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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Apr 18 3:11 am)



Subject: slightly soapy water


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xpdev ( ) posted Wed, 26 February 2014 at 5:54 PM · edited Wed, 17 April 2024 at 4:21 AM

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 final renders.


bagginsbill ( ) posted Wed, 26 February 2014 at 7:45 PM

file_502235.jpg

Too soapy?


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bagginsbill ( ) posted Wed, 26 February 2014 at 7:47 PM

file_502236.txt

Here's the material. When you save the zip file, remove the .txt extension.

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

file_502237.png

Here are the key controls.

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

file_502238.jpg

Different settings.


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bagginsbill ( ) posted Wed, 26 February 2014 at 8:00 PM

file_502239.jpg

You can give the water a tint by adjusting the Fresnel_Blend Inner_Color.

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

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I use IDL, Gamma Correction and EZSkin for all final renders.


Kalypso ( ) posted Thu, 27 February 2014 at 4:29 AM
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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 · edited 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

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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
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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 · edited Mon, 04 August 2014 at 12:24 PM

Content Advisory! This message contains nudity

file_506333.jpg

Okay, let me just upload the images here again, who knows how long external links will remain stable...

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EventMobil ( ) posted Mon, 04 August 2014 at 12:11 PM

file_506334.jpg

Works also on all kinds of stuff...

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EventMobil ( ) posted Mon, 04 August 2014 at 12:12 PM

file_506335.jpg

... and creatures ...

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EventMobil ( ) posted Mon, 04 August 2014 at 12:16 PM

file_506336.jpg

... and has only some few shaders to start with.

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

Content Advisory! This message contains nudity

file_506337.jpg

I have reallized that the good thing about still using the native 'Specular' channel is, that it is almost always unused in modern textures. So it is very easy to add this effect to any (even complicated) existing shader crowd.

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 · edited Mon, 04 August 2014 at 1:04 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 · edited Mon, 04 August 2014 at 1:18 PM

Content Advisory! This message contains nudity

file_506341.jpg

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.

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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 · edited Mon, 04 August 2014 at 2:06 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 · edited Mon, 04 August 2014 at 3:52 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 · edited Tue, 05 August 2014 at 5:34 PM

Content Advisory! This message contains nudity

file_506364.jpg

Thank you for positive the feedback, everybody!

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

Content Advisory! This message contains nudity

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

file_506427.jpg

I beg for some patience, am getting close to where I want to reach, but some details are tricky.

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.

4.10 a.m. in my place now, starting to mess things up, so I'm going to sleep ;-)

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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

Content Advisory! This message contains nudity

file_506569.jpg

Okay, I think it's time for Christmas ;-) ... at least for Glen.

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

file_506570.txt

Here comes the shader for older versions than PoserPro2014, which did not yet have the compound node.

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EventMobil ( ) posted Tue, 12 August 2014 at 10:41 PM

file_506571.txt

And here is the shader as compound node, for PoserPro2014 (and up, hahaa...)

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EventMobil ( ) posted Tue, 12 August 2014 at 10:48 PM

file_506572.png

Here is a screenshot showing the basic structure (functionallity) of the shader. This is important for you, if you want to understand how it works, and also to tweak the appearance to your liking.

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

file_506573.png

I have put some effort on programming some constraints. First, I wanted the shader to be able to cope with a water surface, if the figure or object stands in water. In this case, the foam must be prohibited underneath the water surface. Additionally, the glossyness of a wet skin does not exist under water, so I also removed any specularity (as long as it goes through my shader) underneath the water.

 

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

file_506574.png

If you can use the compound node (PP2014 only), then I recommend doing so. It is very easy to include in your existing material (see screenshot).

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 · edited Tue, 12 August 2014 at 11:24 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.


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EventMobil ( ) posted Tue, 12 August 2014 at 11:25 PM · edited Tue, 12 August 2014 at 11:28 PM

file_506579.png

If you cannot use the compound node this is no big disadvantage. It is just a little more difficult to identify where to connect the initial material with the shader node structure.

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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