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Sequins

Below you will find a zip file containing 20 Poser shaders for sequins. All the shaders are identical node setups. They differ only in the key parameter values and colors chosen.
 
You can make your own variations with just a few clicks. Start with one you like, and modify it, and save the new version for yourself.
 
Here is an example. This one is called Mermaid Metal.
 
 
Here are the thumbnails of all 20.
 
 
Here is the thread where you can discuss or ask questions about using these shaders. Sequins at Renderosity.
 
The zip file just contains a Sequins folder and the shaders and thumbnails inside, not a complete runtime folder structure. Unzip that into the runtime of your choice in your materials library.
 
These shaders make use of reflection. Be sure you enable ray-tracing in your render options and select at least one ray-trace bounce. Also, since reflection requires something to reflect, make sure there is interesting stuff around and in front of your figure to see in the reflections of the sequins. If you have nothing around to reflect, it will be pretty dull. You may want to investigate my Environment Sphere to help with that. There are plenty of indoor and outdoor environmental photos that you can find for free to use on the environment sphere.
 
Here is a little info about the parameter nodes.
 
Gamma: This shader does gamma correction, which makes it look real. If you're using Poser Pro and built-in render gamma, you want to turn it off in the shader. Set this to 1.0 in that case.
 
Cloth Color: What color is the cloth under the sequins.
 
Sequin Single Color: A single color used on all sequins, unless you enable other options. If you want to use a color texture map file to define the colors, set this to white, add an Image_Map node with your colors in it, and connect it to this node.
 
Sequin Multicolors: You get to define four colors here instead of just one. They'll be arranged randomly.
 
Multicolor Factor: Controls the blending between the Single color and the Multicolors. If set to 0, only the Single color is used. If set to 1, only the Multicolors are used. Any other value between 0 and 1, such as .5, will give you a blend between the single color and the multicolors. This is handy for changing the overall tone of the colors while still having individual control over the variations.
 
Randomize: Randomizes the colors of the sequins. If you set this to 1, the colors are totally random. if 0, they are exactly what you entered with the color nodes. Values in between will blend between your chosen colors and random colors. Inbetween values are good for getting some automatic variation while still having control over the general color scheme.
 
Reflectivity: Controls the total reflection given off by the sequins. These reflections will obey the Fresnel equations, which means sequins facing the camera reflect less than those pointing to the side. The maximum physically accurate value here is 1, but you can boost the reflections for artistic reasons past one. If you set this to zero, reflections are ignored. However, that will not speed things up, as the shader tree still calculates them.
 
Metallic: Controls the type of reflection given off by the sequins. Metallic reflections look very different from non-metallic reflections. Set this to 1.0 for totally metallic. Set it to 0 for plastic. Set it to values inbetween for effects like dichroic plastic. (Plastic that reflects multiple colors like mother of pearl.)
 
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Sequins.zip
(406k)
Ted Czotter,
Feb 28, 2009, 4:20 PM
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