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Scibat
Posts: 5
I bought FF pretty much for use in Second Life, at the moment I can only afford the basic version so I cannot make my own filters, just use the ones here. So does anyone know of a filter that I can use to overlay slightly textured objects with a gloss/shine like smooth latex or vinyl -- The type used for clothing specifically?

Thanks in advance!
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Thomas Efer (efi)

Posts: 19
Filters: 10
Hi.

Since the specular "shining" of the glossy material is motivated by the light sources in a scene, it is difficult to create a realistic material for it just using diffuse texture maps, what as far as I know is the only texturing mechanism available in Second Life.

So I fear it's hard if not impossible to "fake" latex look (that looks believable in more than one static lighting situation) by filtering a texture.
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Scibat
Posts: 5
I don't suppose you know how they do it in Second Life then? I realize its a bit off of discussions regarding Filter Forge, but I'm sort of desperate to figure out how to simulate that kind of material.
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Thomas Efer (efi)

Posts: 19
Filters: 10
One thing that came to my mind, is "Specularity baking" as seen in this blender-tutorial for a Second Life material. http://blog.loonsbury.com/?p=157

So if you find a filter here that resembles the look of the output (you would need a way smoother texture), then it could work in SL. (I'm not sure what mapping options are available for SL materials, but I think the trick would be to usa a world parameter space based mapping instead of an object space based one - so that if you rotate your chatacter, wearing the latex, the specualr highlights don't change their angle)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Scibat wrote:
So does anyone know of a filter that I can use to overlay slightly textured objects with a gloss/shine like smooth latex or vinyl -- The type used for clothing specifically?


let me see if i understand this; you want to make another texture in second life shiny/glossy by adding a filter render from FF to it, such that the final result would look like snooth latex or vinyl?

if i've got that right, one would almost have to know what the original texture is that you're overlaying and its various properties, i would think. i dont know of any filter that just adds a glossy sheen to any given other texture. and i'm not sure you could make one that would 100% of the time work correctly that way.

all that being said, and if i'm understanding what you want, how would you apply this thing? i've never been on second life and only seen a few screenshots so i dont know how you manipulate textures within that program. it's quite possible to make a filter that gives a glossy sheen to at least some textures. you could almost take some of the 'glass' filters and do it, especially if they are surface types using hdri environments within FF.

it's an interesting idea. perhaps you can post some examples you want overlaid with this filter and we could test some things on them.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Scibat
Posts: 5
I'm still learning, but as I understand it. There are clothing templates, say for shirts, pants etc. You layer those out in a program like Photoshop, and apply the textures you want to them. So for example I get something like silk from a Filter Forge filter, then select the template shape add the filter to the shape to make it look like silk. Then I would overlay it again with whatever filter I found for the latex/vinyl effect.

I tried this with the built in Plastic Wrap that's in PS, as well as some of the same kinds of filters in FF and they -sort of- work. The highlights and shine seem to come out too faint though.
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CysticCraze
CysticCraze

Posts: 142
Filters: 11
Give us a screenshot of what your trying to accomplish, Ive never done SecondLife and therefore am clueless to what your looking for. It might help others on here that are great at this kind of thing understand what your after.
We walk through life building our castles but far to many cease to build the foundations.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I am pretty good at SL, although I'm a scripter and not a builder. But here's how clothes work: There is a 512x512 or so square image that gets mapped onto a 3D object. It works just like other 3D games where if you go into the game files and see armor textures, they cram a whole bunch of different parts into a single image. Anyway, he just wants something to make a shininess to a previously obtained texture. Although Kraellin is most definitely correct, it won't work well, because shadows will be cast upon the parts with specularity and since they're technically just white pixels, they will too be in shadows. I also don't think you'll like the result anyway.

If you still want it, you might try a curtain filter that has those drapes, I think Dilla has one on the Featured page.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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infiniview
digital artist

Posts: 202
Filters: 13
You would have little success making an alpha style texture that would add shiny highlights to everything. However you could just select which textures you want to use and run them through a metalizer. That would of course be a modified textures instead of an overlay.

A highlights filter is pretty easy to make, but a generalized highlighting texture is just not workable. Because the illusion of shiny is based on where the highlights are placed in relation to the rest of the image.

I made some plastic gradient textures a long while back trying to do something similar with the black vinyl idea. The highlighted portions just get applied randomly and while it sort of suggests shiny it is in the wrong places and just looks weird. To get the baked texture effect to work properly the texture needs to be designed specifically for the object or item of clothing.
at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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