any runtime.
Monkeycloud,
Thank You. I was pretty sure I had seen two of the images that were in the contest had previous won past contests, so I was shooting for a 3rd place finish, so I did way better then I hoped to. Having Bill say mine was technically the best was pretty sweet on it's own (though afterwords I considered almost everything in there was his shaders). Every time someone picks one of your images it feels pretty dang good. I'm sure for the pro's it's a meh moment, but for an amateur, it feels pretty good. My only disappointment was right after reading basicwiz's message, power fluxed, shut down the computer and lost two days of rendering with only two rows to go.
MistyLaraCarrara posted Wed, 11 July 2012 at 7:29 PM
the greens would be nice for the halls of a jade palace.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
monkeycloud posted Thu, 12 July 2012 at 3:55 AM
Many thanks again for that British Racing Green BB
My catbot avatar has his upgrade rendering now...
bagginsbill posted Thu, 12 July 2012 at 7:57 AM
The pattern is a Cellular node in Mode 3 with Turbulence=2. This is modulating the candy thickness.
satinFlame = PM(p.satinFlame, 'Satin Flame')
sz = PM(p.satinFlameSize, 'Satin Flame Size')
value = satinFlame * Cellular(0, 1, 1, 1, sz, sz, sz, 0, 3, 0, 2)
candyThickness *= (1 - value)
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LaurieA posted Thu, 12 July 2012 at 9:13 AM
Laurie
bagginsbill posted Thu, 12 July 2012 at 9:37 AM
Everything you have is correct, but not complete. Very close.
Here's what I will address:
The diffuse value should follow the complement of the reflection value. If you don't do this, you get a fuzzy white edge. This is easy to correct with a Math subtract. Or you could have wired diffuse and reflect directly into the Fresnel_Blend - which is how SM intended it to be used. But I prefer the way you did it for a couple reasons I won't bother explaining.
Now that we use reflection and blinn with a goal of high realism, I prefer to drive them both from the Fresnel_Blend for consistency. This is done by plugging the Fresnel_Blend into the Blinn Reflectivity, and setting its SpecularRollOff to 1 - disabling that.
In order to get a consistent outcome between reflected glowing elements and the Blinn (which deals only with light sources) some slight adjustment is called for.
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bagginsbill posted Thu, 12 July 2012 at 9:41 AM
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bagginsbill posted Thu, 12 July 2012 at 9:42 AM
Your original on the left, my adjustment on the right.
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LaurieA posted Thu, 12 July 2012 at 9:48 AM
Ugh...I think I know what ya mean but wasn't sure how to put it together....lol. I almost had it. Had the subtract math functions node plugged into the color. Silly...lol. Otherwise I had it - except the blinn settings.
Yes, and yours looks a LOT better...hehe. Thanks ;)
Laurie
bagginsbill posted Thu, 12 July 2012 at 9:57 AM
In some ways, this arrangement is preferred as it offers a rule you can follow over and over.
Here the Fresnel_Blend is being allowed to manage two layers - the surface, and the subsurface.
The surface effect handles reflections and specular at the material-air boundary. This is our Outer_Color, and consists of the sum of Reflect and Blinn. (Reflect for objects, Blinn for lights. But remember this is an artificial distinction caused by history. In Lux this is one thing, not two. I wish Poser had a new node that dealt with both.)
The subsurface effect is our Inner_Color. In this case we use a traditional Diffuse, but in a moment you'll see how we change that.
A render of this would look identical to the shader I just gave you.
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bagginsbill posted Thu, 12 July 2012 at 10:00 AM
Logically this is identical. But it will give us a subtly different look! In fact, it will look more like glass because of the scatter, and the ks_microfacet is slightly better at making a realistic sharp highlight. Just what we need here.
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bagginsbill posted Thu, 12 July 2012 at 10:01 AM
On the right, the Reflect+ks_microfacet+Scatter.
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LaurieA posted Thu, 12 July 2012 at 10:02 AM
Ooooh. I'll try that last one. Thanks! :D
Laurie
bagginsbill posted Thu, 12 July 2012 at 10:12 AM
Out with the Scatter, in with the Refract.
But!
There's no place to plug in the color, and if we use the color as-is it will be wrong.
Refraction in Poser happens at mesh boundaries. When we look through an object via refraction, we multiply with the color on each bounce, which means looking through two mesh boundaries we get color times color, or color ** 2.
If we want the same effective coloring, we must use the square root of the color we want. I do that with the Color_Math node. This is multiplied with the Refract node, giving us the subsurface effect we want into the Fresnel_Blend Inner_Color.
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bagginsbill posted Thu, 12 July 2012 at 10:13 AM
Previous Scatter glass is on the right.
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LaurieA posted Thu, 12 July 2012 at 10:15 AM
So, that new transparent glass can be used with gemstones as well with the correct IOR in the fresnel blend? I am saving all these material room panels yanno...lol. Reference - always looking for reference ;).
