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Mar 2 2005, 05:32 AM
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#1
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
In this thread Bill Woelbeling made a request for a "Lava Skin" material:
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Mar 2 2005, 05:37 AM
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#2
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
I made some experiments with this material. Please tell us which is closer to what you need, Bill.
Attached image(s)
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Mar 2 2005, 05:44 AM
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#3
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Curmudgeon ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 704 Joined: 19-September 03 From: Carbondale, IL Member No.: 167 Name: Bill Woelbeling A:M version: Current Hardware Platform: Windows |
Morning Anders;
Yep... I should have posted this in a seperate thread so that everything is linked up. The texture image that I posted is indeed what I am looking for but I am also very open to expanding my vision by seeing other peoples interpretation. There are a couple of problems in the original that I posted. The veins appear to be ontop of the flesh. I really wanted them to appear below the skin. I see the flesh as being fairly smooth. I am trying to convey the natural realm of the demon being in fire, molten rock, explosions, the smell of burnt flesh and sulphur. Could you repost your material here and perhaps a brief explanation of the technique you used to create it? Bill |
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Mar 2 2005, 06:03 AM
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#4
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![]() Blind Lord of all he sees. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Film Posts: 13,769 Joined: 21-September 03 From: Dublin,Ireland Member No.: 278 Name: Ken Heslip A:M version: Current Hardware Platform: Windows Contests Won:***(mascot) |
Wow...they all look great. I thought you needed darktree etc for such materials.
-------------------- Vista Home Premium 64 bit/AM v15/ATI Radeon HD3870/8Gb 800mhz DDR2 RAM/e8400 Processor
My AM Goodies Store My T.W.O models Get your AM problems fixed at AM:Reports |
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Mar 2 2005, 06:08 AM
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#5
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
Morning Bill! Not that early here in Sweden though
Sure, but shouldn't we wait until there are more "Lava Skin" materials for you to choose from? Then the "winner" writes a short tutorial. In the meantime I'll attach the project file for everyone to play with. I'll post it in a minute |
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Mar 2 2005, 06:35 AM
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#6
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
Here is the project file.
Attached File(s)
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Mar 2 2005, 06:46 AM
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#7
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
Just to clarify - the Materials Lab isn't a "competition" per se. Anders, since you grabbed Lava Skin and have begun it, go ahead and tweak it with Bill until you guys decide you have the desired material.
Other people are welcome to come in and comment and make suggestions - in fact that is the point to get the best material available. But since Anders has started this thread, he should make all the changes to the material IMO - so we end up with one (or maybe a couple versions) mat file. Then walk us through the settings and how you built it so we can learn how from it and upload the final file so I can save it. Thanks for stepping in and helping! Tom -------------------- I'm on hiatus...
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Mar 2 2005, 07:24 AM
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#8
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 658 Joined: 18-September 03 From: Austria Member No.: 100 Name: Marcel Bricman Hardware Platform: Windows Programmer: Yes Contests Won:* |
the main problem i see is the "straightness" of the veination.
i dont quite know how to overcome this without third party plugins. the only way i've found to create veins is a high "amplitude" setting on cellturb set to "hard edge". one can turn off the "euclidian distance", which looks somewhat less regular, but still not quite as natural als bills reference pic, plus it will create dark blobs on some of the areas. adding turbulences to a turb combiner is not possible either .. any ideas? -------------------- marcel bricman :: kci - design & development :: http://www.kci-group.com/z/
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Mar 2 2005, 07:32 AM
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#9
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
Of course I realize there will be no monetary prize, but there will be a "winning" material for every request, right?
With all due respect to everyone involved, I will tweak this material as long as I enjoy it, not until Bill is happy with it. The more challenging it is, the more I will enjoy it. Consequently, forbidding others to post their experiments with "Lava Skin" will make me lose interest. Not very productive IMO. Also, I like to see Colins "Lava Skin"! Doesn't everyone?!
