shedofjoy opened this issue on Aug 26, 2012 · 88 posts
shedofjoy posted Sun, 26 August 2012 at 2:08 PM
Attached Link: http://www.shedofjoy.com
Pretty much what the thread says,loIf you want a better unpainted look to your transmapped hair try the shader its downloadable from my website, link supplied.
Please read the instructions, and feel free to ask questions. also feel free to show your renders and tests in this thread too as im interested to see what you all do with this.
Lastly remember.... ONLY use hair that has the hair strands on the transparency map going from top to bottom (except the skullcap, that can be all over the show)Egypt hair for that reason does NOT work so dont bother trying.
This has been tested from poser 7 right up through all versions to poser 2012. seriously ive had this since poser7 so i know it works...lol... sorry for the delay..lol
anyway enjoy, play and show off....
Shedofjoy
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Sun, 26 August 2012 at 2:18 PM
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Sun, 26 August 2012 at 2:19 PM
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Sun, 26 August 2012 at 2:21 PM
oh wanna try something....
place one light in the room an do a series of renders with the light in different positions, and notice that the hair doesnt change much with the normal hair.
Now try the same with the new shader... No dark highlights in lit areas..... nice
Getting old and still making "art" without soiling myself, now that's success.
Snarlygribbly posted Sun, 26 August 2012 at 2:57 PM
Now this looks very interesting ... :-)
Hopefully I'll be able to try this out tomorrow!
Free stuff @ https://poser.cobrablade.net/
shedofjoy posted Sun, 26 August 2012 at 3:10 PM
Thanx snarlygribbly... more interesting is the Version 6 of this shader which is making the one available look poo.... currently im testing V6 with scatter, could be a while to render,lol. oh and scatter isnt the thing that makes v6 look fantastic its another couple of nodes.... cant wait to see what Bagginsbill makes of this, as im no math man, what i see i make with a small wee bit of math and logic thrown in
Getting old and still making "art" without soiling myself, now that's success.
Snarlygribbly posted Sun, 26 August 2012 at 3:19 PM
I can't wait to see examples of the scatter version! :-)
Free stuff @ https://poser.cobrablade.net/
hborre posted Sun, 26 August 2012 at 3:21 PM
Thanks. Can't wait to try it out.
shedofjoy posted Sun, 26 August 2012 at 3:30 PM
only problem im getting with scatter is it turns the hair colour a shade of pink which is hard to get rid of... im still plugging away, but soon im resting
Getting old and still making "art" without soiling myself, now that's success.
shvrdavid posted Sun, 26 August 2012 at 10:42 PM Online Now!
Downloaded it and checking it out now.
Thanks.
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->
masha posted Sun, 26 August 2012 at 10:45 PM
Thank you for this, will follow closely.
hborre posted Sun, 26 August 2012 at 10:56 PM
These shaders could use Parmatic to change the HSV settings to the desired hair color values. Now, if we can get it into BB's VSS....
Paloth posted Sun, 26 August 2012 at 11:32 PM
Thanks for posting this.
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
primorge posted Mon, 27 August 2012 at 2:48 AM
Thank you, shedofjoy. And for the Mud shader as well.
shedofjoy posted Mon, 27 August 2012 at 3:10 AM
that is ok primorge, i will have to do an update/reworking of the mud shader as it doesnt render as well in p2012.
had some success with the new v6 hair shader but still needs tweaking,will post images when im back at the conputer.
Getting old and still making "art" without soiling myself, now that's success.
TooL_PePe posted Mon, 27 August 2012 at 6:58 AM
Looking forward to giving this a go. Thanks a lot!
hborre posted Mon, 27 August 2012 at 9:52 PM
Okay SoJ, managed to create a VSSHair Prop equipped with Parmatic nodes for HSV. Now all I have to do after applying the nodes is dial up the Hue, Saturation, and Value parameters for the HSV node in Parameters/Properties panel and reload the textures. Instant colors, sweet!!! I will need to check other hair styles and tweak VSS settings as needed.
shedofjoy posted Tue, 28 August 2012 at 2:24 AM
im interested to see what you have done hborre.
