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 Subject: Coffee for Boni

ghostship2 opened this issue on Sep 17, 2016 · 71 posts

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  ghostship2    ( ) ( posted at 9:51PM Sat, 17 September 2016 · edited on 6:40AM Wed, 26 October 2016

I saw one of your comments in another thread about the coffee shader. Here is one that is super easy to make.

Coffee.jpg

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  ghostship2    ( ) ( posted at 10:21PM Sat, 17 September 2016  · @4283747

simple clouds.

Cloud.jpg

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  ghostship2    ( ) ( posted at 12:07AM Sun, 18 September 2016  · @4283758

here is another super cool, super easy material: Glow-in-the-Dark! Ready for Halloween renders.

Glow-in-the-Dark.jpg

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  ThunderStone    ( ) ( posted at 6:52AM Sun, 18 September 2016  · @4283767

This is Poser11????? As soon as my computer comes back, I am going to open it up and play around it again.

OS: Windows 10 64-bit
Poser: Poser 11.3 ...... Units: inches or meters
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: LuxRender, Superfly, Firefly

Reality: Reality 4.2.1 for Poser and DAZ3D Studio

9/11/2001: Never forget... 11/9/2016: Always REGRETS

Smiles are contagious... Pass it on!

Today is the tomorrow you worried about yesterday

 


  Boni    ( ) ( posted at 7:18AM Sun, 18 September 2016 · edited on 7:18AM Sun, 18 September 2016 · @4283769

WOW! Ghostship, thank you ... I sure needed that coffee today!! The other shaders are amazing too!! And this is what cycles is all about! Fantastic. Yes folks, here is why I'm so excited about Poser 11!

Boni



"Be Hero to Yourself" -- Peter Tork


  Boni    ( ) ( posted at 7:24AM Sun, 18 September 2016  · @4283770

bb and I had mentioned this in a thread at SM months ago ... Rust on metal with displacement. (we discovered a stretching problem on the pawn mesh and haven't continued). I lost my shader from that test. I had it partly with the physical shader ... clouds, granite ... and I believe I used a second layer in the mat room.

Boni



"Be Hero to Yourself" -- Peter Tork


  EClark1894    ( ) ( posted at 8:01AM Sun, 18 September 2016  · @4283771

Boni posted at 8:57AM Sun, 18 September 2016 - #4283770

bb and I had mentioned this in a thread at SM months ago ... Rust on metal with displacement. (we discovered a stretching problem on the pawn mesh and haven't continued). I lost my shader from that test. I had it partly with the physical shader ... clouds, granite ... and I believe I used a second layer in the mat room.

Ghostship and I tend to watch the same Blender Guru videos. There's one there about rust on metal. I'm thinking though that I may be replacing any displacement maps from now on with Normal maps though.

https://www.youtube.com/watch?v=37oBqhjDtBI


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  Boni    ( ) ( posted at 9:04AM Sun, 18 September 2016  · @4283774

Clark? Would normals have any detail or what is the hight limitations? I'd better see those videos and get up to speed.

Boni



"Be Hero to Yourself" -- Peter Tork


  ghostship2    ( ) ( posted at 9:52AM Sun, 18 September 2016  · @4283784

My problem with normals is that I can't paint them in Photoshop. I need a special program like Crazybump to do them and that is way out of my budget. I'll stick to gray maps for bump and displacement.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 10:35AM Sun, 18 September 2016  · @4283787

Beer (same shader as the coffee but with different colors)

Beer.jpg

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  ghostship2    ( ) ( posted at 11:15AM Sun, 18 September 2016  · @4283788

Here is a variation on the Glow-in-the-Dark shader. Fiber Optic. I swapped out the translucent node for a glass node. play with the roughness on the glass node for different looks to it.

Fiber Optic.jpg

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  EClark1894    ( ) ( posted at 12:16PM Sun, 18 September 2016  · @4283793

ghostship2 posted at 1:14PM Sun, 18 September 2016 - #4283784

My problem with normals is that I can't paint them in Photoshop. I need a special program like Crazybump to do them and that is way out of my budget. I'll stick to gray maps for bump and displacement.

There's a thread somewhere over at Hivewire and RamWolf lists a free utility for making normal maps. I'll see if i can find it and post it.


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  hborre    ( ) ( posted at 12:18PM Sun, 18 September 2016  · @4283794

IIRC, NVIDIA has a Photoshop plugin for creating normal maps. GIMP has a built in script. Both free. ShaderMap can generate those also; it is far cheaper than Crazybump.


