xpdev opened this issue on Feb 26, 2014 · 86 posts
xpdev posted Wed, 26 February 2014 at 5:54 PM
hi
i'm looking a way to build a "slightly soapy water" with very low bump for soap.
I need it to use inside a bath tub in a render.
Ideas ?
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I use IDL, Gamma Correction and EZSkin for all
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bagginsbill posted Wed, 26 February 2014 at 7:45 PM
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bagginsbill posted Wed, 26 February 2014 at 7:47 PM
Inside you'll find the Poser material and thumbnail - put in your runtime wherever you like.
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bagginsbill posted Wed, 26 February 2014 at 7:51 PM
Blue arrow - opacity of soap.
Yellow arrow - height of soap.
Red arrow - amount of water (no-soap) areas.
Also you can make the soap less frothy if you decrease the Ocatves in the fBm.
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bagginsbill posted Wed, 26 February 2014 at 7:55 PM
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bagginsbill posted Wed, 26 February 2014 at 8:00 PM
Here I also adjusted the fBm bias to make a different look on the soap - more foamy.
There are an infinite number of variations. I don't know exactly what you're after.
Another tip: Make sure the water is not casting shadows and is not a light emitter. If the water is not a separate prop, you can't do this, so make it a separate prop. Use the Grouping tool to spawn a prop from a material selection. Then use that water prop, while making the original 100% transparent.
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xpdev posted Thu, 27 February 2014 at 12:52 AM
Many Many Many Many Many thanks BB
Poser Pro 2014 SR 1 on Windows 7 64
bit
I use IDL, Gamma Correction and EZSkin for all
final renders.
Kalypso posted Thu, 27 February 2014 at 4:29 AM Site Admin
Yes, thank you! Those tiles are looking good, can't wait for EZMat and your addons!
infinity10 posted Thu, 27 February 2014 at 4:58 AM
Thanks very much for sharing this, BB !
Eternal Hobbyist
bagginsbill posted Thu, 27 February 2014 at 6:14 AM
You're welcome. I actually did something like this 8 years ago (one of my first material-guru threads). Bathwater is simpler with the Fresnel_Blend node and the foam being soap, it was a slightly different solution.
Here's the original (from 2006!):
Looking for sand displacement/bump map
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xpdev posted Thu, 27 February 2014 at 7:44 AM
BB, you are my love
and what about a good wet skin effect with good rendering time ?
many thanks again
Poser Pro 2014 SR 1 on Windows 7 64
bit
I use IDL, Gamma Correction and EZSkin for all
final renders.
basicwiz posted Thu, 27 February 2014 at 9:02 AM
Try the "wet skin" in the effects section of EZSkin2. Very little render time impact.
xpdev posted Thu, 27 February 2014 at 9:37 AM
Used it basicwiz, but the skin is very very very slightly wet.
I need a very wet skin, like under the shower.
Using reflection on the skin, time for renders are impossible
Poser Pro 2014 SR 1 on Windows 7 64
bit
I use IDL, Gamma Correction and EZSkin for all
final renders.
EventMobil posted Mon, 04 August 2014 at 12:04 PM
Attached Link: http://forum.runtimedna.com/showthread.php?81455-wet-look-for-dolphins
> Quote - Used it basicwiz, but the skin is very very very slightly wet. > > I need a very wet skin, like under the shower. > > Using reflection on the skin, time for renders are impossible
Here is something I developped with former Poser Versions. I'm not sure if this is up-to-date with nowadays Poser-Technologies... But I think it is an easy 'quick and dirty' solution which can be used on almost all materials and looks not so bad?
Charlie (Bytefactory3D, EventMobil)
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EventMobil posted Mon, 04 August 2014 at 12:10 PM
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EventMobil posted Mon, 04 August 2014 at 12:11 PM
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EventMobil posted Mon, 04 August 2014 at 12:12 PM
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EventMobil posted Mon, 04 August 2014 at 12:16 PM
The displacement for the water drops may need adjustment, depending on your scale/unit setting. I use 'centimeters'.
Have fun, here is the shader. I'd be glad to hear any suggestions, especially from Ted, on how to reallize such a thing in a better way in PP2012 / PP2014?
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EventMobil posted Mon, 04 August 2014 at 12:24 PM
Otherwise you could blend it into an existing specular construction with a blender node, of course.
