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Poser F.A.Q (Updated: 2016 Nov 29 4:50 pm)


 Subject: Special colors in the material room

sirenia opened this issue on Nov 04, 2007 · 56 posts

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  sirenia    ( ) ( posted at 9:13AM Sun, 04 November 2007 

Hi all, Two questions this time for y'all :rolleyes: 1: Is it possible to create for example, a gradient color shift to hair that uses an image as a texture ? I know how to do it via Photoshop but i would like to know if it can be done in the Poser Material Room. 2: Also, can i change a hair color (or a cloth color for that matter) directly in Poser that also uses an image for its texture ? I guess this would be a 'node' thingy :sneaky: Thanks Wim

 

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  pjz99    ( ) ( posted at 9:22AM Sun, 04 November 2007  · @3106133

Changing color uniformly is pretty easy:
http://www.renderosity.com/mod/forumpro/showthread.php?message_id=2927631&ebot_calc_page#message_2927631

Changing color across a gradient is a little harder, I don't have an example at my fingertips, but might be able to throw something together in a few minutes.

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  SamTherapy    ( ) ( posted at 9:28AM Sun, 04 November 2007  · @3106136

You can use the Color_Ramp node for the gradient, with the U or V variable node to drive it.  In fact, you can drive the Color_Ramp node with a lot of different things to get some completely barking mad effects. :)

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  sirenia    ( ) ( posted at 9:51AM Sun, 04 November 2007  · @3106149

Hey thanks pjz99, i read the thread you gave and indeed, changing colors is fairly easy ! SamTherapy, could you maybe show me some screenshots please :blushing: then i would understand it a bit better i think.

 

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  SamTherapy    ( ) ( posted at 10:02AM Sun, 04 November 2007  · @3106154

Quote - Hey thanks pjz99, i read the thread you gave and indeed, changing colors is fairly easy ! SamTherapy, could you maybe show me some screenshots please :blushing: then i would understand it a bit better i think.

 

Give me a few minutes and I'll post something up.

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  SamTherapy    ( ) ( posted at 10:16AM Sun, 04 November 2007  · @3106158

I'm waiting for an example to render at the moment but I can tell you right now that it looks absolute bobbins.  The idea will work effectively if the hair you're using has one flat texture layout.  Otherwise, you're going to have to play around masking bits out, changing parameters here and there.  Probably easier to make or adapt an existing texture map.

I'll post the pics in a while, just for the sake of reference.

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  SamTherapy    ( ) ( posted at 11:05AM Sun, 04 November 2007  · @3106172


This is the Material Room setup.

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  SamTherapy    ( ) ( posted at 11:06AM Sun, 04 November 2007  · @3106174


And this is the render.

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  sirenia    ( ) ( posted at 11:20AM Sun, 04 November 2007  · @3106180

Ooh thanks Sam ! Oh what fun it is in the Material Room now that i learn how to change things 🆒 Off to play with it now :tt2: Sam, is there any way to edit the gradient (change the direction of it) for example, let it change from left to right or maybe from the center to the edges ? Or is it only from top to bottom as it is on your screenshot ?

 

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  SamTherapy    ( ) ( posted at 3:39PM Sun, 04 November 2007  · @3106330

Yes, you use the u_Texture_Coordinate for a left to right gradient.  You can also connect other math nodes and variables in there to give radial gradients or lava lamp effects.

A good source of ideas and useful stuff in its own right is a pack of free shaders posted by Ajax, which you should be able to find in Freestuff.

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  bagginsbill    ( ) ( posted at 8:47AM Mon, 05 November 2007  · @3106712


Quote - is there any way to edit the gradient (change the direction of it) for example, let it change from left to right or maybe from the center to the edges ? Or is it only from top to bottom as it is on your screenshot ?

 

Yes


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  bagginsbill    ( ) ( posted at 8:53AM Mon, 05 November 2007  · @3106715


Adjust the transition.


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  bagginsbill    ( ) ( posted at 8:56AM Mon, 05 November 2007  · @3106718


Same tricks work for ColorRamp. The only difference between Blender and ColorRamp is how many colors in your gradient - 2 versus 4.


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  bagginsbill    ( ) ( posted at 9:00AM Mon, 05 November 2007  · @3106721


If we take advantage of the equation for a circle:

r = sqrt(x * x + y * y)

We can get circular gradients.

For x we use 2U - 1.
For y we use 2V - 1.

The Sqrt node shows the circular gradient. We then plug that into Blender or ColorRamp. Again, we can use Bias to accelerate or retard the gradient in r.


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  bagginsbill    ( ) ( posted at 9:02AM Mon, 05 November 2007  · @3106724


The Subtract nodes (closest to U and V) are actually controlling the center of the circular gradient.