IMO, this is counter-productive. instead I encourage everyone that find interest in this to post their experiments. If they want, they may use the project file I posted earlier in this thread as a start; as long as they make their project files public also, that is. Also, I started this thread for Bill, but in the future, I think the one who needs a material should start a thread. |
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Mar 2 2005, 08:24 AM
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#10
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Curmudgeon ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 704 Joined: 19-September 03 From: Carbondale, IL Member No.: 167 Name: Bill Woelbeling A:M version: Current Hardware Platform: Windows |
Anders - Morning is a state of mind more than a time of day
See... Whats really funny is that, of the three material renders you posted, the one closest to what I asked for is the one that interests me the least. The left-most is too bright. The right-most one is fascinating. I'll pull the project file and prowl around in it. I would welcome others to take a whack at it or see if (like me) you can make a franken-material by tinkering with Anders' original. Bill p.s. Yepper. I should have opened the thread for "discussion" and development instead of leaving it in the main thread. My bad. |
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Mar 2 2005, 08:32 AM
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#11
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Curmudgeon ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 704 Joined: 19-September 03 From: Carbondale, IL Member No.: 167 Name: Bill Woelbeling A:M version: Current Hardware Platform: Windows |
Marcel -
Getting good veins is really rough. In DarkTree, there is a veination combiner which produces results similar to a cellturb. Not quite like the veins in human skin but more like the blush pattern on a fair skinned persons cheeks after a bit of exercise outside on a cold day. Of course, an unwritten goal here is to use as native a solution as is possible. As you may or may not know, there is a problem with DT and the new V12 release. I would be very interested in a discussion on creating a realistic human skin vein pattern (without using decals) |
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Mar 2 2005, 08:39 AM
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#12
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![]() Blind Lord of all he sees. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Film Posts: 13,769 Joined: 21-September 03 From: Dublin,Ireland Member No.: 278 Name: Ken Heslip A:M version: Current Hardware Platform: Windows Contests Won:***(mascot) |
As far as I can make out, the middle material is exactly like the posted image. IMO Anders has achieve his objective of duplicating it.
-------------------- Vista Home Premium 64 bit/AM v15/ATI Radeon HD3870/8Gb 800mhz DDR2 RAM/e8400 Processor
My AM Goodies Store My T.W.O models Get your AM problems fixed at AM:Reports |
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Mar 2 2005, 08:46 AM
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#13
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Mentor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Guests Posts: 1,614 Joined: 25-December 03 Member No.: 1,397 Hardware Platform: Windows |
Awesome looking so far Anders. I'm going to work on one today. Keep going though. I'm liking everything I see. Maybe we should change the name of the thread to pyroclastic plastic!
very cool stuff. C |
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Mar 2 2005, 08:50 AM
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#14
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
Well, no that wasn't the original idea. You might want to touch on the original thread: http://www.hash.com/forums/index.php?act=ST&f=1&t=12463 The idea is to TEACH and for others to LEARN This does't mean nobody else can work on it, but if everyone is doing their own version then this is going to get very confusing and just fall apart. The thought was for the person doing the material to finalize it and it gets uploaded to the free materials page. If anyone wants to modify it more, they grab it and change it as they see fit.
Well, see my comment above. The idea was for the person picking up Bill's request to build him a material that he wanted/needed while ALSO teaching us all about how it was made - so it serves two- actually three- purposes. Giving us all a material lesson, giving Bill a material he needs, and making a good material available to us all for free. Nothing precludes Colin from starting another thread on Lava Skin and doing the same thing. We can have more than one version.
To me, that is going to make things very confusing, but we'll just have to see how it goes I guess. It will be next to impossible to follow a thread of how a material is being made if 10 people are offering up different versions, and you wouldn't get the summary on how to build at the end, there would be too many versions. The original idea is to teach and have almost a 'mini-tut' on each material that gets done associated with each finished material file - not to have a bunch of similar files with no explanation.
Well again, read the original thread.. that wasn't quite the idea. I'm glad people are stepping up believe me. In my view, if this doesn't follow some kind of structure it will fall apart in a week and go away. If there is a process that is followed, then I think it can be very useful, we'll all learn a lot and we'll all end up with scads of great materials! I certainly can't (and am not trying) to force anyone to do things "my way" as it were, and we should do it the best way that it works for everyone of course. I'm just trying to point out that I think we need a process for this to work. Tom -------------------- I'm on hiatus...
