P11 - V4/M4 - X-Ray Effect
rokketman last edited by
This could lead to doing things like doing an x-ray to expose a terminator or something cool like that. Or the scene from the original Total Recall where he ran though the scanner with a gun...
Thanks for all the posts, folks! I'll have a tinker and see what I can come up with. :)
Oh, does anyone have a link to the Ajax shaders, please? Google doesn't seem to be my friend today, lol!
raven last edited by raven
@glen85 Here is a mat room screencap for the x-ray material.
(This post from Ajax way back in 2005 says redistributing his shader pack is fine)
That's a really confused mind that built that shader. It's going to be very difficult to control if you don't exactly want what it is precisely doing (which is largely an accident).
Translucence_Color without a lighting node plugged in (i.e a Diffuse node) is in fact acting same as Ambient_Color, just doing its own thing though. So ambience (glow) is there from two channels when it could be produced with more control by just one channel.
The Transparency has an Edge Blend plugged in, but also using its own Transparency_Edge/Falloff, which is a hidden Edge_Blend built into the PoserSurface. As a result, again, you have a double effect which is not fully controlled by either one and will be a pain to adjust properly.
The Specular Color and Value are both turned on, which means the surfaces will produce specular reflections of lights (in FireFly) and lights as well as other objects (in SuperFly). Nothing about an X-ray is justified there.
I think the first thing you have to ask yourself is do you want to work in SF or FF and then we go from there.
Second question is do you intend to use a light as your source of x-rays and then the material reacts to that light, or do you want it to just glow, and pay no attention to light sources? As well, related to that, do you expect the light (whether glow or scattered/reflected) to interact with nearby surfaces, thus producing secondary lighting? In other words, a bone can light another bone?
How much realism is desired? None of the Poser shaders I've ever seen have any of the proper patterns. Imagine a human skin shader that was pure tan, with no details whatsoever. You wouldn't put up with that.
Have a look at this image - tell me, do the interior of the bones look smooth, or do they display a structure/pattern inside?
This is a sort-of canonical shader for the edge-blended transparency + glow. It's pretty trivial. I've put red around the key parts.
raven last edited by
I'm just still playing. Here's another pic, this time with the skeleton texture's bump map added. Also a slightly different shader on the skin. Firefly again.
Thanks for the replies, folks!
I would be looking for a fair to good level of detail, but really fine detail isn't totally necessary, as I won't be making any close-ups (I'm going for an X-Ray pinup series idea, hence my question about clothing and other objects). Let's focus on V4/M4 for now, though.
FF or SF? Well, whichever will deliver better results! As this is to be a complete new material set, I'd be going for the best option. My gut tells me that's SF, so, if that's the case, let's go for that.
I would want the most realistic effect for the material itself (even if some artistic license is taken in the images themselves), so things like lights would only ever be used during setting up and posing, never in the render, so glows would be the option here.
Finally, bones wouldn't cast light onto each other, so that would be a no-go. I would think that simply turning IDL off would achieve this, right? Things still appear to glow but don't outwardly cast a light which can be seen on other surfaces.
raven last edited by raven
If you don't want the bones to cast shadows, you could just turn off 'Cast Shadows' in the skeleton's properties.
Hope you get it worked out for Superfly. Until then, one last play from me, again using Firefly.
Looking good, Raven, thank you! I'm currently fiddling about with gaming rig and Oculus Rift 'stuff'. i went on a bit of a spender bender and bought things I perhaps shouldn't have, but I've found that my current GPU (in my sig) isn't compatible with the Rift, so I can't use my sim rig either, until I get an upgrade. Thing is, I'm not sure about my CPU etc working with an upgraded GPU, so I'm fiddling about and doing some research, hence this little X-Ray project is paused for a little bit. Not for long, though, I hope! ;) Please keep posting ideas etc, as other folks are interested, don't just take it that I'm leaving this for good, I'm not. :P