So far there doesnt seam to be that much intere in the shader, i wonder if thats a good or bad sign?
Getting old and still making "art" without soiling myself, now that's success.
Snarlygribbly posted Tue, 28 August 2012 at 3:13 AM
Quote - So far there doesnt seam to be that much intere in the shader, i wonder if thats a good or bad sign?
I wouldn't worry about it. Most of my projects have started out the same way: I release something and then wonder why no-one else seems as excited about it as me :-) Some projects such as the Snow Machine and Pose2Lux took weeks before anyone even mentioned them in a forum, and the now popular SceneFixer took months before I saw it referred to by someone else!
I guess most people happily download it, use it, like it (hopefully!) and keep on using it but never post their thoughts on it. That's quite normal and something you just have to get used to.
As a creator, it gets interesting when avid forumites get interested in your idea - then there'll be a flurry of posts and discussions, which is fun. The problem is that such people are often exploring a gadzillion new things that they've found in forums and it takes some time to for them to get around to yours. But they will, and suddenly interest will bloom and grow rapidly. Trust me :-)
The other thing is that you need a 1-click solution. That makes a big difference. If they had a pose file they could click on to apply the hair shaders to all the right zones while keeping the tranparency maps intact, well ... you'd find its use spreading much more rapidly. The little bit of extra work invlolved in doing it manually won't necessarily put people off, but it might put it further down their list of 'things to try'. They'll get there in the end though.
Free stuff @ https://poser.cobrablade.net/
shedofjoy posted Tue, 28 August 2012 at 3:39 AM
thankyou snarly. i will wait and watch. i would have done the shader for all the zones but this shader is for any transmapped hair and the creators of hair name their materials what they want, the only way i can see to make the shader more user friendly is via a python script, and thats way out of my league,perhaps someone might do that?, and add the correct tranmaps in the shader at the same time
Getting old and still making "art" without soiling myself, now that's success.
Snarlygribbly posted Tue, 28 August 2012 at 4:22 AM
Quote - thankyou snarly. i will wait and watch. i would have done the shader for all the zones but this shader is for any transmapped hair and the creators of hair name their materials what they want, the only way i can see to make the shader more user friendly is via a python script, and thats way out of my league,perhaps someone might do that?, and add the correct tranmaps in the shader at the same time
I'll do it for you if you want, once you have a definitive version of the hair shader. You say (earlier in the thread) that the new v6 makes the v5 one look like 'poo' so I'd prefer to put my efforts into the better one :-)
The Python script could also have:
Let me know if you're interested?
This shader could also be made into a cool plugin for EZSkin+, planned for release this Autumn :-D
Free stuff @ https://poser.cobrablade.net/
shedofjoy posted Tue, 28 August 2012 at 4:42 AM
thats a definate yes snarly,and a massive thankyou,im just ironing out a couple of kinks in version 6,sofar looks amazing but has a minor issue with the light shining from behind,think i have it sorted though.
Getting old and still making "art" without soiling myself, now that's success.
monkeycloud posted Tue, 28 August 2012 at 5:41 AM
Cool - thanks for this!
For the mud shader too... I'll try that out on the jeep I've been trying to re-texture methinks
toastie posted Tue, 28 August 2012 at 7:47 AM
Will definitely give this a go next time I'm rendering something with hair!
The python script idea sounds good too!
hborre posted Tue, 28 August 2012 at 9:12 AM
Until Snarly and SoJ hash out a script to make it easy to apply the hair shader to all material zone groups correctly, this is my current solution. This is entirely for those individuals familiar with VSS; tryiing to explain the entire procedure would be the subject of another thread.
I used Bagginsbills VSSHairProp found here:
https://sites.google.com/site/bagginsbill/file-cabinet
It is simpler to work with than VSSPR3 or PR4. After loading the Prop into the scene, I created 2 new material zones, 1 hair and 1 scalp. In each, I loaded Shedsofjoy's corresponding shaders.
hborre posted Tue, 28 August 2012 at 9:21 AM
Working within VSSProp, I inserted these 3 Parmatic nodes to control Hue, Saturation, and Value on the HSV node through the Parameters/Properties panel.