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Mar 2 2005, 08:53 AM
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#15
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 658 Joined: 18-September 03 From: Austria Member No.: 100 Name: Marcel Bricman Hardware Platform: Windows Programmer: Yes Contests Won:* |
would "creating a plugin and donating it to be included with a:m" count as an approach?
i dont say i have a solution for the pesky vein problem, but sometimes little things can be a big help, like my BrightnessContrast plugin that allows to "tweak" a finished texture. just add it after your existing attributes and tweak away.
Attached File(s)
-------------------- marcel bricman :: kci - design & development :: http://www.kci-group.com/z/
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Mar 2 2005, 09:00 AM
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#16
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![]() Somewhere in the blue-green range of the spectrum ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Hash Fellow (Hon) Posts: 4,939 Joined: 19-September 03 From: London Member No.: 183 A:M version: Current Hardware Platform: Windows |
Yep! I'm with Ken on this. Anders supplied a very good match for the image originally provided and went further to produce two more alternatives! Lovely jubbley, Anders! -------------------- Fishin' Music video CURRENTLY ON HOLD...again!
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Mar 2 2005, 09:10 AM
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#17
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![]() Blind Lord of all he sees. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Film Posts: 13,769 Joined: 21-September 03 From: Dublin,Ireland Member No.: 278 Name: Ken Heslip A:M version: Current Hardware Platform: Windows Contests Won:***(mascot) |
Um...what's the "Hash /extended fractal sum turbulance plugin? The project asks for it.
-------------------- Vista Home Premium 64 bit/AM v15/ATI Radeon HD3870/8Gb 800mhz DDR2 RAM/e8400 Processor
My AM Goodies Store My T.W.O models Get your AM problems fixed at AM:Reports |
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Mar 2 2005, 09:15 AM
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#18
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Mentor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Guests Posts: 1,614 Joined: 25-December 03 Member No.: 1,397 Hardware Platform: Windows |
Pixelmech and all. I have the solution for neatness.
Notice in my skin thread that all of the stuff related to my material resides in that first post. Tutorial, project.. images.. yada yada. If someone adds another skin shader.. they can add it to the thread.. but keep all changes and additions in the post they create. Then.. I can go back to my initial post and add "Aternative Links to their endevours" That way someone coming to the thread for a first time will be able to access all the possible skin shaders in that thread from the very first post. If they want to add comments then they can just add to the thread.. Personally I'd like to see 16 different materials on each thread. All linked from the first post and self contained within their initial post. What should probably be done is that every person starting a Material Laboratory thread.. should also link my starter project from the first post along with their version, and probably a link to the instructions on how they should add to the process. Does any of this make sense? I think this is the best way to get every one to play in the same ball park and keep the thread count to a manageable number. I would't want to see 15 different skin shader threads.. Thats the weakness of this forum as it is. All pertinant information to a specific thread should be contained within that thread. That makes it a powerfull resource indeed. C |
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Mar 2 2005, 10:09 AM
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#19
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
Ooops! Me really bad!! ExtendedFractalSum is my own extension of Fractal Sum. The only thing I've done is adding a threshold parameter. The plugin is in the attached ZIP file. Just place the ExtendedFractalSum.trb file in A:M's Turbulence folder. For those on Macs, I've also attached the source code. Just compile it! Seriously, Mac people will have to wait for someone to compile it, but the source code is in the attached file.
Attached File(s)
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Mar 2 2005, 10:52 AM
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#20
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
Colin - your advice sounds reasonable to me. The way you did that first post was perfect! The tutorial is completely awesome. This is what we need for each material created because it accomplishes a number of things:
1. It gives the community a good, free material. 2. It teaches people how to make a material, which I see as MOST important, especially due to the lack of good documentation for AM. 3. It is well organized and you didn't have to hunt through multiple threads OR posts to get the information you needed. Now we have a few problems: 1. This discussion is happening WITHIN a lab thread, where nobody will see it 2. We need buy in from the community on the process 3. We need some 'official' help I really think we need a PINNED thread somewhere, maybe in WIP maybe somewhere else, that explains the Materials Laboratory, with Colin's first one as the prototype, and a second post explaining it all. I think if we have that, then we've really got something. I'll volunteer to collect all finished files and have a page on my web site for them, where the pinned thread can link to. But we need some moderator help if we are going to do that...(me looks around hopefully) Does that sound good Colin...everyone... -------------------- I'm on hiatus...