I am currently working on adding bathing foam, which can be applied to the entire skin, but will become active only above a certain water surface height. Then I need to solve specularity the same way, because specularity on skin happens only above the water, not under water.
Here is a first attempt (Ted, please don't shout at me over the water surface, hahaa, I know I shouldn't use transparency, but instead refraction and reflection and the fresnel, it is just a trial render for the rough functionallity of it ;-))
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EventMobil posted Mon, 04 August 2014 at 1:03 PM
In the above shader (see image), the fbm-node creates those areas, where specularity is high (white is extremely wet, water puddles on your skin) or lower (black), because I reallized that even under a shower the skin is rarely completely covered with water (specularity).
The Turbulence node has settings to create the water drops in a desired amount and size. The drops are actually fakes, they are not transparent at all. However I reallized, that if you don't come too close, all that matters is the displacement (which also fakes refraction) and the specularity (so the drops must be glossy to look real).
So the color math node combines wet areas (without drops) plus the water drops, to decide where to put specularity and where not.
Oh, I forgot to mention, in the screenshot of the shader, you may reallize, that the scale of the fractals is slightly higher (0.8) for the y axis than for the other two axis (0.5). This makes the created areas which are covered with water more 'lengthy' in the vertical axis, like gravity does on a water puddles on your skin under the shower.
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EventMobil posted Mon, 04 August 2014 at 1:15 PM
Probably some more SSS in it?
The good thing with this shader is, if you bend the figure forward and down, and for example one arm enters the water surface, the shader will automatically remove the foam from all parts which are under water, remove the specularity from the skin the same way, so the artist does not need to care about such details.
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Miss Nancy posted Mon, 04 August 2014 at 1:53 PM
event, yer shader renders well, however use of diffuse + specular = 11 violates fresnel's law. it may be possible to modify this with fresnel shader. redviper also posted freebie soap shader at sharecg (The Easy shader3). goes to page with nudie pix. maybe if you use p-node, y-direction can cut off foam, but it's camera-specific. in character texmap, v-direction would cut off leg form, whilst u-direction cuts off arm foam.
bagginsbill posted Mon, 04 August 2014 at 2:03 PM
Quote - however use of diffuse + specular = 11 violates fresnel's law.
No it doesn't. I now use 90 on my specular. With Fresnel but that's not the important point about the 90. The total amount of "real" reflection (diffuse + specular) cannot exceed 1 times the total amount of "real" light offered.
Our light sources are hugely out of whack from a math representation standpoint with regard to diffuse vs. specular intensity. None of the numbers we use are real.
Real diffuse values are typically less than .05, while we proudly type in .8 and nod to each other about how we know better than those poor dolts who use 1. Speculars are typically around .3 to .9. I'm talking about real not Poser node numbers, but if I put less than 30 in it looks weaker than it's supposed to be.
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EventMobil posted Mon, 04 August 2014 at 3:26 PM
@ Miss Nancy: Yes, I am already using the p-node to handle foam and specularity. I felt the p-node more appropriate than the v-node anyway, because it makes the shader more flexible and universal (it can be applied to any other item in the bathtub the same way, and I also thought of using it for washing a car ;-))
Thank you so much for the link to ShareCG, I can't wait to look into it to see what they did there.
@Bagginsbill: Hey, good to know you are back from holiday? Here we are getting close to what I was hoping for, some expert advice on the specularity and SSS. Me, even if I have quite a lot of mathematical knowledge and education, I still approach things in Poser as coming from traditional arts, trying to find out whether or not things 'look' right for me, not knowing much about the entire specularity/reflection/refraction-system in mathematical terms.
However, as I plan to give the thing away and probably add it to freeware packages like EZSkin2, I am grateful for any suggestion which can improve the benefit of the community.
Basically the whole foam is a fake, it is neither transparent, nor translucent. I am just creating 'shader layers', displacing the surface and changing the color and specularity, am adding small bubbles with a node and making them sparkle in different colors with a color ramp. Am struggling with adding some SSS, but I think I am doing it wrong, I am stuck at the moment. I grew the shader on a figure, and now I need to extract the foam thing from the original skin. As soon as I have done this separation, would you mind having a look at it and see where we can improve it? I remember having seen an incredible styro-foam shader from you, which actually gave me the idea of trying on bathing foam. But I only had your image of the styro-foam, I don't know if you gave the shader away, so I just tried figuring out how you might have done it.
