Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
The problem is that depth mapped shadows ignore transparency maps so I find they just don't look right with hair. I believe someone (I can't remember who I'm afraid - but it was in this forum) showed that the speckled effect seen on your first render is a result of some number being too small for firefly to cope with (i.e. obj's in poser are v v small compared to other programs and firefly was initially designed to render these larger obj's). When I get speckles in shadows i scale up everything in the scene by a factor of 1000, redo the camera, and then it all works fine.
"I believe someone (I can't remember who I'm afraid" Good 'Poser trivia' question. ;-) I think it was Richardson who first discovered the scaling problem with Firefly and brought it to the boards. Could be wrong though.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
Chatting about the shadow under her nose? Photographers bring this type of shadow technique to help with lighting. I used to be one. But if your chatting about a line, oh ok..I see it now. Doesn't matter, if I got rid of the line from moving the left and right side lights. The results would remain the same. I do not feel like correcting this and putting up more renders, when their would be no changes.
Message edited on: 01/26/2005 15:43
Now this one. Min Bias of 0.200
Maps Size 1000, Shadow 0.500
Remember I am only using 4 lights (Infinite). Top, front, left side, Right side, and all RayTrace shadows on. Character and hair, no change in scale, only 100% Noticed around eye with shadow. I was playing with the light position (Leftside and RightSide). I have to work on this. Doesn't look nice.
Message edited on: 01/26/2005 17:28
Ahh, one of my favorite subjects/peeves..RayTrace Ronstuff discovered the scaling fix. We've since discovered that bumpmaps, dispacement, certain RayTrace settings and distant start/end (on spots)do not auto scale and have to be (10xed) after the scaling. RayTrace is a brutal shadowcaster. It has no blur radius like a shadowmap light. One pixel it's there...the next pixel, it"s not. It will punch through and cast an eyelash shadow, though. Even the strands of prop hair. Robo, #14...the best I see. If you are only using 1 RT infinite, the spotting should be gone. Cutting your shadow is the way to go. I even cut it down to 0.00001, just to use refract and reflect functions. Then use SM lights for shadows. Might as well set your map to 1024. Renderspeak This is wigged...Take your primary RT light (highlighted in parameter box) and use object>point at> head. Then readjust it to where you like it. Globals do not necessarily point at your figure spot on. imo, bias on RayTrace is a bandaid fix that sometimes works but mostly not. Make sure you don't have strange settings (like filtering) on in rendersettings. Smooth polys will help round her shoulders. And lastly, use the shadowcam...It's an incredible tool. All I've got. So far...#^(
Changed Shadow to 0.00001
Map Size 1024
RayTrace Shadow: Min Bias 0.200
Smooth Polygons. (Forgot about using that)
Play around with the left and Right lights positions. Oh..did not change scale of character and hair. Which they are at 100%
Message edited on: 01/27/2005 07:09
Robo... Easy. Only hope the light you chose corresponds with cam. You should (easiest) covert light 1 to a DM spot 1024map, shadow 1.000 and position it. Not too close (2-3 pu). Angle start20/end at 160 for simplicity. If light 1 is your choice, from parameterbox go >cameras>shadowcam 1. Use X, Y to position your portrait. Anything not in view will not get a shadow. Now zoom as far as you can without cutting off her shoulders and even X and Y again. Don't touch hither. Now you will see where the shadow will hit... To be safe, object>lock actor (cam). Every time you move Light one, you'll have to shift the cam. Good time to see how many shadowmaps are being rendered, too. Shadowcam2, 3, 4...see if you really need them. If not, turn off the corresponding light/shadow. Saves on rendertime. Try a render. You should get some dark shadows...play with bias on light 1 and or shadow intensity (0.750 - down). Angle start at 0 will give you the best softness if you are not too close. As you back the spot away from the figure, I think you should raise the map...2048...etc (wag)
What my goal here is, and others can go use a resourse, is that these textures on characters are from real people. I am trying to pull off a image that looks so realistic (even at full figure image), that people will get puzzled. and by using infinites (Like outdoor effect) and minimal amounts of infinites, like 5 and not 100, like I seen some people use then give as freebies. We or even I get close enough, but the shadow and light balance doesn't seem to go right.
Message edited on: 01/27/2005 12:31
Oh you mean Post #17...hehe. That is a flaw example. I had the character and hair scaled up 1000% Then have all lights listed (4 infinites), One light ontop, one in front, one left side, one right side. Then all Raytrace shadow (you could change color of a shadow I guess. Never tried it yet). The Bias to 0.000 All lights 111, Map Size 256, Shadow 0.5 And way you go to render. Hey never thought of the technique how valuable it could be. Should change eyes to electronic. :-)
Damm! Samhain74!!...if it wasn't for your question. I have conquered a surprise. Man..everyone is in for a wild surprise. No 3D glasses needed. Will be in the gallery. POWER OF POSER!!..damm!..I am one happy person!...It is like made an invention from poser. IF the render would hurry up.. :-)
Message edited on: 01/27/2005 15:49
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=869415&Start=1&Sectionid=1&filter_genre_id=0&
Ok..go check it out!..This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.