Laurie
bagginsbill posted Thu, 12 July 2012 at 10:23 AM
Quote - So, that new transparent glass can be used with gemstones as well with the correct IOR in the fresnel blend? I am saving all these material room panels yanno...lol. Reference - always looking for reference ;).
Laurie
Yes you can use this for gem stones.
And the color does not need to be a constant - it can be more nodes plugged into the Sqrt, and have the Sqrt Value_1 color be white so it just takes whatever you have plugged into it.
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shedofjoy posted Thu, 12 July 2012 at 11:10 AM
Getting old and still making "art" without soiling myself, now that's success.
LaurieA posted Thu, 12 July 2012 at 11:14 AM
I know. Good stuff, right? ;) They look nice :)
Laurie
bagginsbill posted Thu, 12 July 2012 at 11:26 AM
Here's how to wire it up with Fresnel_Blend.
It's VERY important that you plug the Reflect node into Alternate_Diffuse, and not into Reflection_Color. The Poser Surface node does old-school incorrect math with Reflection_Color channel data and transparency. It does not attempt any such bull-sh** with the Alternate_Diffuse data.
The correct math is in Fresnel_Blend. That's what we want it to use.
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bagginsbill posted Thu, 12 July 2012 at 11:29 AM
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bagginsbill posted Thu, 12 July 2012 at 12:22 PM
I used Satin Flame on the fenders.
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bagginsbill posted Thu, 12 July 2012 at 12:25 PM
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LaurieA posted Thu, 12 July 2012 at 2:50 PM
copy image...thanks BB! Again :D
Laurie
LaurieA posted Thu, 12 July 2012 at 4:29 PM
Laurie
bagginsbill posted Thu, 12 July 2012 at 4:42 PM
Oooh - that's a nice one.
It almost looks volumetric. Is that two surfaces or one?
Hmmm - you've given me an idea.
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LaurieA posted Thu, 12 July 2012 at 4:46 PM
Actually it's a real mishmash...lol. No clue of what I'm doing but the result was what I wanted...lol. And I haven't set it up for Poser 9/2012 yet ;). Screenie in a minute....
Laurie
LaurieA posted Thu, 12 July 2012 at 4:49 PM
What I was initially trying to do was to find a way to do those awesome swirls and rings like agate has without using the P node. Failed in that, but got this instead. I can't do malachite or azurite until I figure out how to do that. Can't be done I guess.
Oh, and it's only one surface if you mean is there a cover over the cabs...
Laurie
LaurieA posted Thu, 12 July 2012 at 4:59 PM
It just occured to me that I may be able to do swirls and rings with the cellular node. Hmmm....
Laurie
bagginsbill posted Thu, 12 July 2012 at 5:08 PM
Hah - I know you have an aversion to matmatic but it comes with demos of agate-like swirls.
Create two clouds nodes. The first should be gray and white, and plug that into the scale input of the second. Use colors on the second one. Try different ratios in two scales.
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LaurieA posted Thu, 12 July 2012 at 5:15 PM
Quote - Hah - I know you have an aversion to matmatic but it comes with demos of agate-like swirls.
Create two clouds nodes. The first should be gray and white, and plug that into the scale input of the second. Use colors on the second one. Try different ratios in two scales.
Thanks! I'll give it a shot ;). And I do have an aversion to Matmatic...lol. I understand programming language about as much as I understand the material room :P LOL
Laurie
sandman_max posted Thu, 12 July 2012 at 7:38 PM
Quote - You know this is one of the most difficult materials of all.
I needed a reference image where I control (and can reproduce) the lighting. So I took a magazine (to see reflections) and put some pearls on it and shot the picture.
I attached that to a Poser square, and suspended some Poser pearls and went to work.
I am closer, I think, than last time.
I'm not sure if I am willing to give this one away, though. This belongs in the store - nobody has anything like it. It happens to be using some techniques for thin coatings that I only recently developed. Like a few days ago. I'm getting that ready for the store, too.
I'll buy it, especially if it comes with those thin-coat shaders. Or any shaders. More shaders. More is definately better. One always needs more shaders. Right after chocolate.
LaurieA posted Thu, 12 July 2012 at 7:44 PM
Quote - I'll buy it, especially if it comes with those thin-coat shaders. Or any shaders. More shaders. More is definately better. One always needs more shaders. Right after chocolate.
Everything after chocolate ;).
Laurie
Hana-Hanabi posted Thu, 12 July 2012 at 7:54 PM
Perf. I totally needed some colored glass for something I'm planning. ^_^
Ne, BB...Any timeline for when these delish new shaders will be available for purchase? I want to make sure to work them into my budget!
花 | 美 | 花美 | 花火
...It's a pun.
bagginsbill posted Thu, 12 July 2012 at 8:23 PM
Probably next week.
By the way - the crazy paint makes the best nail polish.