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EventMobil posted Mon, 04 August 2014 at 3:38 PM
So, Miss Nancy, I checked this EasyShader3, and it sure looks good. However, I'm after a slightly different thing. The EasyShader uses a number of different images as a base and is limited to specific figures, because it basically manipulates their texture maps.
My shader instead is meant as a universal shader for any kinds of figures or objects, it therefore uses not a single image reference, is solely built from Poser nodes, a real material shader. You can put it on figure X or Y, and if you want can also put it on her shower cap, or a bikini, or the bathtub itself. Any such shadered object is covered with the foam, as long as it is above the indicated water level (which I currently enter manually in the foam shader in centimeters, but I could imagine writing a little Python script entering the water surface height in any foam shader in the scene).
Your statement 'p-node is camera specific' is wrong. p-node is related to poser universe (regardless of your camera position), it is working very well, as long as the WATER SURFACE is horizontal (which it usually is in nature ;-)) However I might later even try to create little waves with nodes, and copy this finction to the foam shader so it respects the wave. Do you think this is useful?
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EventMobil posted Mon, 04 August 2014 at 4:02 PM
Another good thing about my concept is, that it can easily be used in animations, where a figure enters the bathtub or gets out of the bathtub or moves up or down in any way. The foam shader will automatically adjust appearence of foam to where skin is above the water, and suppress the foam and specularity of the skin, where skin dips under the water surface. In real life, when you stand up in a foamy bathtub, this is what happens, your skin collects foam from the water surface, so you are covered with foam again (given enough foam quantity).
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bagginsbill posted Mon, 04 August 2014 at 5:17 PM
EM (you don't mind me calling you EM, right?) I think your foam is really good. I haven't ever done a better looking effect using only the skin mesh itself. I notice some lighting giveaways up close, but I don't think those can be avoided using only a single mesh.
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Glen posted Tue, 05 August 2014 at 5:02 PM
I'm thinking that the foam might be a bit too shiny overall (makes it look quite solid) but, that aside, it looks spot on! Awesome work, I'm excited to see the final result! Foam party anyone? Get those beats going! ;)
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EventMobil posted Tue, 05 August 2014 at 5:28 PM
Let me cut the shader out of Anastasia's skin shader (quite an operation...) and rearrange it and name nodes with meaningful names. Then I'm gonna post it here for you guys to play with it and come up with improvements on foam-SSS and specularity, etc.
Here is a little teaser again on how the foam shader and also the skin's specularity fear the water. It's done with help of the p-node which can be adjusted to any convenient water surface height. All I changed between the three renderings was posing the figure. The foam shader adjusts automatically to remove foam and skin specularity under water.
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Miss Nancy posted Tue, 05 August 2014 at 8:48 PM
EM, thx fr new shader. users may apply to lo-res skin-suit, e.g. game version of PP2014 ($39.99 American). suggest promo animation/render w/foam covering water surface.
rokket posted Tue, 05 August 2014 at 9:16 PM
I am waiting with baited breath for this shader. I am going to play with what you have later today to see what I can come up with. Ought to be interesting.
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MistyLaraCarrara posted Wed, 06 August 2014 at 3:02 PM
i'm imagining foam sliding down a beer mug, overflowing at the top, tasty beer.
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Glen posted Wed, 06 August 2014 at 3:55 PM
I'm imagining a Pagani Zonda covered in foam with a girl in a bikini, washing it, also covered in foam, as I'm watching from a deck chair with a jug of cold beer in my hand with the foam sliding down the side.
Gooooood renders ahead! :D
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shedofjoy posted Wed, 06 August 2014 at 6:59 PM
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Paul Francis posted Thu, 07 August 2014 at 8:31 AM
Quote - i'm imagining foam sliding down a beer mug, overflowing at the top, tasty beer.
I'm going to colour it green and make a mould-covered zombie!
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Snarlygribbly posted Thu, 07 August 2014 at 8:47 AM
Nice work. I especially like the P-node constraint.
I remember working on a foam shader a few years back, which I eventually used in my 'Two Girls One Cup' gallery image (Nudity tagged added to this post because of this link). That foam shader eventually found its way into EZSkin as one of the 'special effects'. It'll be pretty cool to see yours in action too :-)
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Glen posted Thu, 07 August 2014 at 9:32 AM
I was cringing when I opened that link but it's actually really funny!
