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Poser F.A.Q (Updated: 2019 Jan 31 1:28 pm)


 Subject: Poser 8 - How do I lay a floor?

Michaelab opened this issue on May 16, 2011 · 131 posts

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  Michaelab    ( ) ( posted at 7:57AM Mon, 16 May 2011 

Probably a stupid question, but how does one lay down a floor?

I've seen tiles for floors and that sound laborious. Is there just a simple floor I can lay down? I'm looking for a plain white or cream colored floor.

 

 


  bagginsbill    ( ) ( posted at 8:07AM Mon, 16 May 2011  · @3796597

Go into the material for the ground plane, advanced, and uncheck the "Shadow Catch Only" switch. Now you have a floor.

Or you can add a Poser one-sided square, rotate it and scale it as you like.

Are you asking how to put materials on it that look like tiles?


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  Michaelab    ( ) ( posted at 8:10AM Mon, 16 May 2011  · @3796598

Thanks, Bagginsbill. Yes, tiles would work or just a plain laminate pattern.


  vilters    ( ) ( posted at 11:37AM Mon, 16 May 2011  · @3796673

Do not forget to include a displacement map on those tiles or laminte:

Increases realims by a huge factor....

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  markschum    ( ) ( posted at 1:18PM Mon, 16 May 2011  · @3796709

at free.daz3d.com there is a minibar. That has a floor which I find useful.


  NanetteTredoux    ( ) ( posted at 1:37PM Mon, 16 May 2011  · @3796720

I find the Wood Workshop by SpiralGraphics very useful for texturing floors.

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


  markschum    ( ) ( posted at 11:24PM Mon, 16 May 2011  · @3796872


The picture attached shows how to apply a tiled material to the ground.


  Michaelab    ( ) ( posted at 11:58PM Mon, 16 May 2011  · @3796882


markschum: went to free.daz3d.com, did a search for minibar and nothing came back.

bagginsbill: did what you said and in the preview window of the material room a tile displayed (I imported it earlier) however when rendering the floor it is bright like a light with no shadows. Any clues to that? I've got everything else dark but for some reason the floor is illuminated. Attached is material foom setting for the floor.


  markschum    ( ) ( posted at 10:32AM Tue, 17 May 2011  · @3797232

The minibar is http://free.daz3d.com/free_weekly/detail.php?free_id=214

Once you enter the freestuff , you go to Free model archive (top left) and then browse through whats there.


  bagginsbill    ( ) ( posted at 12:21PM Tue, 17 May 2011 · edited on 12:21PM Tue, 17 May 2011 · @3797280


I am working on a tile-floor tutorial for you. I don't know why your floor glows. Probably your lights are insane. Have you got my light meter? If not, get it.

Sneak peak of the floor tile. This is 100% procedural - no images used. Can use images as well.


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  WandW    ( ) ( posted at 2:19PM Tue, 17 May 2011  · @3797314

BB, you are amazing...

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  Miss Nancy    ( ) ( posted at 3:00PM Tue, 17 May 2011  · @3797322

maybe mike's bright floor render is actually rendering some other surface that has alt_diff, alt_spec, ambient et al.  in above shader tree, hilite size = 1  (can't see if spec colour is [0,0,0]) and refl_lite_mult checked.  but they wouldn't make the surface glow AFAIK.



  bagginsbill    ( ) ( posted at 8:01PM Tue, 17 May 2011  · @3797401


It's fascinating how revisiting a topic for the purpose of explaining it to others causes me to learn more about it.

I thought I had the whole tile floor thing pretty well figured out. But I've discovered some interesting things today that exceed the realism of anything I've done before.

I have so much to say about this one topic it will take many pages. I despair of doing that. I think I'm going to have to just cover a tiny bit at a time.

Here's another demo. The floor here is again all procedural. I didn't think a Poser interior could look like this.

 


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  Miss Nancy    ( ) ( posted at 9:36PM Tue, 17 May 2011  · @3797420

it looks pretty good, alotta depth fall-off, with those reflections blurring out IMVHO.  good shadows on the back wall.  will this work in pre-poser-9?



  Michaelab    ( ) ( posted at 10:17PM Tue, 17 May 2011  · @3797426

I think that is pretty amazing stuff for a procedural floor! Looks absolutely gorgeous. Looking forward to your explanation on how to do that.


  Boni    ( ) ( posted at 6:30AM Wed, 18 May 2011  · @3797505

Oh, BB!  I sooooo want to make that room ... or my own equivalent.  Where and when will the tutorial be available?  I'm interested in the walls and windows as well. Thank you for all the wonderful things you are sharing.

Boni

Boni



"Be Hero to Yourself" -- Peter Tork


  WandW    ( ) ( posted at 9:15AM Wed, 18 May 2011  · @3797567

Quote - Oh, BB!  I sooooo want to make that room ... or my own equivalent.  Where and when will the tutorial be available?  I'm interested in the walls and windows as well. Thank you for all the wonderful things you are sharing.

I'd be willing to bet those windows and walls are procedural geometry...

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."

“I could buy better software, but then I'd have to be an artist and what's the point of that?"

"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".


  grichter    ( ) ( posted at 10:29AM Wed, 18 May 2011  · @3797593

Wow a procedural terra-cotta(sp) tile floor with different colored grout between tiles....amazing stuff BB. This is going to be really really good to learn. Thanks a ton.