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Hana-Hanabi posted Thu, 12 July 2012 at 8:30 PM
The glitter one actually looks really similar to some of the nail polish I've got, heh. I also have one that's kind of similar to the Satin Flame if I do some fancy nail-paint tricks with a toothpick, heh.
花 | 美 | 花美 | 花火
...It's a pun.
LaurieA posted Thu, 12 July 2012 at 9:01 PM
Quote - Probably next week.
By the way - the crazy paint makes the best nail polish.
I've been using your BB Car Paint shader for nails for a LONG time ;).
Laurie
LaurieA posted Thu, 12 July 2012 at 11:03 PM
Now, I've gotta stop or I'll be fiddling with this stuff forever...lol.
Laurie
bagginsbill posted Thu, 12 July 2012 at 11:26 PM
Very nice effect.
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monkeycloud posted Fri, 13 July 2012 at 9:15 AM
Catbot got his British Racing Green paint job... pity I forgot to change the white undercoat for that candy shader. Least I think that's what I didn't do??
bagginsbill posted Fri, 13 July 2012 at 9:24 AM
Very nice - did you make that set? It's cool.
What do you mean about forgetting to change the white undercoat? For what purpose?
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LaurieA posted Fri, 13 July 2012 at 9:25 AM
I think it looks really neat monkeycloud ;) I like it much better than the orange ;)
Laurie
monkeycloud posted Fri, 13 July 2012 at 9:32 AM
That moss agate looks fantastic Laurie
monkeycloud posted Fri, 13 July 2012 at 9:34 AM
Quote - Very nice - did you make that set? It's cool.
What do you mean about forgetting to change the white undercoat? For what purpose?
I think I was expecting to see more pearlescence... I think?
EDIT: ...having difficulty typing there... was being mugged by an 8 month old baby, LOL :lol:
monkeycloud posted Fri, 13 July 2012 at 9:41 AM
I'm trying a render just now with a yellow sort of base color and orange candy color...
That last one took a while, I'd made it unnecessarily big
The set is my attempt at doing some modelling... SamTherapy has been giving me some help and advice there... was just trying to render it and see how it was working in Poser.
It's shaded with some furniture set shaders... although the floor is meant to be one of the marbles, believe it or not. Think I might need to do something with the UV mapping setup.
Despite the lack of marble, there's a subtle pinstripe effect on the floor, which I quite liked
bagginsbill posted Fri, 13 July 2012 at 9:44 AM
Ah - well I deduce that your lighting is very low.
The diffuse reflection on kitty's belly is not even producing 128. Assuming you're using my typical .8 Diffuse_Value, that means your light level is:
((127 / 255) ** 2.2) / .8 = about .27
This (.8 white) is also what the level is of the base coat.
The BRG tint is very dark and will overwhelm that.
You can do two things - increase the overall light levels by nearly 4x, or make the Candy Thickness lower.
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monkeycloud posted Fri, 13 July 2012 at 9:47 AM
Cool... thanks BB. I'll try that then
But got to go now and mow some grass...
GeneralNutt posted Fri, 13 July 2012 at 9:59 AM
bagginsbill posted Fri, 13 July 2012 at 10:04 AM
Test prop with BRG Candy Paint. (Note: My version is slightly different.)
Left is a light meter with 80% diffuse in the middle. Right is a light meter in meter mode.
This is low EnvSphere light - no Poser lights.
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bagginsbill posted Fri, 13 July 2012 at 10:04 AM
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bagginsbill posted Fri, 13 July 2012 at 10:05 AM
The green is actually darker here than high Env sphere lighting, but it's less even - more concentrated by the single-direction light source.
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bagginsbill posted Fri, 13 July 2012 at 10:07 AM
By the way, the ground is white candy paint.
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bagginsbill posted Fri, 13 July 2012 at 10:23 AM
We modulate:
Displacement
Candy Thickness
IOR - the only tricky one - it's 1 or 1.5 (1 + .5 * tile)
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bagginsbill posted Fri, 13 July 2012 at 10:24 AM
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bagginsbill posted Fri, 13 July 2012 at 10:29 AM
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LaurieA posted Fri, 13 July 2012 at 10:31 AM
Wow, I see some great kitchen tiles in my future...lol. Laurie
LaurieA posted Fri, 13 July 2012 at 11:45 AM
Why BB...I think I know how you did your candy paint :P. By accident...lol (and I haven't even looked at the British racing green paint yet). My lips are sealed ;). I'm probably wrong..lol. I may have it set up wrong because I'm getting what looks like a double light reflection :P Laurie
bagginsbill posted Fri, 13 July 2012 at 11:54 AM
I use two Blinn, but only one reflect in the candy paint, crazy paint, candy glitter, and candy satin flame.
Only candy silver and candy gold use double reflect.
However, all use double specular.
There is also a trick to the candy color. Three nodes.