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Mar 2 2005, 10:53 AM
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#21
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
One thing I'd say about the plug-ins too - a lot of us don't understand how they are used or how they fit into materials making. Turbulence and so forth, this stuff needs to be explained - even if briefly - in your summary/tutorial of your material.
-------------------- I'm on hiatus...
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Mar 2 2005, 11:13 AM
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#22
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Curmudgeon ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 704 Joined: 19-September 03 From: Carbondale, IL Member No.: 167 Name: Bill Woelbeling A:M version: Current Hardware Platform: Windows |
Indeed! The center material is pretty much an exact duplicate of what I asked for. Could I ask you, Anders, to take a minute and tell me your thought process in how you went about building the material? For example, you looked at the image provided and saw what? Did you see the mottled red-orange background? If so, how did you go about producing it?
I don't want to consider this "request" complete as I know that Colin wants to take a whack at it. But given the responses to this first crack, I would think that we can open the purple plastic thread? Tom? Is that one yours? Marcel (and Anders) - Design of a new plugin is a perfectly valid solution. Now, I would discourage the use of anything that has to be paid for (DT is only semi-free). The coolest would be to open your source for the plugin so that it can live by itself. Bill Editors note - I will compile this thread at its completion into a PDF document with attachements of materials and associated tid-bits. |
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Mar 2 2005, 11:21 AM
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#23
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
The purple material was not a material per-se it was really just a color and one setting. Not a big thing, I'd rather see 'real" materials made.
We definitely need an explanation like Colin did for his for this one. I don't see a problem having both Anders and Colin's version of lava skin as long as they both complete the process we're trying to lay out. So, really it should be up the the author of the material to build the files and instructions, since they built it - just like Colin did. T -------------------- I'm on hiatus...
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Mar 2 2005, 12:19 PM
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#24
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![]() Blind Lord of all he sees. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Film Posts: 13,769 Joined: 21-September 03 From: Dublin,Ireland Member No.: 278 Name: Ken Heslip A:M version: Current Hardware Platform: Windows Contests Won:***(mascot) |
It all sounds like alot of effort. I hope you get the participation.
-------------------- Vista Home Premium 64 bit/AM v15/ATI Radeon HD3870/8Gb 800mhz DDR2 RAM/e8400 Processor
My AM Goodies Store My T.W.O models Get your AM problems fixed at AM:Reports |
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Mar 2 2005, 04:16 PM
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#25
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Mentor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Guests Posts: 1,614 Joined: 25-December 03 Member No.: 1,397 Hardware Platform: Windows |
It is. But I can tell you this.. The Process of figuring out the best way to explain something in a tutorial.. is the best way to figure out the best way to do something. You might do it one way, because it seems faster.. but as you try to explain that to someone else.. you realise that there are probably 10 other ways to do it better. Its a great way to cement a process into your head and open it up to other possibilities. Its one reason I write so many tutorials. C |
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Mar 2 2005, 05:20 PM
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#26
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
I have practiced on making procedural materials for more than 10 years so I actually don't know what I think when I make them. It's no different from any creative process, I guess. That's not the answer you were looking for so I'll try to give you at least some idea of my "thought process": -I see the mottled red-orange background and I notice a pattern, but it's so subtle that I decide to use a turbulence with high randomness for it (In A:M this means Fractal Sum with 3-5 octaves to me) -I see the venation and I notice that it casts a shadow (This means bump map.) Also I notice that there are two different vein patterns: One large and strong and one small and soft. Technically I don't think anyone having read the docs for A:M should have a problem with anything but the veins so I'll try to explain how to make them in more detail. First I'll explain how to make the "large and strong vein pattern" and then I'll explain how to add another "smaller and softer vein pattern". There are different