Active Camouflage
dmurray3132
Posts: 24
By any chance, does any one have techniques on creating active camouflage on Carrara or even DAZStudio?
I'm pretty sure it's simple but I'm cheating a bit by asking you guys.
And you might have better ideas
Thanks in advance
Comments
? active
There are camouflage filters for 2D texturing.
I agree with Patience. A bit more information is needed. I don't know what active camouflage is. I know what camouflage is, but don't know the distinctions.
Shame on me for making assumptions. Best example would be "Predator" or as in "Halo." As in the picture
I may have figured the texturing part out. I just need to figure out how to animate the transition.
Thanks guys, you have never been late with the help.
If you don't want to make them yourself, I've just released a combat shader pack that you might find useful - they are fabric shaders but could probably be applied to general objects, depending on the scene:
http://www.daz3d.com/new-releases/fabulous-fabrics-combat-preset-shaders-for-daz-studio
EDIT: Ooops - sorry, didn't see the post about animating - guess my shaders won't be much help then.
animate the transition?
in the shader room use a mixer parameter for your character
put one texture in source 1
put t'other texture in source 2
in the blender part you could use a 1-100 slider
at frame 1 use a value of 1
at frame 100 or whatever use a value of 100
you could also animate it with a black and white avi in the blender section
if for example you wanted a ripple effect in the transition you would use a ripple animation,
but the timing becomes harder I think
May not be what you want, but (at least) one of Dimension Theory's nature-based shaders is a 'camera-based' shader, so as the figure moves the material/shader on it changes too.
Man I love this forum.
Thanks guys,
I'll try these this weekend
As Headwax suggested, you could use a mixer to transition, but I think C8 and on has a master shader mixer or something that operates essentially the same way, except it should be able to blend the entire multi-channel shader instead of having to do it by Color, Highlight, Shininess, Bump, etc, etc.
As to the effect of the active camo, I would think that a transparent shader with a Fresnel value and refraction would do the trick. Probably a touch of reflection as well. If it's still to visible, use the alpha channel with a 1-100 slider to fade out the visibility to the desired level.
Poser shaders have a refraction channel. If you have something equivalent, try experimenting with that.
Carrara has a transparency shader with a fresnel option (the refraction shader must be enabled), absorption and in-scattering.
Carrara has a refraction shader plus a bunch of IOR profiles (Index of Refraction), or you can use any other procedural function.
There is a separate alpha shader that can also be used, but it has no refraction.