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LaurieA posted Fri, 13 July 2012 at 12:47 PM
I think your candy coat secret is safe, cause if I've gotten maybe a small part I certainly don't have all of it :P Not even close...lol. I have an idea but no clue how to implement it. I'm revisiting the chalcedony shader, with which I wasn't at all happy. Chacedony is rather clear around the edges as you look at it then gets more and more translucent the deeper into the stone. I'm somewhat satisfied with what I've got - I wish it was more clear around the edges, but oh well ;). Is it possible to plug a ridiculous number into an edge blend? Like 20 or more? I have the outer color going to a refract and the inner going to a scatter. Or should I be plugging something into the edge blend's attenuation? Signed, Totally Clueless
LaurieA posted Fri, 13 July 2012 at 12:53 PM
Oh and forgot to mention I AM getting a double reflection sigh On an off note, tell the good folks at SM we need MORE functions (cracks comes to mind) and attenuation on the scatter :P. Laurie
LaurieA posted Fri, 13 July 2012 at 1:10 PM
Nevermind the double reflection. I think it's the glowing ball refecting off the white floor and up onto my chalcedony ball. blush
bagginsbill posted Fri, 13 July 2012 at 1:26 PM
Don't blush. I got tripped up by that more than once. Started adjusting the shader instead of the floor!
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LaurieA posted Fri, 13 July 2012 at 1:50 PM
Quote - Don't blush. I got tripped up by that more than once. Started adjusting the shader instead of the floor!
Oh! Phew! LOL
Laurie
Zaarin posted Fri, 13 July 2012 at 4:45 PM
Wow, this is exciting! Also, these shaders look perfect for polyhedral dice. :D
FaeMoon posted Fri, 13 July 2012 at 7:51 PM
Wow.. that is brilliant, BB. Completely spot on.
Laurie, I hear yah completely. I am such not a math brain and so often it comes down to a calculation (which I don't even know) to get something right. Seems a little over most people's heads when they are delving into the higher math trees.
I use the heck out of EZ skin now all the time. I wish I had something like it for the other materials that I could use for my models.
bagginsbill posted Fri, 13 July 2012 at 8:01 PM
Quote - I wish I had something like it for the other materials that I could use for my models.
I'm moving in that direction. Until P9/PP2012 was widely in use, there were poor options for user interface. Now we have wx and it is very easy to build a good UI.
This candy paint project will probably be the last one in which I deliver hundreds of shaders and I have to guess what colors you'll want and which variations are worth generating. Instead I'll deliver software that builds the shaders. I'm using that now but it has no UI - I have to write code for each new thing I want to do.
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bagginsbill posted Fri, 13 July 2012 at 8:02 PM
The code looks like this.
colors = [ (IColor(50, 50, 50), 'Black'), (IColor(230, 230, 230), 'White'), (IColor(25, 25, 85), 'Midnight Blue'), (IColor(60, 5, 5), "Deep Red"), (IColor(100, 10, 35), "Burgundy Red"), (IColor(228, 184, 201), "Pale Pink"), (IColor(217, 236, 255), "Powder Blue"), (IColor(65, 40, 45), "Cordovan"), (IColor(100, 115, 100), "Williamsburg Green"), (IColor(91, 110, 126), "Limestone Blue"), (IColor(128, 136, 87), "Monkey Green"), (IColor(143, 108, 108), "Hemlock Rose"), (IColor(212, 167, 95), "Honeysuckle"), (IColor(240, 225, 206), "Cream"), (IColor(245, 223, 173), "Wheat"), (IColor(93, 128, 162), "Rustic Blue"), (IColor(190, 200, 180), "Farmhouse Green"), (IColor(180, 180, 180), "Gray"), (IColor(0xcd, 0x85, 0x3f), "Peru"), (IColor(0xd8, 0xbf, 0xd8), "Thistle"), (IColor(0xff, 0xeb, 0xcd) * .9, "Almond"), (IColor(107, 107, 30), "Olive"), (IColor(30, 127, 127), "Teal"), (IColor(235, 129, 129), "Coral"), (IColor(139, 69, 19), "Chocolate"), (IColor(206, 183, 70), "Goldenrod"), (IColor(200, 25, 25), "Red"), (IColor(150, 25, 25), "Cherry Red"), (IColor(50, 190, 220), "Sky Blue"), (IColor(95, 