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pumeco posted Thu, 07 August 2014 at 9:47 AM
Oh wow, will have a bloody good read of this thread, just browsed though and the soapy shader is really nice
EventMobil posted Thu, 07 August 2014 at 9:13 PM
I'm currently adding a limiter to fade out the foam upwards, because otherwise it would make a strict cut at the next texture seam (i.e. neck texture). So I'm implementing another p-node logic to slowly end the foam at any height above ground without friction.
Also I need to implement some water drops on the skin where there is no foam, to make the skin look real wet, but that shouldn't be an issue.
Today's image shows, that you can even come pretty close to the object and the shader still creates the illusion. I think this is the closest you can get for a shot.
I have currently created a compound node (PP2014) which is so easy to use, every child could do it. But I will also provide a mat-file and a screenshot of the nodeswith some explanation. This will be important to understand where you can tweak the material to your liking in terms of glossiness of the foam (wetness), location pattern of the foam (foam to skin percentage), fluffiness of the foam (displacement) and also on the upcoming water drops.
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rokket posted Fri, 08 August 2014 at 1:11 AM
Please release it as a regular shader too, for those of us on versions of Poser that don't do compound nodes...
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Glen posted Fri, 08 August 2014 at 4:51 AM
It's like being a kid at Christmas and knowing that parcel under the tree is exactly what you've always wanted. :D
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EventMobil posted Tue, 12 August 2014 at 10:37 PM
FIRST: Thank you so much everybody for encouraging me with your interest. It really gave me a lot to know someone out there is waiting for it ;-)))
Here is what I have compiled so far. Let me attach the files here in the next two posts first, so everybody can first download and open them, and then follow my later posts explaining what to do with them.
The .mt5 file named 'BathingFoamMT5.mt5.txt' contains the ordinary node combination (not a compound node) which should work with older versions than PP2014. After downloading, just remove the .txt extension, as usual, then place it in some convenient folder under runtime:libraries:materials.
The .mt5 file named 'FoamShader2.mt5.txt' contains a PP2014 compound node, which is a little easier to handle and include in your existing material node structure.
I both cases, if you want to apply foam to an existing material, please make sure not to chose 'apply' from the library, but instead chose the option 'add'.
The nodes (also the compound node) will be added unconnected. The reason is, that material settings and structures of your existing materials can be so different, that depending on what sort of material you have, you should connect the foam manually. I very much hope we can create appropriate files to include the shader in Bagginsbills VSS and in Snarlygribbly's EZSkin2, because I think those fantastic tools are exactly made for this purpose. While the EZSkin2 holds material zone information for pretty much any character/figure available for Poser, Bagginsbills Versatile Shader System is so powerful to apply materials to multiple props or characters, just what you need if you want to cover a whole bathroom or an entire car with 15 material zones in foam...
However I am currently not expert enough in both programs to supply this. Nodegrabber has until today remained a mystery for me (I would even be ready to write for Snarlygribbly a very sweet manual and tutorial on Nodegrabber, but up to now I have failed to create a working sfx with it ;-( ). Also with VSS I'm still in the learning mode.
So, if any of you guys could help the community to implement my little foam shader in either program, PLEEEAAASE do so, it would be a great improvement.
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EventMobil posted Tue, 12 August 2014 at 10:40 PM
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EventMobil posted Tue, 12 August 2014 at 10:41 PM
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EventMobil posted Tue, 12 August 2014 at 10:48 PM
Foam comes in very many different qualities, very wet and glossy, slowly drying becoming less reflective and more translucent, thin or fluffy foam, and so on. If you understand the main components of the shader, you can adjust parameters to achieve many different types of foam.
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EventMobil posted Tue, 12 August 2014 at 11:10 PM
Second constraint to be implemented was the upper ending of the foam. We cannot just apply it to a material zone (like i.e. the chest), because the foam will cause an unnatural friction where the chest texture zone meets the neck texture zone. In other words, the foam shader needed to work across texture zones, but also needed to be able to fade out at a given height, if the user doesn't wish to cover the entire figure from feet to head. I did this by implementing another p-node logic, which allows to end the foam at a given height (i.e. 150 cm) and also allow for a soft transition area of a chosen width (i.e. 15 cm).
I was not very happy to use the p-node here, but found no alternative. While the p-node makes sense for the lower (water surface) constraint, it is not a perfect means for the upper ending of the foam. If you move the figure up or down in some water swamp, it is very well the shader respects just the water surface and automatically will remove any foam and specularity under water. Unfortunately, the upper foam ending will also remain stationary, when you move the figure up or down (or it bends down or sits down), because the p-node is related to Poser Universe Coordinates, and not to figure coordinates. However, the p-node was still a better choice than using the v-node (UV coordinates), because this would make things even more complicated and difficult.