 

I can hear in my head, V4's high heels clacking on that tile floor as she walks across that floor to get you a celebratory beer from the refrig when this is done! :thumbupboth:

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


  Hawkfyr    ( ) ( posted at 1:13PM Wed, 18 May 2011  · @3797646

Wow!!!...Probably one the most realistic "Poser" renders I've ever seen.

Great work BB.

8 )

Tom

“The fact that no one understands you…Doesn’t make you an artist.”


  bagginsbill    ( ) ( posted at 9:07AM Thu, 19 May 2011  · @3797982

Quote - it looks pretty good, alotta depth fall-off, with those reflections blurring out IMVHO.  good shadows on the back wall.  will this work in pre-poser-9?

Yes. I'm using PP2010 here. You can't get quite the same results without render GC, but it is possible to get nice results even with Poser 8 IDL, and even  Poser 7 or 6 with IBL. Poser 5 is not going to cut it - it won't look at all like this.

I don't have older versions to test anymore, but I suspect that the blurred reflections may be grainier in older versions.


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  bagginsbill    ( ) ( posted at 9:09AM Thu, 19 May 2011 · edited on 9:10AM Thu, 19 May 2011 · @3797983

Quote - Oh, BB!  I sooooo want to make that room ... or my own equivalent.  Where and when will the tutorial be available?  I'm interested in the walls and windows as well. Thank you for all the wonderful things you are sharing.

Boni

I am just going to post instructions in this thread.

As for the room prop - I made it. It's not finished or perfect yet, so I don't mind giving it away if you want to experiment with it. There are some light leaks here and there and there is no hardware - door knobs, hinges, window latches, wall switches, outlets - all are missing.


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  bagginsbill    ( ) ( posted at 9:11AM Thu, 19 May 2011  · @3797984

Quote - I'd be willing to bet those windows and walls are procedural geometry...

Yes - procedurally generated using my (unfinished) Python geometry scripts.


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  bagginsbill    ( ) ( posted at 9:11AM Thu, 19 May 2011  · @3797985


Quote - Wow!!!...Probably one the most realistic "Poser" renders I've ever seen.

Great work BB.

8 )

Tom

Thanks!

How do we like this one?


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  vilters    ( ) ( posted at 9:20AM Thu, 19 May 2011  · @3797989

You realy do amazing stuff in that mat room.
Learning every minute, and loving it.
Thanks.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


  parkdalegardener    ( ) ( posted at 1:55PM Thu, 19 May 2011  · @3798086

Quote - Thanks! How do we like this one?

A lot. Can't wait fot the tut. but I've a question. Do I see blue light from a secondary source entering the room through the glass? I find it a little confusing as the primary light source seems to be coming in at different angle and colour. Just a question. It may be me. Love the floors though. These tiles are great.

pdg



  bagginsbill    ( ) ( posted at 2:04PM Thu, 19 May 2011 · edited on 2:04PM Thu, 19 May 2011 · @3798093

The sun light shines through the windows and shows white on the floor. That is direct illumination - light source/surface/camera.

The reflections of blue are of the sky outside the room. We are looking out the windows at a different angle than the reflected light, so we see trees directly, and sky indirectly. Since I wanted this to be more of a rough finish stone, the reflection is blurry and weak. It's so weak that reflections of darker things in the room (much darker than the sky) are unnoticed. But they are there.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  Boni    ( ) ( posted at 2:33PM Thu, 19 May 2011  · @3798109

Oh,yes, I'd be veryintersted in the room prop ... I'm willing to do the henges, knobs etc.  These are wonderful.  Again, looking forward to your tutorial.  I'll have a sampe of what I did withthe floor as it came with the program in tiles and a little tweeking I did.  But at the moment it's still rendering.

Boni

Boni



"Be Hero to Yourself" -- Peter Tork


  parkdalegardener    ( ) ( posted at 2:35PM Thu, 19 May 2011  · @3798111

Thanks BB. I figured as the master of light there would be a reason for this. I noticed how the sun and the envirosphere lighting alined in the first image you posted. I never noticed real world lighting being so different but then I haven't noticed a lot of lighting till I see you bring it up i9n the fourms. I'm just a hack that wants to learn. Thanks.

pdg



  bagginsbill    ( ) ( posted at 2:49PM Thu, 19 May 2011 · edited on 2:52PM Thu, 19 May 2011 · @3798121


PDG - here's a different floor mat that should make it more obvious what's going on.

Edit: I did this with IBL+AO instead of IDL, to show that you can get good results even with P6-type of lighting.


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  JenX    ( ) ( posted at 3:00PM Thu, 19 May 2011  · @3798125

Bookmarked.

 

Also?  Digging on the shader on Andy.  Is that the default shader?  it just looks...better.

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Knowledge is knowing a tomato is a fruit. Wisdom is not putting it into a fruit salad.

  bagginsbill    ( ) ( posted at 3:17PM Thu, 19 May 2011  · @3798128

Attached Link: Glossy materials with true Fresnel effect using matmatic

Andy (and the piano) are sporting the BBGloss accurate Fresnel shader, available and discussed at the attached thread link.

Andy has:

The piano has:

 

The black floor I just posted is a variation of the BBGlossy in which I put white for diffuse color, and a noise node into the diffuse reflectivity, multiplied by .012 - making it very close to black, but not constant black. This let the sunlight show a bit of "dust" on the black floor.



You should put the Glossy thread into the wiki as it is a complete tutorial on the subject of glossy/shiny opaque things, including some metals.


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