36, 147), "Deep Purple"), (IColor(185, 125, 235), "Bright Purple"), (IColor(140, 70, 180), "Light Purple"), (IColor(230, 180, 20), "Flame Yellow"), (IColor(230, 110, 20), "Flame Orange"), (IColor(230, 60, 20), "Flame Red"), (IColor(20, 90, 230), "Hyper Blue"), (IColor(20, 230, 90), "Hyper Green"), (IColor(230, 20, 90), "Hyper Red"), (IColor(215, 150, 45), "Amber"), (IColor(75, 200, 35), "Lime Green"), #(IColor(28, 88, 34), "Emerald Green"), (BIColor(1, 66, 37) , "British Racing Green"), (IColor(245, 170, 30), "Insignia Yellow"), (IColor(85, 40, 90), "Royal Purple"), (IColor(240, 120, 180), "Pink"), (IColor(250, 80, 140), "Hot Pink"), (IColor(230, 210, 200), "Champagne"), (IColor(180, 210, 240), "Sheer Blue"), (IColor(240, 200, 140), "Yellow Ochre"), (IColor(174, 210, 123), "Celadon Green"), (IColor(128, 188, 230), "Aqua Blue"), ]
cp = CandyPaint()
outputs += [ '=CandyMetal', CandyPaint(cp(version='metal')), '=CandyDiffuse', CandyPaint(cp(version='diffuse')), ]
for clr, name in colors: if P9Mode: ver = 'scatter' else: ver = 'diffuse' p = cp(color=clr, version=ver, baseBlur=2) mat = CandyPaint(p) outputs += [ 'Candy Paint/=%s Candy Paint' % name, mat ] mat = CandyPaint(p(glitter=.3)) outputs += [ 'Candy Glitter/=%s Candy Glitter' % name, mat ]
mat = CandyPaint(p(satinFlame=.6)) outputs += [ 'Candy Satin Flame/=%s Candy Satin Flame' % name, mat ]
aclr = clr ** 1.1 lum = max(aclr[0], aclr[1], aclr[2]) ** 2.2 bv = min(.93 / lum, 2) mat = CandyPaint(p(color=aclr, baseColor=Blend(WHITE, clr, .15), ior=2, baseValue=bv, reflQuality=.3)) outputs += [ 'Crazy Paint/=%s Crazy Paint' % name, mat ] p = p(baseBlur=.01) mat = CandyPaint(p(version='metal')) outputs += [ 'Candy Silver/=%s Candy Silver' % name, mat ]
mat = CandyPaint(p(version='metal', baseBlur=4)) outputs += [ 'Candy Silver Blur/=%s Candy Silver Blur' % name, mat ]
mat = CandyPaint(p(version='metal', baseFresnel=.95, baseColor=IColor(255, 215, 150))) outputs += [ 'Candy Gold/=%s Candy Gold' % name, mat ]
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cherokee69 posted Fri, 13 July 2012 at 8:26 PM
Quote - The code looks like this.
colors = [ (IColor(50, 50, 50), 'Black'), (IColor(230, 230, 230), 'White'), (IColor(25, 25, 85), 'Midnight Blue'), (IColor(60, 5, 5), "Deep Red"), (IColor(100, 10, 35), "Burgundy Red"), (IColor(228, 184, 201), "Pale Pink"), (IColor(217, 236, 255), "Powder Blue"), (IColor(65, 40, 45), "Cordovan"), (IColor(100, 115, 100), "Williamsburg Green"), (IColor(91, 110, 126), "Limestone Blue"), (IColor(128, 136, 87), "Monkey Green"), (IColor(143, 108, 108), "Hemlock Rose"), (IColor(212, 167, 95), "Honeysuckle"), (IColor(240, 225, 206), "Cream"), (IColor(245, 223, 173), "Wheat"), (IColor(93, 128, 162), "Rustic Blue"), (IColor(190, 200, 180), "Farmhouse Green"), (IColor(180, 180, 180), "Gray"), (IColor(0xcd, 0x85, 0x3f), "Peru"), (IColor(0xd8, 0xbf, 0xd8), "Thistle"), (IColor(0xff, 0xeb, 0xcd) * .9, "Almond"), (IColor(107, 107, 30), "Olive"), (IColor(30, 127, 127), "Teal"), (IColor(235, 129, 129), "Coral"), (IColor(139, 69, 19), "Chocolate"), (IColor(206, 183, 70), "Goldenrod"), (IColor(200, 25, 25), "Red"), (IColor(150, 25, 25), "Cherry Red"), (IColor(50, 190, 220), "Sky Blue"), (IColor(95, 36, 147), "Deep Purple"), (IColor(185, 125, 235), "Bright Purple"), (IColor(140, 70, 180), "Light Purple"), (IColor(230, 180, 20), "Flame Yellow"), (IColor(230, 110, 20), "Flame Orange"), (IColor(230, 60, 20), "Flame Red"), (IColor(20, 90, 230), "Hyper Blue"), (IColor(20, 230, 90), "Hyper Green"), (IColor(230, 20, 90), "Hyper Red"), (IColor(215, 150, 45), "Amber"), (IColor(75, 200, 35), "Lime Green"), #(IColor(28, 88, 34), "Emerald Green"), (BIColor(1, 66, 37) , "British Racing Green"), (IColor(245, 170, 30), "Insignia Yellow"), (IColor(85, 40, 90), "Royal Purple"), (IColor(240, 120, 180), "Pink"), (IColor(250, 80, 140), "Hot Pink"), (IColor(230, 210, 200), "Champagne"), (IColor(180, 210, 240), "Sheer Blue"), (IColor(240, 200, 140), "Yellow Ochre"), (IColor(174, 210, 123), "Celadon Green"), (IColor(128, 188, 230), "Aqua Blue"), ]
cp = CandyPaint()