Note all HSV values are set to 1, as mentioned PM nodes now control color.
hborre posted Tue, 28 August 2012 at 9:26 AM
hborre posted Tue, 28 August 2012 at 9:30 AM
hborre posted Tue, 28 August 2012 at 9:34 AM
hborre posted Tue, 28 August 2012 at 9:39 AM
hborre posted Tue, 28 August 2012 at 9:45 AM
shedofjoy posted Tue, 28 August 2012 at 10:41 AM
looks good hborre, what is vss as im still one of those who are not in the know? is it a pre scatter thing?
Getting old and still making "art" without soiling myself, now that's success.
hborre posted Tue, 28 August 2012 at 1:06 PM
Versatile Shader System (VSS) by Bagginsbill. It has been around for several years, and it was developed to easily apply shaders across several similar material zones with the push of a button. The PR series already contains the classic BB skin shader template so many individuals contain. Easily customizable, you can change the shaders of any figure or prop in an instance as opposed to individually changing each material zone manually. This is also the basis of Snarly's EZSkin for figures and hair only conveniently compacted into a script for easy deployment.
LadyRaine posted Tue, 28 August 2012 at 3:14 PM
most intresting will have a go with it one of the things discussed at another site
was with snarlys ezskin etc we can get realistic skin but alot of the hair still looks
fake hope this will help with that :) keep up the great work
bagginsbill posted Tue, 28 August 2012 at 4:58 PM
The anisotropic node won't quite get what we need, although it's better than using specular or even blinn.
As with the latest skin, what you really need is an anisotropic reflect node, and not one for children, but one that let's me say what angles I want to send out rays.
SoJ - your shader is nice work - the hair pattern is pretty good, although I think you did more work than needed. A single node blended with some white is all I see really needed.
The tricky part is the reflection/specularity.
There was a new hair node briefly introduced into P9/PP2012 but didn't work right and got pulled. I had hoped to see it restored in SR3, but alas it has not.
SoJ - there is a mistake in your shader. You have the two specular nodes, which produce a color, going into math nodes, making them pure gray-scale. You should be adding them with Color_Math.
Also, as can be seen in my VSS hair shader published a while ago (way ago) you need to do something about the anisotropic node that goes berzerk at certain shallow angles. I was using an edge blend to tone it down. I never had the patience to really work out what exactly is needed.
Also - this is again a shader where linear workflow will trump non-linear. If you try the same shader in PP2012 with render GC, it will come out COMPLETELY different. I suggest two different shaders or one with auto-GC built in.
Without linear workflow, this shader will never be able to look real in all lighting regimes. Certain situations will work, and in others you'll think it needs adjusting.
A shader that is built for realism produces the right response in all lighting regimes.
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, 28 August 2012 at 5:11 PM
I switched to procedural color instead of texture color, and I added reflections, and tweaked a double anisotropic specular.
I'm pretty pleased with this, but for two things:
It's grainy
I still have berzerk specular at the top - observe the orange hot spots.
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)
vholf posted Tue, 28 August 2012 at 5:47 PM
This looks really promising! I'll give it a try.
shedofjoy posted Tue, 28 August 2012 at 6:31 PM
i will check the math grey set up tomorow and thankyou BB, excuse the question but what is a linear workflow in the shader setup? as i would rather try and follow a route that allows more consistant results.
its funny you mention edge blend as this has already been implemented into my next version of the shader,looks like i might atleast be going in the right direction(roughly,lol).
im interested in your workings on hair BB, cant say ive seen any orange spots appear in any tests, but thats not to say im doing anything right, lol.
has given me more to think on so night all, i need sleep and a dash of work before i work on this again.
Getting old and still making "art" without soiling myself, now that's success.
Mark@poser posted Tue, 28 August 2012 at 7:47 PM
Quote - Despite having too much work today, you got me to revisit my hair shader.
I switched to procedural color instead of texture color, and I added reflections, and tweaked a double anisotropic specular.