I realized that we would need from SmithMicro for a later Poser version an o-node, which relates to object coordinates. In this case, the foam on Tylers chest will remain exactly there, even if he stands up or sits down.
Anyway, please take a look into the screenshot showing details about the constraints, and where to enter your desired values.
I am using centimeters as preferred unit and also as poser units. Even if you have set Poser to work in inches or feet, the p-node (to my knowledge) always works in Poser Native Units (PNU). This is why I applied a factor of 0.762 to the y-coordinate. This way I can enter later constraint heights in centimeters, which is very convenient when building up a scene where you need to synchronize your water surface prop with the foam shader. I guess (but could not yet verify) that using a factor of 0.1 in the y-component of the p-node can enable you to enter constraint heights in inches. Those who prefer to work in inches can please test and give us a feedback?
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EventMobil posted Tue, 12 August 2014 at 11:20 PM
However, please don't forget to copy any tinting color from your initial material to the input color of the foam shader.
Example: If your initial material sends a texture map to the diffuse of the Poser Surface, then what you need to do is the following:
Click on the FoamShader diffuse input color (right side of the compound node). With the upcoming color picker go to the poser surface diffuse input color and pick the color from there. Then disable the Poser Surface Diffuse by setting the value to 0 (zero), disconnect whatever was connected to the Poser Surface input and connect the same instead with the FoamShader Diffuse Input.
Same procedure for the Displacement, and same for Specularity.
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bagginsbill posted Tue, 12 August 2014 at 11:23 PM
P node units are 1/10th of an inch, always. This means, that if you're at X inches from the origin, the value is 10X.
You are therefore correct that using a factor of .1 scales that to an inch.
You are not correct to say the p-node works in PNU. You might have thought this by A) rounding PNU = 103.2 inches to 100 inches and B) getting the 10X in the wrong direction.
I have carefully measured it - with coefficients set to 1, the P node gives values of 10 * number of inches.
Because I live and die by the material room, my PDU is inches. See my signature.
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)
EventMobil posted Tue, 12 August 2014 at 11:25 PM
The screenshot above should give you sufficient information about where to connect.
Basically, the foam shader has to be inserted right before the material enters the Poser Surface Node. This applies for diffuse, displacement and specularity, all those are now diverted through the foam shader in order to add the foam material.
So connect your initial materials to the DisplaceBlendOrig (Input_2), to the DiffuseBlendOrig (Input_1) and to the SpecBlendOrig (Input_1) nodes.
Procedure for picking colors from Poser Surface Input channels is the same as described above for the compound node.
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EventMobil posted Tue, 12 August 2014 at 11:33 PM
Quote - P node units are 1/10th of an inch, always. This means, that if you're at X inches from the origin, the value is 10X.
You are therefore correct that using a factor of .1 scales that to an inch.
You are not correct to say the p-node works in PNU. You might have thought this by A) rounding PNU = 103.2 inches to 100 inches and B) getting the 10X in the wrong direction.
I have carefully measured it - with coefficients set to 1, the P node gives values of 10 * number of inches.
Because I live and die by the material room, my PDU is inches. See my signature.
Oh thank you, BB, I somehow remembered a factor of 0.1 to work in inches, but could not figure out where I had seen it or how it needed to be calculated.
So it's great to know that those who work in inches can change the y-factor in the p-node to 0.1, and they should then be able to adjust the constraints in inches, which meets their environment in setting up the scene.
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EventMobil posted Tue, 12 August 2014 at 11:41 PM
Bagginsbill, I need to go to sleep now, it's 6.30 am and I have worked through the night.
I only brought the shader so far, but I would be really greatful if you could afford some time some day to look into it and slap on my head for messing up something. I am especially not sure about the SSS, if I gave it the best possible. Sometimes we can see a foam being very much scattering light, almost like glowing from within?
Any help from your side is much appreciated :-)
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pumeco posted Wed, 13 August 2014 at 7:10 AM
I'm not saying this lightly, the Poser node system never fails to impress and neither does the skill by some of the people here, I wish I could grasp it so well.