  EClark1894    ( ) ( posted at 12:25PM Sun, 18 September 2016  · @4283796

The beer one is good.. Problem is beer needs bubbles. Andrew has a tutorial for that too. It's little details like that that help sell the realism. You don't have to make the bubbles in Blender though. even the Poser ball should work well enough, but it could get tedious placing all those bubbles. I did some hand sanitizer and that wore me out. pursestuff.png


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  ghostship2    ( ) ( posted at 12:40PM Sun, 18 September 2016  · @4283799

I have not watched his beer tute. I'm just noodling around at this point trying to see what I can come up with. Trying to keep them simple so people can follow the nodes.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  Boni    ( ) ( posted at 1:21PM Sun, 18 September 2016  · @4283807

This is a great thread, I am sure a lot of users will benefit a lot from these posts.

Boni



"Be Hero to Yourself" -- Peter Tork


  ghostship2    ( ) ( posted at 2:40PM Sun, 18 September 2016  · @4283817

Boni posted at 1:40PM Sun, 18 September 2016 - #4283807

This is a great thread, I am sure a lot of users will benefit a lot from these posts.

I'll keep them coming. If other have some cool shaders to share that would be awesome as well!

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 3:04PM Sun, 18 September 2016  · @4283820

Velvet. Velvet.jpg

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  ghostship2    ( ) ( posted at 3:31PM Sun, 18 September 2016  · @4283827

set up my free shader to slightly rough metal, tint it pink and slap it on a dress and it becomes satin.

http://www.sharecg.com/v/85799/view/7/Material-and-Shader/Poser-11-Superfly-Dielectric-Shader-version-2

Satin.jpg

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  Boni    ( ) ( posted at 3:47PM Sun, 18 September 2016  · @4283829

Does any one have any cycles tutorials that are free? And I will look into making normal maps in place of displacement. Maybe some of our users can suggest materials they would like to have in Superfly/cycles to challenge our masters. Let me start with brocade. Frost on glass. Peeling paint.

Boni



"Be Hero to Yourself" -- Peter Tork


  ghostship2    ( ) ( posted at 3:55PM Sun, 18 September 2016  · @4283830

Boni posted at 2:53PM Sun, 18 September 2016 - #4283829

Does any one have any cycles tutorials that are free? And I will look into making normal maps in place of displacement. Maybe some of our users can suggest materials they would like to have in Superfly/cycles to challenge our masters. Let me start with brocade. Frost on glass. Peeling paint.

The best ones that I've seen so far are by Andrew Price at Blender Guru. He has a youtube channel. I've linked to it before so you may have seen them already.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 4:18PM Sun, 18 September 2016  · @4283833

here is a link to the Blender Cycles Shader Encyclopedia. Some detailed explanations of what the main Cycles shaders do.

http://www.blenderguru.com/articles/cycles-shader-encyclopedia/

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 4:21PM Sun, 18 September 2016 · edited on 4:24PM Sun, 18 September 2016 · @4283834

El Cheapo Pool Water. You'll need to adjust the scale of the Wave and Voronoi textures to fit the scale of your model and posibly the bump strength or distance value.

Pool Water.jpg

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  ghostship2    ( ) ( posted at 9:29PM Sun, 18 September 2016  · @4283856

here is another fun one. Cloth made from my shader with procedural color and bump.

PolkaDotCloth.jpg

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  ghostship2    ( ) ( posted at 10:29PM Sun, 18 September 2016 · edited on 10:33PM Sun, 18 September 2016 · @4283863

OK this one will be a little more difficult to put together. Camo Cloth is using three layers: Base color and two layers that have a color and use the musgrave texture for transparency so you can see the layers underneath. Each layer is using my shader as a base

Camo Cloth.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  EClark1894    ( ) ( posted at 11:42PM Sun, 18 September 2016 · edited on 11:46PM Sun, 18 September 2016 · @4283868

I've been at work all day, but before i go to sleep tonight, here's a free online normal map generator ghostship2 can try: http://cpetry.github.io/NormalMap-Online/

Boni, This blog may be able to answer your question about normal maps better than I can. http://blog.digitaltutors.com/bump-normal-and-displacement-maps/


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  ghostship2    ( ) ( posted at 11:48PM Sun, 18 September 2016  · @4283871

EClark1894 posted at 10:47PM Sun, 18 September 2016 - #4283868

I've been at work all day, but before i go to sleep tonight, here's a free online normal map generator ghostship2 can try: http://cpetry.github.io/NormalMap-Online/

Boni, This blog may be able to answer your question about normal maps better than I can. http://blog.digitaltutors.com/bump-normal-and-displacement-maps/

Hey EClark, thanks! Link is bookmarked and I'll check it out tomorrow.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  bagginsbill    ( ) ( posted at 7:46AM Mon, 19 September 2016  · @4283891

Guys I'm breaking my rule of not posting at Rendo to bring you, for the umpteenth time, this information:

Poser is a normal map generator. You don't need to make normal maps from height maps using a third party tool. That's already built into Poser - just use the height maps.