I'm pretty pleased with this, but for two things:
It's grainy
I still have berzerk specular at the top - observe the orange hot spots.
That's really excellent... I'd buy that in a minute...
bagginsbill posted Tue, 28 August 2012 at 9:02 PM
I don't know if people will have the patience to deal with a shader like this.
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)
Winterclaw posted Tue, 28 August 2012 at 9:51 PM
Probably not, rendering hair can be bad enough even without reflections. Your set up seems to get pretty fast results IMO too.
Looks nice though. Maybe some people who are used to renders taking overnight or longer might be interested in it. Of course if you get something wrong in the scene...
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.)
shedofjoy posted Wed, 29 August 2012 at 2:42 AM
have you also tried different hair? as i found transmapped hair does different things in the shader which are unexpected in the shader?
Getting old and still making "art" without soiling myself, now that's success.
Winterclaw posted Wed, 29 August 2012 at 8:00 AM
Most hair in the marketplace AFAIK is of the transmapped variety.
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.)
shedofjoy posted Wed, 29 August 2012 at 8:50 AM
sorry worded that wrong, have you tried different transmapped hair?
I did a quick test this morning with the two math nodes replaced with colour math, (as per BB's comment)this throws up colour problems, with just one white light and nothing else im getting blue and green highlights, to this end im thinking of using the specular nodes to steer a colour or maybe a reflect, i will be doing tests of this later, have to find out the reflective index of hair first
Getting old and still making "art" without soiling myself, now that's success.
bagginsbill posted Wed, 29 August 2012 at 9:21 AM
Show what you did there. If the color math parameters are all white or grays, you can't be getting blue.
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 Wed, 29 August 2012 at 9:22 AM
What do you mean by the reflective index of hair? It's not that simple, you know. Hair has surface structure that, like a Fresnel lens (microgrooves), means you can't deal with it as a simple glossy surface.
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 Wed, 29 August 2012 at 9:25 AM
Read this.
http://developer.amd.com/media/gpu_assets/Scheuermann_HairSketchSlides.pdf
In that, page 13, is an interesting visual comparison.
Look at the (shitty) Kajiya-Kay shader results. That is naive.
The Marschner et al shader is the best - it is what was being added to Poser but got aborted.
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 Wed, 29 August 2012 at 9:27 AM
http://www.cs.cornell.edu/~srm/publications/SG03-hair-abstract.html
leading to:
http://graphics.stanford.edu/papers/hair/hair-sg03final.pdf
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)
shedofjoy posted Wed, 29 August 2012 at 9:27 AM
but why are there blues? i know its not a glossy surface, just trying to think of ways around it, lol
Getting old and still making "art" without soiling myself, now that's success.
bagginsbill posted Wed, 29 August 2012 at 9:28 AM
You can't ask me and not show. I can tell you why when I see what you did.
There are an infinite number of ways to make any color by accident. I can't list them all.
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)
shedofjoy posted Wed, 29 August 2012 at 9:30 AM
sorry posted during your posts,lol, will read all the links later on have to go out. do you know why the shader was aborted?
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Wed, 29 August 2012 at 9:31 AM
im loving this, feels like im learning, give me all the info you can
Getting old and still making "art" without soiling myself, now that's success.
bagginsbill posted Wed, 29 August 2012 at 9:35 AM
Quote - sorry posted during your posts,lol, will read all the links later on have to go out. do you know why the shader was aborted?
Because it didn't render correctly. I don't know why. It was rendering surfaces without any smooth interpolation of normals, so it looked faceted.
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 Wed, 29 August 2012 at 9:41 AM
Click for full size.
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 Wed, 29 August 2012 at 9:53 AM
Example - you'd think a little bump would help.
Look at this hair ball. Observe the artifacts near the top.
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 Wed, 29 August 2012 at 9:54 AM
This is why I avoid really fine bump and use direct manipulation of the color or reflectivity for this kind of thing.
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 Wed, 29 August 2012 at 9:57 AM
That's not how hair works. That's just how the anisotropic node works. It's wrong. It's one of those "biased" things that people were OK with in 2001.