Looking at this shader reminds me of a "snow system" that was posted on another forum somewhere. It was incredibly lifelike because it basically covered a scene with snow so that the snow really built-up in open areas and less so where things are partly covered, just like in real life. Looking at it closely, you could see that in order to pull-off a shader like that, you would need a way to give the effect of buildup within the shader.
Why am I saying this?
Looking at this foam shader it's doing just that, it's like the foam is floating on the water, yet the water is what it should be, clear, or in other words, like a buildup of layers where the top is not effected by the underneath. After seeing this foam shader, can't help thinking the snow thing would be possible as well.
Anyway, perhaps snow is something you might tackle once you perfected this, but either way
EventMobil posted Wed, 13 August 2014 at 6:19 PM
@ pumeco:
Talking of snow, I guess the shader you have seen was Snarlygribbly's Snow Machine. I have it for long time already, and in fact it inspired to look deeper into what we can do with the P-Node, and also the N-Node. Snarly's snow machine gives you the choice of increasing or decreasing the displacement offset, in order to have a thick or a thin snow layer on the basic material, just like I have done with my foam shader. The snow machine also evaluates the slope of the underlying object to determine whether snow can lie on it (more horizontal) or cannot lie on it (more vertical slope), this is done by evaluating the y-component of the N-Node.
Second inspiration were very many posts of Bagginsbill, who has so often suggested the use of 2 or more material layers which can be blended (or masked) into each other by various elaborated control node combinations. So there is nothing really new in my shader, maybe apart from the way I tried to create the foam surface detail. When I found it came closer to the 'bubbly' sort of foam, I became more courageous with the displacement and found it can work out a little more 'fluffy' than just the flat soapy foam.
Another occasion where I used a cascade of 3 material layers was to cut Victoria4 open on a morgue table... I created a black/white mask image of a cut along her body, blending in the muscle texture map. Then another (slightly smaller) black/white mask image, which blended in transparency to her skin in this area, exposing the underlying organs and skeleton. So from outside to inside blending her skin from normal (however bloody ;-)) skin to muscle map skin then to transparency. Creating the same two black/white mask images with additional blurred contours could be used as displacement maps, thus bending the skin a little bit outside at the rims of the hole, like in reality. I never posted something with it though, it became far too realistic and disturbing, when I came close to reality, smile...
Thanks so much for appreciation, I hope I can return something back to the community where me myself have so often benefitted from the knowledge shared by others :-)
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EventMobil posted Wed, 13 August 2014 at 6:32 PM
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EventMobil posted Wed, 13 August 2014 at 6:34 PM
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jamminwolf posted Wed, 27 August 2014 at 7:35 PM
Wwwwooow! EventMobil, I gotta say this is awesome! And of course, Bagginsbill... thanks to both of you for the lessons and freebie. I'm quite interested in learning this, but my hands are tied for quite a while, I'll certainly save this page as favorite for later reference (but then I may take a break from my character creation and use it on one of them hehe).
Mainly I just gotta say I didn't think these suds (real looking ones) would ever look real in Poser, much less the cutting point where the body is under water, that's just awesome!
...wolfie
pumeco posted Sat, 18 April 2015 at 7:00 AM
@EventMobil
Sorry, I had no idea you'd even replied to me, I just spotted it through following a link here.
Thanks for the heads-up, looks like I'll have to break my vow and take a look at those shader systems after all. I've been avoiding both Baggins' and Snarly's scripts intentionally to make it harder on myself, but I suppose using them might even help me grasp things better, so what the hell.
Not in the mood for it right now as my mind is on other things, but I'll definitely take a look sooner rather than later, cheers!
EClark1894 posted Mon, 18 April 2016 at 3:57 PM
bopperthijs posted Sat, 23 April 2016 at 11:28 AM
There is a way to copy the shaders: Rightclick the "broken" image, select: open as new tab. goto new tab, rightclick again, and select saveas. You can saveit as a MT5 file, and name it into something meaningfull, I named it: Soapy.mt5
By the way: This is a great shader!
-How can you improve things when you don't make mistakes?
rokket posted Sat, 23 April 2016 at 11:52 AM
bopperthijs posted at 9:51AM Sat, 23 April 2016 - #4266710
There is a way to copy the shaders: Rightclick the "broken" image, select: open as new tab. goto new tab, rightclick again, and select saveas. You can saveit as a MT5 file, and name it into something meaningfull, I named it: Soapy.mt5
By the way: This is a great shader!