outputs += [ '=CandyMetal', CandyPaint(cp(version='metal')), '=CandyDiffuse', CandyPaint(cp(version='diffuse')), ]
for clr, name in colors: if P9Mode: ver = 'scatter' else: ver = 'diffuse' p = cp(color=clr, version=ver, baseBlur=2) mat = CandyPaint(p) outputs += [ 'Candy Paint/=%s Candy Paint' % name, mat ] mat = CandyPaint(p(glitter=.3)) outputs += [ 'Candy Glitter/=%s Candy Glitter' % name, mat ]
mat = CandyPaint(p(satinFlame=.6)) outputs += [ 'Candy Satin Flame/=%s Candy Satin Flame' % name, mat ]
aclr = clr ** 1.1 lum = max(aclr[0], aclr[1], aclr[2]) ** 2.2 bv = min(.93 / lum, 2) mat = CandyPaint(p(color=aclr, baseColor=Blend(WHITE, clr, .15), ior=2, baseValue=bv, reflQuality=.3)) outputs += [ 'Crazy Paint/=%s Crazy Paint' % name, mat ] p = p(baseBlur=.01) mat = CandyPaint(p(version='metal')) outputs += [ 'Candy Silver/=%s Candy Silver' % name, mat ]
mat = CandyPaint(p(version='metal', baseBlur=4)) outputs += [ 'Candy Silver Blur/=%s Candy Silver Blur' % name, mat ]
mat = CandyPaint(p(version='metal', baseFresnel=.95, baseColor=IColor(255, 215, 150))) outputs += [ 'Candy Gold/=%s Candy Gold' % name, mat ]
Would love to get the Candy Paint since I missed to original posting of it....but what is that above?
LaurieA posted Fri, 13 July 2012 at 8:35 PM
If you can build a ui that gives an accurate preview and I don't have to attach a million noodles, then I'm already ALL over it...lol. Laurie
bagginsbill posted Fri, 13 July 2012 at 8:47 PM
Cherokee, that's an example of what it's like when you don't have a user interface and have to code every color.
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FaeMoon posted Fri, 13 July 2012 at 9:03 PM
Quote - > Quote - I wish I had something like it for the other materials that I could use for my models.
I'm moving in that direction. Until P9/PP2012 was widely in use, there were poor options for user interface. Now we have wx and it is very easy to build a good UI.
This candy paint project will probably be the last one in which I deliver hundreds of shaders and I have to guess what colors you'll want and which variations are worth generating. Instead I'll deliver software that builds the shaders. I'm using that now but it has no UI - I have to write code for each new thing I want to do.
Wow.. a UI, I would be soooo all over that! And I"m following the development of your shaders pack with avid fan girl interest!
LaurieA posted Fri, 13 July 2012 at 9:20 PM
See BB? You've got groupies..lol. Laurie
FaeMoon posted Fri, 13 July 2012 at 9:21 PM
Quote - See BB? You've got groupies..lol. Laurie
It was bound to happen with such sexy.. erm.. shaders. LOL!
LaurieA posted Fri, 13 July 2012 at 9:42 PM
Quote - > Quote - See BB? You've got groupies..lol. Laurie
It was bound to happen with such sexy.. erm.. shaders. LOL!
giggle
Latexluv posted Fri, 13 July 2012 at 10:21 PM
I've been a BB groupie too for quite a while!
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
FaeMoon posted Sat, 14 July 2012 at 7:59 AM
Quote - I've been a BB groupie too for quite a while!
We need Tshirts or something! LOL
sandman_max posted Sat, 14 July 2012 at 10:51 AM
I was just playing around with the simple Pearl shader using Poser Pro 2010. But I can't find a Scatter node to add to the Alternate Diffuse. Is Scatter something new in PP2012 or something old that's been discontinued? Is there something else I can use in PP2010 to approximate the effect?
LaurieA posted Sat, 14 July 2012 at 10:53 AM
Quote - I was just playing around with the simple Pearl shader using Poser Pro 2010. But I can't find a Scatter node to add to the Alternate Diffuse. Is Scatter something new in PP2012 or something old that's been discontinued? Is there something else I can use in PP2010 to approximate the effect?
The scatter node is unique to Poser 9/2012 and is new :(. If you want to approximate it in Pro 2010 you may have to use translucence and fast scatter. I know it's not really a good compromise. Laurie
Believable3D posted Sat, 14 July 2012 at 11:11 AM
"Real" scatter was one of the "big ticket" upgrades in the new version.