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 Wed, 29 August 2012 at 9:59 AM
Here I rotated the hair ball - that highlight has not moved one pixel. It's wrong.
These are things you have to deal with if you're going to try to supply a generic shader.
I do not have solutions. I have tactics I use, but each tactic is specific to:
the prop I'm using
what color I want it
* what the lighting is
I can't find a way to generalize the hackery.
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)
shedofjoy posted Wed, 29 August 2012 at 10:29 AM
to stop the bump issue near the top why not run it through an edge blend value 1 set to white and the bump plugged into value 2 also white and a numerical value of 1. ok this doesnt fix the bump issue but it removes it from the edges where they cause issues
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Wed, 29 August 2012 at 10:33 AM
ok that doesnt adress the whole specular issue.i was wondering if there is a way to trick say the blinn node etc to maybe come up with a better shine? just throwing about ideas
Getting old and still making "art" without soiling myself, now that's success.
Winterclaw posted Wed, 29 August 2012 at 10:43 AM
My dumb question of the day: can't you either set the reflection not to go over a certain number (ie max it so it doesn't get hot) or maybe use a bias/gain node (can never remember which one does what) to serve as sort of an ad hoc "map" and use that map to subtract out or limit the extra light?
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.)
bagginsbill posted Wed, 29 August 2012 at 10:52 AM
Quote - My dumb question of the day: can't you either set the reflection not to go over a certain number (ie max it so it doesn't get hot) or maybe use a bias/gain node (can never remember which one does what) to serve as sort of an ad hoc "map" and use that map to subtract out or limit the extra light?
I didn't show all the situations. That was one that was easy to see. There are "hotspots" that should not exist that also are not super bright, either.
As soon as you put enough limits to suppress most of the hot spots, you've pretty well lost the realism of the cases where it is supposed to be bright.
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 Wed, 29 August 2012 at 10:54 AM
Quote - ok that doesnt adress the whole specular issue.i was wondering if there is a way to trick say the blinn node etc to maybe come up with a better shine? just throwing about ideas
In general? No.
As soon as there are two or more light sources, you can't do any sort of tricks because you don't know anything in the nodes about where those are, where the camera is, etc. This is basic shader 101 stuff that has to be built into Poser nodes because Poser doesn't let me write any shader algorithms. It only lets me snap together the ones it offers.
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)
Winterclaw posted Wed, 29 August 2012 at 11:44 AM
Quote - I didn't show all the situations. That was one that was easy to see. There are "hotspots" that should not exist that also are not super bright, either.
As soon as you put enough limits to suppress most of the hot spots, you've pretty well lost the realism of the cases where it is supposed to be bright.
I see. So with the anitoscopic node, you are kind of up the creek either way. It's a shame SM dropped the other model, it was an interesting read and it looked better than the model they compared it too.
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.)
shedofjoy posted Wed, 29 August 2012 at 12:15 PM
i know that when things are not ready for release with poser sometimes they leave it in but hidden away,could this also be the case with the hair shader they apparently tried? could it be somewhere under the poser hood?
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Wed, 29 August 2012 at 12:17 PM
and is this reality 3 going to offer more realistic hair in lux?
Getting old and still making "art" without soiling myself, now that's success.
bagginsbill posted Wed, 29 August 2012 at 12:42 PM
Oh it's still there. You can easily make one appear using Python - it is kNodeTypeCodePOLYGONHAIR.
But it isn't even close to useful.
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)
shedofjoy posted Wed, 29 August 2012 at 1:18 PM
hmmm i see that in somecases somethings are better hidden away,but you can see where they are going.
it looks as if with this current version of poser we will have to do with a looks good(like the current transmap hair) but atleast gives a better reaction to light.
anyways im off out for dinner then the expendables 2.
will try more hair works tomorow, and thanx BB as always an inspiration
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Thu, 30 August 2012 at 11:09 AM
if so is there a way to reduce/remove it?