There is a benefit to normal maps but it's not applicable here. The benefit is that the .1 to 2 seconds it takes poser to convert height to normal is too much when animating in real time. So for real time animators, they want and need a normal map.

For those who are doing 2 to 100 minute renders, the effort of pre-converting a height map to normal is is not worth it at all.

Stop telling people they should use normals when they're using Poser, not some real-time game engine.


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 at 7:48AM Mon, 19 September 2016 · edited on 7:48AM Mon, 19 September 2016 · @4283892

Note: If you're STARTING with normals, as you would if importing game assets, then Poser let's you use the normal map. It doesn't demand you use it but if that's what you have to begin with, then go ahead.

But don't go out of your way to convert a bump map into a normal map. That's like flying to Cleveland to pick up a car which you then drive to your corner grocery store. You could have just walked. Yes walking is slower than flying and driving, but not if you're flying and driving 1000 miles vs. walking 300 feet.


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)

  ghostship2    ( ) ( posted at 9:43AM Mon, 19 September 2016 · edited on 9:44AM Mon, 19 September 2016 · @4283901

bagginsbill posted at 8:40AM Mon, 19 September 2016 - #4283891

Guys I'm breaking my rule of not posting at Rendo to bring you, for the umpteenth time, this information:

Poser is a normal map generator. You don't need to make normal maps from height maps using a third party tool. That's already built into Poser - just use the height maps.

There is a benefit to normal maps but it's not applicable here. The benefit is that the .1 to 2 seconds it takes poser to convert height to normal is too much when animating in real time. So for real time animators, they want and need a normal map.

For those who are doing 2 to 100 minute renders, the effort of pre-converting a height map to normal is is not worth it at all.

Stop telling people they should use normals when they're using Poser, not some real-time game engine.

I had the same thought last night before going to bed. The Cycles shaders take normal maps but there is a converter node (bump) that converts a gray map to a normal for the shader to use. No real need for an actual normal map. I've already included this node inside my shader thing so all you need is the gray map on the outside.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  EClark1894    ( ) ( posted at 3:19PM Mon, 19 September 2016  · @4283957

I use Blender, Poser and I'm trying to keep DS in mind when I make things, so I'm thinking a normal map might come in handy. No one has to use it it they're opposed to it.


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  ghostship2    ( ) ( posted at 4:15PM Mon, 19 September 2016  · @4283974

EClark1894 posted at 3:14PM Mon, 19 September 2016 - #4283957

I use Blender, Poser and I'm trying to keep DS in mind when I make things, so I'm thinking a normal map might come in handy. No one has to use it it they're opposed to it.

makes sense for your workflow. No judgment here dude!

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 4:16PM Mon, 19 September 2016  · @4283976

another multi-layered mat. Mottled Bronze. Could be better but here it is anyway.

Mottled Bronze.jpg

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  Boni    ( ) ( posted at 5:00PM Mon, 19 September 2016  · @4283982

Here is the question. When using normal maps, bump maps and displacement maps. How do you get a good displacement effect in Superfly? I know that at the moment there is a problem with microdisplacement ... but I was led to believe that normal maps fixed that issue. See my confusion?

Boni



"Be Hero to Yourself" -- Peter Tork


  ghostship2    ( ) ( posted at 5:26PM Mon, 19 September 2016  · @4283989

Boni posted at 4:23PM Mon, 19 September 2016 - #4283982

Here is the question. When using normal maps, bump maps and displacement maps. How do you get a good displacement effect in Superfly? I know that at the moment there is a problem with microdisplacement ... but I was led to believe that normal maps fixed that issue. See my confusion?

bump and normals are for adding surface bump to your model. Displacement is for the larger features like giant cracks and such that you did not want to model into the object. You apparently can use displacement in superfly but you have to crank up the subdivision to crazy levels to make it work right.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  Boni    ( ) ( posted at 6:46PM Mon, 19 September 2016  · @4284000

Makes sense, mostly I'd like to do rock and brick and bark so that at the edge it isn't like glass smooth, that just ruins a good render. bump of course doesn't show textured edges where because if effects the mesh itself displacement does. See what I mean? Also I've used displacement to create grass on the ground ... so now I know normals won't do that.

Boni



"Be Hero to Yourself" -- Peter Tork


  ghostship2    ( ) ( posted at 9:35PM Mon, 19 September 2016  · @4284012

this one is still a WIP. Black Body Emission.

black body Emission.jpg

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  ghostship2    ( ) ( posted at 10:08PM Mon, 19 September 2016  · @4284015

Here is the Emission shader. There is a compound node with the various color temp inputs. This makes it easy to use and clean looking.

