Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
Attached Link: Reiss Studio, home of BodyStudio
There's about to be a review in japanese... :) actually I think we're going to be having a number of reviews soon. We had a lot of interest at Siggraph. Ray... send us an e-mail at service@reiss-studio.com, I'll fill you in. Toolstech... Cool image! dang your fast... we just uploaded the thing 2 hours ago 8-) and thanks for the "Well done!" it's appreciated. cheers! -JoshHi Aleks. Not sure what you were asking about regarding the shadows...The lighting in this pick is one of the DAZ complex global lighting sets, using raytraced lights in max. But here is a larger pic. In this beta they have added some parameters to adjust the hair thickness a bit, as I understand it. I haven't tried that yet, but if I understand correctly I could make the hair a bit thicker with just a few parameter tweaks. I may have to try that next.
thanks a lot, toolstech. i wanted to see how those strands look like when they cast or receive shadows, since poser tends to ignore them most of the time. no offence, but they don't look better in max either, wiry and angular... i don't see shadows at all, btw. which light is supposed to cast raytraced shadows?
My attempts were NOT realistic :-) and frankly neither are the ones posted by toolstech no offense intended but tha hearline looks like bad hair Transplants
lol, none taken. But it didn't look any better in Poser5 either. Partly the hair width. Partly the number of strands. Partly the fact that the skull cap for that hair piece doesn't fit the models head (hence the hair plug look to the forehead). It was just a quickie. The entire point is that p5 dynamic hair, with textures, is now working in Max.
Attached Link: Reiss Studio, home of BodyStudio professional Poser Plug-ins
Hi Guys! Toolstech, based on your render, we tracked down the issue with the "pincushion" look and fixed it! we're uploading a new beta to the server. (2_0_9k_hair_beta). it should be there in the next 15 minutes. cheers! -JoshAttached Link: Reiss Studio, home of BodyStudio professional Poser Plug-ins
Hi Toolstech! for the curveness of the hair, have you tried adding a "smooth mesh" modifier in max? We didn't want to put the overhead on all the hairs automatically, but I'd love to see if this handles the issue when you get close. cheers! -JoshI don't know.. I look and look at renders of the Poser 5 hair and I just don't like it. For all the time it takes to render and so forth it just looks crummy. Usually, it's so bright that it doesn't even match the lighting of the rest of the picture, or it's so crinkly it either looks burned or made of hay. I'll stick to the traditional hair models for now.
hi milla! we're not talking about the hair inside p5 here (as seen in render from message 16, which is bright) we're talking about the hair which is translated into max throught the bodystudio plugin. Render from message 20 shows that, and in max it's integrated with the color of the scene, using the same lights. cheers! -Josh
Josh, I know what you mean, but it still doesn't look all that great to me. The simulation of strands running down her forehead look more like wires to me than actual strands of hair. Hair should appear delicate and this looks like that bendy wire you can buy at the art supply store. It doesn't match to the delicate look of her eyelash or eyebrow hair.
Hey Josh, I'll put some updated images up here when the renders are done. But I think I'll state for right now that the mesh smooth modifier does not appear to be an option for the hair curvature in max, at least not with beta M. Once that is applied, only the guide hairs render. BTW, I am getting some nice ray traced shadows now. Images pending, the renders are taking a bit of time :)
BTW, I think I found the cause of the skullcap texture problem. The skullcap has the texture group name skinhead, which is the same as the texture group name for the face. Thus, it is loading the face texture. It was this way in the previous images, too, but was loading the texture actually applied to the object before beta M.
You might want to consider adding more hairs to increase realism, if that is feasable (I don't actually have P5 or Max, but I'm interested in the whole dynamic hair idea). I haven't looked closely at others (I'm going to be staring weirdly at everybody's scalps now, thanks a LOT :-) and maybe it varies from person to person, but when I look at my own in the mirror, the hairs are noticeably closer together (and that's at the top where I'm starting to go bald!). I can see my scalp through most of them much like the renders above there, but along the sides the scalp is only visible on the very edge.
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