ways to produce veins in A:M, but you have to pick one. I use the CellTurb combiner with the Cellular Noise parameter set to Threshold. Before I do anything else I set the Color Attributes for the combiner to black and white. In this case I will stick with this choice because I'm building a bump map, but it's generally a good idea to begin with black and white when you experiment with a new material. Now I drop my new material on a model, select "Render Lock Mode" (SHIFT+Q) and click in the model window to start rendering. I change the scale until I have a material size that I'm happy with. Now you should have something looking like Figure 1. ![]() Figure 1 Since I want my veins to appear to be above the surrounding surface, the bump map will have to be white where there are veins and black everywhere else. This is not what I have and obviously I have made a mistake when I chose my attribute colors. Since it's very easy to swap colors, I've never bothered to memorize which attribute is which... If we look at the render now, it looks better (Figure 2) ![]() Figure 2 Maybe the veins are a bit thick, but that's easy to fix. The Threshold parameter controls the thickness and since I want really thin veins, I set it to 1. And now, in Figure 3 we already have a "large and strong vein pattern" that may be applied as a bump map or as a color map if you change the color attributes to something suitable. ![]() Figure 3 Up till now, everything has been pretty straightforward, but if you want to add another vein pattern to the same bump map, you will have to make use of a simple trick. Before I tell you how to do it, I'll try to help you find out for yourself. If you think about it, where in the black and white material you already have, will the new veins appear? The "old" veins are white and the surrounding surface is black. It's reasonable to think that the "new" veins will appear where it's black. When you have realized this it shouldn't be too hard to see that in order to add another vein pattern you should replace the black color attribute with a new CellTurb combiner with the Cellular Noise parameter set to Threshold. Also set the scale to approximately half the value of the scale for the original Cell Turb combiner. The color attributes should eventually be set to black and white(ish), but for clarity I set them to black and red, In figure 4 you see a large white vein pattern together with a smaller red one. Exactly what we hoped for! ![]() Figure 4 As I said in the beginning of this tutorial, I would like the smaller vein pattern to be smoother then the large one. This is easily achieved by setting the second color attribute to gray instead of white. Figure 5. Shows a render of the final bump map: ![]() Figure 5 I realize I've skipped many steps, but hopefully someone learns something from it, at least. Questions, anyone? |
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Mar 3 2005, 12:10 AM
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#27
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Mentor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Guests Posts: 1,614 Joined: 25-December 03 Member No.: 1,397 Hardware Platform: Windows |
Ok.. I had fun on this one. Here is my version. It got pretty complicated.. But renders faster than my othe skin shader. I didn't go 100 percent with the pic Bill gave. I sort of interpreted it. Here is the project....
Demon Skin project It has 3 versions of the skin color and one bump. Just drop whicever Skin color you want on your model and drop the bump on as well. Here are some pics. ![]() As you can see it could use some tweeking. Because of the complexity.. let me know if you guys want the "How to" on this one. If Ander's is the Demon Skin Mat.. I'll save the tute on this one till some other time. C |
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Mar 3 2005, 12:56 AM
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#28
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
Really Great stuff, Colin! Much better than mine!!
(The attached project file is the Default Mat) |
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Mar 3 2005, 01:48 AM
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#29
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 658 Joined: 18-September 03 From: Austria Member No.: 100 Name: Marcel Bricman Hardware Platform: Windows Programmer: Yes Contests Won:* |
easy to follow (but just as you, i've been making procedurals for quite a time now) you should show in a screenshow how you are actually making a bump map out of the diffuse (n.p.i.). i wonder if there is a "one best way" to explain a material .. -------------------- marcel bricman :: kci - design & development :: http://www.kci-group.com/z/
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Mar 3 2005, 01:52 AM
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#30
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![]() Somewhere in the blue-green range of the spectrum ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Hash Fellow (Hon) Posts: 4,939 Joined: 19-September 03 From: London Member No.: 183 A:M version: Current Hardware Platform: Windows |
Anders and Colin, you guys are shining lights!