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Thu, 30 August 2012 at 11:12 AM
Ohhh lol to those not knowing what they are looking at in the above pic its the horrible blue colour on th back edges of the hair that are the trouble, i thought at first it was one or both of the specular nodes that i have used but its not them.... removed and still getting blue
Getting old and still making "art" without soiling myself, now that's success.
Snarlygribbly posted Thu, 30 August 2012 at 11:28 AM
Try putting each hair material zone in a different scatter group ...
Free stuff @ https://poser.cobrablade.net/
shedofjoy posted Thu, 30 August 2012 at 4:36 PM
im not sure by what you mean by that snarly?
Getting old and still making "art" without soiling myself, now that's success.
Snarlygribbly posted Thu, 30 August 2012 at 4:55 PM
Use a different scatter group for each material zone ... see pic
Free stuff @ https://poser.cobrablade.net/
shedofjoy posted Thu, 30 August 2012 at 5:25 PM
ahh i will give that a go thankyou snarly, probably would have found that if i was near my computer,lol
Getting old and still making "art" without soiling myself, now that's success.
Eric Walters posted Thu, 30 August 2012 at 11:46 PM
For Poser10-I really hope they fix the Anistropic node!
shedofjoy posted Fri, 31 August 2012 at 3:35 AM
and have a hair node
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Fri, 31 August 2012 at 9:33 AM
As a matter of interest snarly, in the python script is it possible for it to apply the shader to different material zones and change the scatter_group number in each? if not i think i may have to drop scatter.. im hoping this is possible as scatter looks better than without..
Getting old and still making "art" without soiling myself, now that's success.
vincebagna posted Sat, 01 September 2012 at 3:47 AM
Set the scatter node to Marble, as this one is not tinted.
shedofjoy posted Sat, 01 September 2012 at 3:57 AM
cheers vince, just giving that a go now.
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Mon, 03 September 2012 at 4:24 PM
This is version 6, i have done a little hammering of the anisotropic node to make it play ball,namely that super bright tail it has got. im still tinkering with the shader, hopefully someone might like the results sofar.... of and lastly before i forget, someone,i forget who commented on the shader in the freebie section here and said that it looks good as anime hair if you leave the transparency map out, i havent tried this myself yet... i will later
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Mon, 03 September 2012 at 4:25 PM
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Mon, 03 September 2012 at 4:25 PM
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted Mon, 03 September 2012 at 4:27 PM
I have got a GC node attached to this and currently have no idea how to make it into an auto GC as BB suggested, maybe oneday,lol
Click to see the detail.
Getting old and still making "art" without soiling myself, now that's success.
hborre posted Mon, 03 September 2012 at 5:13 PM
It does look like it is coming along, however closeups are not very forgiving towards strand resolution. For farther shots, it looks great.
Snarlygribbly posted Mon, 03 September 2012 at 6:09 PM
Quote - As a matter of interest snarly, in the python script is it possible for it to apply the shader to different material zones and change the scatter_group number in each?
Yes, that would be straightfoward - I already do that for the hair shader in EZSkin
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Mon, 03 September 2012 at 6:14 PM
Quote - And a close up with the light on the side again.
I have got a GC node attached to this and currently have no idea how to make it into an auto GC as BB suggested, maybe oneday,lol
Click to see the detail.
The GC node might not be much use. It is only available in Poser Pro so Poser 9 users won't get the benefit of it, and Poser Pro users will most likely be using render GC so won't want the node there.
Free stuff @ https://poser.cobrablade.net/
shedofjoy posted Mon, 03 September 2012 at 6:34 PM
ahh i will replace that node with my other working arangement.
i thought the strand resolution looks good,i assume you clicked on the image? im interested to know how much strand resolution you need?.... oh and some of the edge hairs are a downside to certain modeling techniques, different hairs look better or worse depending on the hair structure or how it was made
Getting old and still making "art" without soiling myself, now that's success.
hborre posted Mon, 03 September 2012 at 9:45 PM
For myself the strands look very good and would do well in portrait renders. Someone else, though, may want finer detail for extreme closeups in full, studio lighting. Just my 2 cents.