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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Is there a decent pearl shader out there for Poser 9/Pro 2012?


LaurieA ( ) posted Fri, 13 July 2012 at 9:25 AM · edited Fri, 13 July 2012 at 9:26 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 · edited Fri, 13 July 2012 at 9:36 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 · edited 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 · edited 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

The room reminds me of an older tardis interior.



bagginsbill ( ) posted Fri, 13 July 2012 at 10:04 AM

file_483744.jpg

A little demo.

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

file_483745.jpg

Now the EnvSphere much brighter.


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bagginsbill ( ) posted Fri, 13 July 2012 at 10:05 AM · edited Fri, 13 July 2012 at 10:06 AM

file_483746.jpg

EnvSphere back to normal, and add a sun light (infinite).

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 · edited Fri, 13 July 2012 at 10:10 AM

file_483747.jpg

And now - Env sphere only, normal level, with Candy Thickness set to .6 instead of 1.

By the way, the ground is white candy paint.


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bagginsbill ( ) posted Fri, 13 July 2012 at 10:23 AM

file_483749.jpg

By the way, Candy Tile is super easy - just add one node and three connections.

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

file_483750.jpg

Looks like this.


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bagginsbill ( ) posted Fri, 13 July 2012 at 10:29 AM

file_483752.jpg

British Racing Green Candy Tile (.6 thickness).


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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 · edited Fri, 13 July 2012 at 11:47 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 · edited Fri, 13 July 2012 at 12:00 PM

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 · edited Fri, 13 July 2012 at 12:48 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 · edited Fri, 13 July 2012 at 12:55 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 · edited 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.


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 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.


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)


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
Online Now!

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 · edited Sat, 14 July 2012 at 10:54 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.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


bagginsbill ( ) posted Sat, 14 July 2012 at 12:14 PM

Use Diffuse instead of Scatter.

 


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)


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 · edited Sat, 14 July 2012 at 4:25 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?

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

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 · edited Sat, 14 July 2012 at 6:28 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 · edited Sat, 14 July 2012 at 7:10 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.


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)


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

file_483936.jpg

Here are all the shaders I made...most of them with BB's help if not outright his creation ;). Those pearls look pretty durn good ;). Special thanks to Hana Hanabi for her pearl shader. Laurie



LaurieA ( ) posted Tue, 17 July 2012 at 2:00 PM · edited Tue, 17 July 2012 at 2:03 PM

file_483937.jpg

Next one. I'll probably have these all wrapped up and put up for download by tonight. The individual earrings will come after. Laurie



bagginsbill ( ) posted Tue, 17 July 2012 at 2:13 PM

Beautiful! Can't wait to try them.


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)


Zaarin ( ) posted Tue, 17 July 2012 at 2:17 PM

Quote - Beautiful! Can't wait to try them.

Indeed! 


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