Poser 8 Revealed: Creating and Applying Materials - Part 2
Use a Normal Map
1. Open Poser with the default mannequin figure and click the Material tab to access the Material Room.
2. Open the Library palette and load the Hi-Res Ball from the props Primitives folder. Then select and delete the default figure.
3. Click the Advanced tab in the Shader Window. Select the New Node, 2D Textures, Image Map option from the pop-up menu to add a new node to the Shader Window. Click on the Image Source value and load the Spikey Ball Normal Map.tga file from Chapter 8 folder.
4. Drag from the Value Input in the top-left corner of the Image Map node to the Gradient Bump channel. Then set the Gradient Mode value to Normal Map (tangent space).
5. Click the Render button at the top of the Document Window to render the current scene.
The ball object is displayed with some spikes from the Normal Map, as shown in Figure 8-23.
6. Select File, Save As and save the file as Normal Map.pz3.
LEARN THE VARIOUS MATERIAL NODES
When creating a new material node, there are several categories of nodes available, each with its own unique attributes. The available nodes are divided into the following categories:
• Math. Used to mathematically manipulate values such as adding, subtracting, and multiplying values together.
• Lighting. Used to alter the scene lighting method to change highlight shapes, or to specify a certain effect like toon shading.
• Variables. Used to add variable values to the material values such as the current frame number, the dimensions of the current point, or the current pixel.
• 3D Textures. Includes several preset 3D texture maps such as Noise, Clouds, Marble, and Granite.
• 2D Textures. Includes several preset 2D texture maps such as Brick, Tile, and Weave. It also includes nodes for loading image files and movies.
Using Math Nodes
You can use math nodes to combine two values using several different mathematical functions. The available math nodes include:
• Blender. Used to blend between two colors.
• Edge Blend. Used to blend between an Inner Color and an Outer Color where the Inner Color faces the camera and the Outer Color faces away from the camera.
• Component. Used to extract Red, Green, or Blue components from a color based on the Component value where Red = 1, Green = 2, and Blue =3.
• Math Functions. Used to combine two values using a mathematical function. Available functions include Add, Subtract, Multiply, Divide, Sin, Cos, Tan, Sqrt, Pow, Exp, Log, Mod, Abs, Sign, Min, Max, Clamp, Ceil, Floor, Round, Step, Smoothstep, Bias, and Gain.
• Color Math. Includes the same mathematical functions as the Math Functions node, except it works with two colors instead of two values.
• User Defined. Used to define a color using numeric color values. It lets you choose from Red, Green, Blue (RGB); Hue, Saturation, Lightness (HSL); and Hue, Saturation, Value (HSV) color models.
• Simple Color. Lets you select a single color using the pop-up color palette.
• Color Ramp. Includes four colors that are used to create a gradient ramp.
• HSV. Defines colors using Hue, Saturation, and Value color attributes.
Holding down the Alt/Option key while clicking a color swatch automatically opens the Color Selector dialog box.