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  bagginsbill    ( ) ( posted at 9:04AM Mon, 05 November 2007  · @3106725


The input multiplier on the ColorRamp or color Blender controls the overall rate of the gradient change. Using 2 instead of 1 doubles the rate of change. Using .7 reduces the rate of change by 30%.


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  bagginsbill    ( ) ( posted at 9:06AM Mon, 05 November 2007  · @3106727


The ratio of the values in the add of x * x + y * y can be altered. (Math_Functions_8 in my shader.)

 Here I've used 3 * x * x + y * y. This gives us an ellipse instead of a circle.


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  bagginsbill    ( ) ( posted at 9:08AM Mon, 05 November 2007  · @3106729


Instead of x squared plus y squared, try higher powers. 

Here I've raised them to the 4th power instead. The gradient becomes more square.

Fascinating, eh?!?


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  bagginsbill    ( ) ( posted at 9:12AM Mon, 05 November 2007  · @3106733


Once you understand that the gradient is a function which can be further manipulated by other functions, the possibilities are endless.


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  SamTherapy    ( ) ( posted at 9:20AM Mon, 05 November 2007  · @3106737

Nice one, BB!

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  bagginsbill    ( ) ( posted at 9:23AM Mon, 05 November 2007  · @3106742


The various noise nodes, such as Fractal_Sum, can be inserted to perturb either or both of the x and y dimensions. The resulting patterns can be quite interesting.


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  Indoda    ( ) ( posted at 9:49AM Mon, 05 November 2007  · @3106759

Great visual examples, thank you so much

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  sirenia    ( ) ( posted at 12:42PM Mon, 05 November 2007  · @3106886

Wow BB, thanks alot for all the examples ! This is gonna keep me busy next weekend, i would never have guessed that there was so much control power in the Material Room :-) Thanks all for showing me how to do this :thumbup: Wim

 

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  bagginsbill    ( ) ( posted at 2:37PM Mon, 05 November 2007  · @3106979

Glad you like it. It's actually quite incredible what you can make with these nodes and the U/V coordinates.

For example, the pattern of fish scales in my avatar is done entirely with nodes - no image map was used.

Here's the full size image:

Or check out these bricks - all nodes:

Making patterns out of pure math on U and V is kind of my specialty. Check out this Glenn Plaid cloth pattern - all nodes - no images.


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  SSAfam1    ( ) ( posted at 3:01PM Mon, 05 November 2007  · @3106995

Any chance the nodes can make velour material for a sweatsuit? In POSER 6?


  bagginsbill    ( ) ( posted at 11:47AM Tue, 06 November 2007  · @3107685

Quote - Any chance the nodes can make velour material for a sweatsuit? In POSER 6?

 

I've tried a couple times without doing better than others have. There are some free velvet materials here and also at RDNA that are ok.

Velour and velvet shaders that others have done are similar to real velour in the same way that a box is more similar to an SUV than a sphere - directionally correct, but lacking accurate details. Most of the shaders I've seen end up looking more like satin, or more like terry cloth. I don't fully understand the physics of velour well enough to produce great results yet. I spent 3 hours on it this morning and failed.


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  bagginsbill    ( ) ( posted at 1:19PM Tue, 06 November 2007  · @3107764


Well well. I started over, discarding the Velvet node and the bump map. Working from scratch using Edge_Blends and Blenders, this is what I came up with.

I've attached the Poser material file - save it as Velvet.mt5, removing the .txt at the end. I had to add that to be able to upload to this forum.

To change the colors, go into the material and find the Simple_Color node. Put any color you want in there.

I'll show the render next.


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  bagginsbill    ( ) ( posted at 1:20PM Tue, 06 November 2007  · @3107765


Here are two colors using that shader.


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  bagginsbill    ( ) ( posted at 1:25PM Tue, 06 November 2007  · @3107769


Two more colors.


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  pjz99    ( ) ( posted at 1:29PM Tue, 06 November 2007  · @3107773

That really looks great Bill.  Could you do me a favor (probably others as well) and also post the material file for the stuff you're doing with gradients above?  I was trying to reproduce it and didn't quite get it, I'm interested to take a close look at how you did it without my fat-fingering it and introducing some wrong config.

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  bagginsbill    ( ) ( posted at 1:42PM Tue, 06 November 2007  · @3107783

Heheh. You think I saved those? I typed them in - took screen shots - and deleted them.

There's nothing difficult about making them from the screen shots. Anything that looks white is white. The numbers are all easy to read, I think. Each example builds on the previous so you don't actually have that much to type in. 

Give it a shot.


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