Except when I do this, I get a "This Page Does Not Exist" with a confused monkey on the screen. Maybe it's Firefox. I'll try IE...
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
EClark1894 posted Sat, 23 April 2016 at 2:22 PM
bopperthijs posted Sat, 23 April 2016 at 5:05 PM
I use chrome and it worked for me. it still does by the way. So I now have this shader, but I even can't copy it here as a txt-file. Stupid TOS. Any idea where I can upload it without breaking any rules?
I have made a printscreen of it, would this help?
This is the compound node. On the left you have the output: displacement, diffuse and specular, on the tight the input: displacement, diffuse, specular.
Hope this will help.
-How can you improve things when you don't make mistakes?
EClark1894 posted Sat, 23 April 2016 at 5:18 PM
bopperthijs posted Sat, 23 April 2016 at 5:19 PM
Ok, no problem.
-How can you improve things when you don't make mistakes?
EClark1894 posted Sat, 23 April 2016 at 5:22 PM
rokket posted Sun, 24 April 2016 at 1:14 AM
I'd like it. I have a use for this beyond soap.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
bopperthijs posted Thu, 28 April 2016 at 5:29 AM
I'm working on a cycles based plugin for EZskin3, and I'm going to have this shader also as an option. Until now it is not as sophisticated as Eventmobil's shader (no settings for heigth of the foam so far) because I have to recalibrate all the procedural textures, but it is starting to look good. Here is a superfly render:
-How can you improve things when you don't make mistakes?
bopperthijs posted Thu, 28 April 2016 at 5:33 AM
Sorry I forgot the nudity warning, It doesn't seems to possible to add that after you post it.
-How can you improve things when you don't make mistakes?
SamTherapy posted Sat, 30 April 2016 at 8:07 AM
Crikey, that's goooood. Any chance of a Firefly version for us poor Pro 2012 users?
Coppula eam se non posit acceptera jocularum.
bopperthijs posted Sat, 30 April 2016 at 8:51 AM
Ezskin2 also has soap as a special effect and works in poser pro 2012 and 2014 AFAIK.
-How can you improve things when you don't make mistakes?
EClark1894 posted Thu, 05 May 2016 at 9:32 AM
Bopper, Think you could write a step by step process for getting the soap on the figure.? I tried to do it with a figure like Dawn SE for which I'm making a shower
bopperthijs posted Thu, 05 May 2016 at 3:25 PM
Do you want it for Firefly or Superfly? I have a free day tomorrow, so I see what I can do.
-How can you improve things when you don't make mistakes?
EClark1894 posted Thu, 05 May 2016 at 9:01 PM
bopperthijs posted at 9:31PM Thu, 05 May 2016 - #4268071
Do you want it for Firefly or Superfly? I have a free day tomorrow, so I see what I can do.
Firefly. I don't have PP11 yet. It'll come in handy for this shower I'm making for Dawn. Thank you.
bopperthijs posted Thu, 05 May 2016 at 9:10 PM
I've made this soapy shader for a plugin for EZskin3 that i am making at the moment,this wil only work in poser11, but I can show you how to apply the soapy skin effect with EZskin2, if you want
-How can you improve things when you don't make mistakes?
EClark1894 posted Thu, 05 May 2016 at 11:32 PM
bopperthijs posted at 12:32AM Fri, 06 May 2016 - #4268143
I've made this soapy shader for a plugin for EZskin3 that i am making at the moment,this wil only work in poser11, but I can show you how to apply the soapy skin effect with EZskin2, if you want
That'll be fine as well.
bopperthijs posted Sat, 07 May 2016 at 6:33 PM
Ok, I promised to show how to make a soapy skin for Dawn, with EZskin2, well here you go :
First I load Dawn, give some clothes and hair and a nice pose.
Then I fire up EZskin2, as you see Dawn is shown as not supported, but there is a definition for here that you only have to load: goto file, and select figure defintions and select this file which is in the EZskin2 directory!
Select Dawn or select all.
I just keep the default skin settings but you can change that if you want.
-How can you improve things when you don't make mistakes?
bopperthijs posted Sat, 07 May 2016 at 6:44 PM
Next I go the Special FX Tab, there are no special effects loaded, so we first have to do that
Click browse for the folder and navigate to the EZ-effects folder in the EZskin2 directory.
In the left column select the effect you want, and the right column , the skin parts that you want the effect to be applied to . I usually don't select the head, the face, the ears, don't forget the lips or she will look like a mad dog.