Emission.jpg

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  Boni    ( ) ( posted at 10:57PM Mon, 19 September 2016  · @4284018

Amazing, and amazingly usefully!

Boni



"Be Hero to Yourself" -- Peter Tork


  Biscuits    ( ) ( posted at 8:22AM Tue, 20 September 2016  · @4284044

These are all wonderful useful shader screenshots!!!

Can't we like collect them in a thread SF Shaders or something, without talking in between?

So they are posted double, but better good info double then hard to find right!

I did that with the VWD tip thread, I repost a tip from another thread in the tip thread, so we have all tips in one thread aswell.

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  EClark1894    ( ) ( posted at 8:29AM Tue, 20 September 2016  · @4284047

You want me to stop commenting in this thread? Fine. I'm out.


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  Biscuits    ( ) ( posted at 8:32AM Tue, 20 September 2016 · edited on 8:32AM Tue, 20 September 2016 · @4284049

No EClark1894 you can comment here as much as you like.

My suggestion was to start another thread to post the tips aswell.

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My Youtube Channel


  estherau    ( ) ( posted at 8:46AM Tue, 20 September 2016  · @4284054

I can't see why anyone would find your post offensive Biscuits. I like your idea of having a shader how to do it thread. that would be cool. Love esther

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  ghostship2    ( ) ( posted at 9:29AM Tue, 20 September 2016  · @4284063

I don't mind the comments or suggestions. I need them in fact! Maybe one of the moderators could start a second thread, sticky it to the top of the forum and lock it only for them to post and then just re-post what I'm posting up?

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  EClark1894    ( ) ( posted at 10:36AM Tue, 20 September 2016 · edited on 10:42AM Tue, 20 September 2016 · @4284073

estherau posted at 11:35AM Tue, 20 September 2016 - #4284054

I can't see why anyone would find your post offensive Biscuits. I like your idea of having a shader how to do it thread. that would be cool. Love esther

I wasn't offended. I think a separate thread is a great idea. I just thought he wanted this one.

Btw, ghostship, I think the different types of lights is a great idea. I think you should do another like that only have different types of liquids, metals, fabrics, gems, tiles. etc.


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  ghostship2    ( ) ( posted at 10:50AM Tue, 20 September 2016  · @4284075

EClark1894 posted at 9:47AM Tue, 20 September 2016 - #4284073

estherau posted at 11:35AM Tue, 20 September 2016 - #4284054

I can't see why anyone would find your post offensive Biscuits. I like your idea of having a shader how to do it thread. that would be cool. Love esther

I wasn't offended. I think a separate thread is a great idea. I just thought he wanted this one.

Btw, ghostship, I think the different types of lights is a great idea. I think you should do another like that only have different types of liquids, metals, fabrics, gems, tiles. etc.

I did post up an updated version of my shader at ShareCG that has a +metals variation (metal colors in a compound node like the color temp thing.) I also zipped up my car paint shader with the other two and that one has car colors and metal colors you can plug in to the glossy or diffuse node.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 2:41PM Tue, 20 September 2016  · @4284095

sand. I set the scaling on the wave texture to look appropriate on the ground portion of the construct or in this case on the Round Groundplane HR in the props folder.

Sand.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 3:12PM Tue, 20 September 2016  · @4284104

Another water texture.

Water.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  ghostship2    ( ) ( posted at 3:46PM Sun, 25 September 2016  · @4284774

still looking into the light node but in the meantime here is Window Glass. I ran into an issue with the glassBSDF node that it was not allowing lights to pass through and light the other side of the window or cast shadows from objects on the other side. Looks like I will have to re-do a couple of water shaders as well because they don't light up the bottom of a swimming pool. (yes I have caustics turned on)

You might want to play with the color of the trans and gloss nodes and also adjust the IOR of the Fresnel node. I set it here to 1.5 so I could see the reflections easier in the window. You should adjust this to suit your render. I would also say that Model makers should be aware that windows need to have two sides to them or the shaders won't work correctly on them (one side becomes 100% reflective)

Window Glass.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740

  Boni    ( ) ( posted at 6:08AM Mon, 26 September 2016  · @4284818

I had no idea that we could build a shader the way you did the lighting shader. THAT is amazing! Thank you Ghostship2!

Boni



"Be Hero to Yourself" -- Peter Tork


  Boni    ( ) ( posted at 6:33AM Mon, 26 September 2016  · @4284820

Ghostship2? When will you have the emitions shader up? I'm very interested in that one. I could copy what you have ... but I'm lazy. 😉

Boni



"Be Hero to Yourself" -- Peter Tork


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