______________
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bagginsbill posted Sat, 14 July 2012 at 12:14 PM
Use Diffuse instead of Scatter.
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sandman_max posted Sat, 14 July 2012 at 3:49 PM
But here's something weird. I just ran BB's SimplePearl shader. It gave me an error message about it being a newer version, but it created a Scatter node. It's got totally different parameters than the one in cspear's screenshot. I wonder where that came from?
LaurieA posted Sat, 14 July 2012 at 4:24 PM
There is a scatter node in Poser8/Pro 2012. But it fakes it rather than is real scatter like the Poser 9/Pro 2012 one is. To be honest, in all the time I used Poser 8 I never used that node and I don't recall anything I used that used it. Laurie
Believable3D posted Sat, 14 July 2012 at 5:20 PM
Quote - There is a scatter node in Poser8/Pro 2012.
I think you mean Pro 2010. And not that I know of. There is Fastscatter, which is old and was rather a "fake."
I haven't looked at BB's shader. Maybe it's not actually a genuine node, but one of his "manufactured" boxes incorporating a bunch of stuff?
______________
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Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Snarlygribbly posted Sat, 14 July 2012 at 6:16 PM
I took a quick look at this.
It seems that there actually was a Scatter node in P8 / PP2010 but it wasn't documented. A dir() of the poser Python object reveals a poser.kNodeTypeCodeSCATTER node.
While the node wasn't made available in the UI it looks as though the coincidental node name has caused it to be created when applying BB's shader.
My guess is that this was an abortive attempt at SSS which was dropped when SM realised a more radical approach was needed.
The node does actually work, in the sense that it contributes to the render. The results, though, are what you'd expect from something unfinished and undocumented ... nonsense.
Does make you wonder what else is lurking undocumented in the code :-)
Free stuff @ https://poser.cobrablade.net/
LaurieA posted Sat, 14 July 2012 at 6:26 PM
I thought there was a scatter node in Poser 8? scratches head If there was or wasn't, I know I never used it :P "Does make you wonder what else is lurking undocumented in the code :-)" Gremlins. Laurie
bagginsbill posted Sat, 14 July 2012 at 7:09 PM
Snarly has it. SM often tries something in a given release, finds it needs more work, and they just hide it, but the code is still there.
IDL was the same - it was actually present in Poser 7, but not officially present until Poser 8.
And in Poser 9, there is a new hair node which, being that it didn't work right, got pulled out, but the code is there. Perhaps we'll see it Poser 10 or 11. At which point, loading a P10 shader into P9 wil reveal that the node type is there. When that happens, I'm sure somebody will try it in P9 and start a confusing discussion of the existing hair node, versus the new one.
Similarly, we just learned that the Scatter node type is there in P8/PP2010. I didn't know that. It should not be confused with FastScatter - a different node, with the same word in its name.
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Lyrra posted Sun, 15 July 2012 at 12:41 AM
I've been twiddling with opalescent / pearlescent shaders for a while now here and there. Nothing like these though
Heres a nice bead store that sells freshwater pearls in fantabulous colours and tiny amounts. I've bought some from there .. some very interesting subtleties to the colours in rl. Photos never do pearls justice
http://www.eebeads.com/_freshpearls.htm
I do want to try splicing your candy colours with my (old now) chromalusion colours and see what happens. You can google chromalusion for images .. its a very funky colour-depending-on-angle paint setup from DuPont. Hideously expensive
Lyrra
LaurieA posted Tue, 17 July 2012 at 2:00 PM
LaurieA posted Tue, 17 July 2012 at 2:00 PM
bagginsbill posted Tue, 17 July 2012 at 2:13 PM
Beautiful! Can't wait to try them.
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Zaarin posted Tue, 17 July 2012 at 2:17 PM
Quote - Beautiful! Can't wait to try them.
Indeed!
bagginsbill posted Tue, 17 July 2012 at 2:21 PM
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bagginsbill posted Tue, 17 July 2012 at 2:24 PM
I'm sure Tom wants to know when I'm going to finish the last two parts of the furniture series.
The big software I have been working on for nine months is soft-launching to selected customers today, which is a big milestone. Which means I will have more time for Poser work.
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LaurieA posted Tue, 17 July 2012 at 2:40 PM
Quote - Beautiful! Can't wait to try them.
So you can fix them, right? LOL. They probably need it :P Laurie
LaurieA posted Tue, 17 July 2012 at 2:40 PM
Quote - Because I never finish anything without starting two more, I am now playing with dichroic glass shaders.
Ohhhhhhhhhhhh Laurie
monkeycloud posted Tue, 17 July 2012 at 2:55 PM
Those look great Laurie... can't wait to try them too
monkeycloud posted Tue, 17 July 2012 at 2:57 PM
Quote - Because I never finish anything without starting two more, I am now playing with dichroic glass shaders.
Wow!