Finally press the 'Do it - convert all materials!' button and the EZskin with the effect will be applied and you are finished and ready to render:
-How can you improve things when you don't make mistakes?
SamTherapy posted Tue, 10 May 2016 at 12:05 AM
Dunno what I'm doing wrong but after following the above steps I get no effect at all. Dawn renders just as it was loaded.
Coppula eam se non posit acceptera jocularum.
SamTherapy posted Tue, 10 May 2016 at 12:14 AM
Restarted Poser and it worked just dandy. Weird. Anyhow, thanks for the quick tute, Bopper.
Coppula eam se non posit acceptera jocularum.
bobbypants posted Fri, 04 August 2017 at 4:32 AM
EventMobil posted at 10:31AM Fri, 04 August 2017 - #4168390
And here is the shader as compound node, for PoserPro2014 (and up, hahaa...)
Would anyone happen to have this shader and make it available, it's another broken link victim : (
EClark1849 posted Fri, 04 August 2017 at 9:20 AM
bobbypants posted at 9:19AM Fri, 04 August 2017 - #4311373
EventMobil posted at 10:31AM Fri, 04 August 2017 - #4168390
And here is the shader as compound node, for PoserPro2014 (and up, hahaa...)
Would anyone happen to have this shader and make it available, it's another broken link victim : (
For which version, Firefly or superfly? I think Bopper still has them. If I ever figure out how to get back into my email account I might still have them.
bobbypants posted Fri, 04 August 2017 at 9:42 AM
EClark1849 posted at 3:42PM Fri, 04 August 2017 - #4311385
bobbypants posted at 9:19AM Fri, 04 August 2017 - #4311373
EventMobil posted at 10:31AM Fri, 04 August 2017 - #4168390
And here is the shader as compound node, for PoserPro2014 (and up, hahaa...)
Would anyone happen to have this shader and make it available, it's another broken link victim : (
For which version, Firefly or superfly? I think Bopper still has them. If I ever figure out how to get back into my email account I might still have them.
Thanks for the reply. I'm looking for the shader EventMobil uploaded here...
https://www.renderosity.com/mod/forumpro/?thread_id=2878577&page_number=2#msg4168390
raven posted Fri, 04 August 2017 at 1:29 PM
You can get it from the thread. I am using Firefox.
Step 01. Right click the broken image icon. Select 'View Image'
Step 02. You should get the material file open as a text.
Step 03. Select all, ctrl-c, open Notepad or equivalent and ctrl-v. Save the file as "Foam.mt5"
Step 04. Place the newly saved foam.mt5 into the materials library and then you can load it.
I did these steps myself to verify they worked. Hope that helps.
EClark1849 posted Fri, 04 August 2017 at 10:28 PM
raven posted at 10:25PM Fri, 04 August 2017 - #4311399
You can get it from the thread. I am using Firefox.
I was going to point that out, but as it happens I did finally get into my email account today and the shaders were there. If you still want them, sitemail me your email address and I'll send it to you, Bobbypants.
bobbypants posted Sat, 05 August 2017 at 12:45 PM
EClark1849 posted at 6:44PM Sat, 05 August 2017 - #4311415
raven posted at 10:25PM Fri, 04 August 2017 - #4311399
You can get it from the thread. I am using Firefox.
I was going to point that out, but as it happens I did finally get into my email account today and the shaders were there. If you still want them, sitemail me your email address and I'll send it to you, Bobbypants.
Thanks guys, I got it using ravens' tip! Didn't know you could do that. Thanks to both of you for your assistance.
JAFO posted Wed, 27 September 2017 at 5:54 PM
EventMobil posted at 6:42PM Wed, 27 September 2017 - #4166599
Any suggestions on the foam?
Probably some more SSS in it?
The good thing with this shader is, if you bend the figure forward and down, and for example one arm enters the water surface, the shader will automatically remove the foam from all parts which are under water, remove the specularity from the skin the same way, so the artist does not need to care about such details.
The reason I bump this subject back to the top is that I have a question:
"the shader will automatically remove the foam from all parts which are under water" .I'm assuming that water is geometry and not some arbitrary height?
Could this not be used with displacement also? Like maybe having displacement over an entire figure or part and have it canceled out, tapered off or reversed in areas such as when a bra-strap, waste band or other geometry makes contact, simulated fat bulges maybe?.... Just wondering....
Y'all have a great day.