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Poser F.A.Q (Updated: 2018 Oct 17 3:56 pm)


 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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

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

simple clouds.

Cloud.jpg

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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.

OSes: Windows 10 64-bit
Poser: Poser Pro 2014, Pro 11...... Units:inches meters
Bryce: Bryce Pro 7.1.074
Image Editing: Photoshop CS2
Renderer: LuxRender

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


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  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.

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  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


  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.

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  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.

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

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

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

Beer.jpg

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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.


  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


  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.

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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


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  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!

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

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

Velvet. Velvet.jpg

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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


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  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.

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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/

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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/


  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.

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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 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)

  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 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)

  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.

W7Ult, i5 2400, 16Gb, Radeon 6770, PP11, PSCS5.5

  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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