:biggrin:
LaurieA posted Tue, 17 July 2012 at 9:58 PM
Ok, the shaders are up. Announcement in the Freestuff forum :).
Laurie
monkeycloud posted Wed, 18 July 2012 at 2:01 AM
Awesome
Now... I need some necklace and earring props to apply them to. Stuff that wouldn't look too out of place in 18th Century France?
nfredman posted Wed, 22 August 2012 at 7:19 PM
Quote - Ok, the shaders are up. Announcement in the Freestuff forum :).
Laurie
Found 'em on ShareCG. THANK YOU!
MistyLaraCarrara posted Sun, 02 September 2012 at 7:35 AM
there's a gallery image having fun with pearls , lol
http://www.renderosity.com/mod/gallery/index.php?image_id=2361926
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CardinalBiggles posted Fri, 27 February 2015 at 7:42 AM
I dunno if I'm scared to pieces at fiddling with this stuff or whether I'm all excited... fascinating thread, thanks for the link to it, bagginsbill.
Morkonan posted Fri, 27 February 2015 at 2:11 PM
Yeah, I'm heading in that direction. The furniture pack wasn't supposed to be about insane collections of shaders. It was supposed to be furniture with a couple good looking options. I got carried away.
When you get "carried away", the side-effect is that people learn new things, new ideas come into being and some wonderfully innovative things get created. So... don't sweat it, we don't mind when you get carried away.
I really love those layer-effect "gel coat" shaders! Awesome! Love the "Crazy Paint!"
CardinalBiggles posted Fri, 27 February 2015 at 3:13 PM
I am amazed by the virtuosity of so many clever people, especially bagginsbill [yes, I am sweet-talking you]. I look forward to the shader set going on sale, and I really want to buy it. I have two more books coming out soon and hopefully oodles of royalties.... well, some, anyway...
seeker posted Tue, 07 April 2015 at 10:08 AM
I know this is an old thread but did those shaders ever get to any store? Can't find them anywhere, did I miss them? I'd love to play with them!
hborre posted Tue, 07 April 2015 at 10:23 AM
In most cases, BB gives away the shaders as a contribution to the Poser community which is very generous and appreciated.
seeker posted Tue, 07 April 2015 at 11:11 AM
I know, I'm a BIG fan of his. I think I use his shaders in every single render I make and sometimes I even make renders just to use his shaders :)
Boni posted Tue, 07 April 2015 at 7:21 PM
These shaders or a variation of them (a very good one) is HERE (ShareCG).
Boni
"Be Hero to Yourself" -- Peter Tork
bagginsbill posted Tue, 07 April 2015 at 9:08 PM
Ugh - I forgot about this stuff. I have so many shaders to package for the store. If I could just put the shader up and no explanation I'd do it.
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WandW posted Wed, 08 April 2015 at 6:40 AM
Ugh - I forgot about this stuff. I have so many shaders to package for the store. If I could just put the shader up and no explanation I'd do it.
I guess I shouldn’t bring up your procedural architecture... :D
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."seeker posted Wed, 08 April 2015 at 6:44 AM
These shaders or a variation of them (a very good one) is HERE (ShareCG).
Thank you Boni, these are LaurieA's shaders right? I was looking for them after I read this post but couldn't find them. Off to play with them :) But I was actually salivating over the car painting crazy colors! I don't even know where to start to achieve that effect. BB you get them in the store and I'll buy them in a millisecond :) Oh and I'm still praying for the commercial VSS with the loom and tiles and ocean waves and... ;)
Boni posted Wed, 08 April 2015 at 8:31 AM
Yes, those are LaurieA's. The car paint is on BB's site ... and here is a step-by-step on matmatic and the loom that bagginsbill helped me with ... HERE. I'm so grateful for this tutorial and all the others as well.
Boni
"Be Hero to Yourself" -- Peter Tork
seeker posted Wed, 08 April 2015 at 10:09 AM
Thanks!
If ya don't like green there's plenty of red!
Deep Red, Burgundy Red, Cherry Red, Red, Hyper Red
I've got that car paint material but I can't seem to get the result bb gets here, especially in the middle one. I think he was talking about a much more advanced shader that I probably could never understand. My math's elementary level at best :)
Ooops, no pic. It's in page 3, the post with the row of red cars!
bagginsbill posted Wed, 08 April 2015 at 11:51 AM
Those are the "Candy" paints - never released. I did show the heart of it somewhere and Miss Nancy figured it out from clues I gave as well. But - not yet available to the general public as ready-to-renderware.
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)
seeker posted Wed, 08 April 2015 at 12:18 PM
Those are the "Candy" paints - never released. I did show the heart of it somewhere and Miss Nancy figured it out from clues I gave as well. But - not yet available to the general public as ready-to-renderware.
Yes! That's the ones I'm talking about. I'll patiently wait for the shader pack in the marketplace BB. What you make I'll buy :)