I am learning alot of things that have been confusing me for ages. Bravo!!! Anders, as well as producing an excellent tutorial for your material you are demonstrating an excellent command of the English language. Far better than many who post here from English speaking countries! Thanks for the enthusiasm and willingness to educate, guys. -------------------- Fishin' Music video CURRENTLY ON HOLD...again!
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Mar 3 2005, 04:07 AM
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#31
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Curmudgeon ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 704 Joined: 19-September 03 From: Carbondale, IL Member No.: 167 Name: Bill Woelbeling A:M version: Current Hardware Platform: Windows |
WOW!
The results are fantastic. We have several flavors of demonic lava-skin as well as knowledge (remember the pharaphrased old saying "Give a guy a fish and he has dinner. Teach him to fish and he won't pester you for free fish any more"). I understand the problem that true professionals can have explaining the process that they use to accomplish a task in their field. Things that the novice must consciously concentrate on to perform or observe has become an unconscious process for the professional. Often, the answer to the question "How did you do that?" is "Its easy, you just do it". My thanks to all of the participants in the first, very successfull, material laboratory. (The thread is not closed. Anyone with questions or even alternate solutions should feel free to tag onto this thread) Thanks folks! Bill |
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Mar 3 2005, 05:30 AM
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#32
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
Colin, I would love to see a How-to on this one! I really think we need it on all of em
-------------------- I'm on hiatus...
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Mar 3 2005, 07:01 AM
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#33
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 658 Joined: 18-September 03 From: Austria Member No.: 100 Name: Marcel Bricman Hardware Platform: Windows Programmer: Yes Contests Won:* |
wouldnt it be better to have a separate forum for the "material workshop" ?
it seems to me that these valuable ressources will get lost soon in the busy wip forum .. another lil plugin to help you with textures: LIMIT has 3 parameters: min, max and transfer. basically it clips the color at a min and a max value of an existing texture. keep in mind, that a:m internally handles negative colors as well as colors brighter than your monitor can display, so a max limit of 100% does make sense. especially in combination with the "transfer" propery of this texture: a very bright (1000%), pure yellow will normally still show up as yellow in the render (shadows will affect it much less though). when you have transfer set to ON, this very bright yellow will show as white which is more what the human eye would expect to see.
Attached File(s)
-------------------- marcel bricman :: kci - design & development :: http://www.kci-group.com/z/
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Mar 3 2005, 08:41 AM
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#34
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Mentor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Guests Posts: 1,614 Joined: 25-December 03 Member No.: 1,397 Hardware Platform: Windows |
Hehe.. sorry about that. Its fixed now. Thanks for the comments. I'll post a howto soon. Great stuff Marcel. Those plugins will come in very handy. C |
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Mar 3 2005, 09:04 AM
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#35
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
I would love that, and I think it's a great idea. Unfortunately so far, there has been no 'official' response to any of this so I don't know what the powers that be are thinking. Is there some way we can request one? Maybe we could do a poll and see if people would like it? -------------------- I'm on hiatus...
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Mar 3 2005, 09:47 AM
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#36
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Mentor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Guests Posts: 1,614 Joined: 25-December 03 Member No.: 1,397 Hardware Platform: Windows |
We could ask Martin and Steve? Just send them an email with the links to what we've done so far.
They'd want a moderator. I'd do it but I'm slammed with work as it is. I'll send a note and see what I hear back. C |
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Mar 3 2005, 10:37 AM
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#37
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Struggling Animator ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 1,385 Joined: 1-December 04 From: West Dundee, IL Member No.: 4,859 Name: Tom Dell'Aringa Hardware Platform: Windows |
Thanks Colin, you can let them know that I will volunteer to moderate if they will have me.
Tom -------------------- I'm on hiatus...
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Mar 3 2005, 10:46 AM
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#38
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Guests |
Hey! Look at that;)
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Mar 3 2005, 07:06 PM
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#39
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![]() Prolific ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: )A:M User( Posts: 630 Joined: 21-September 03 From: Gothenburg, Sweden (GMT+01:00) Member No.: 261 Name: Anders Averö Hardware Platform: Windows Contests Won:* |
I'm not so sure about that, but thanks anyway! blushingly. |
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Lo-Fi Version | Time is now: 22nd May 2013 - 06:39 AM |