Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Firefly always had a problem with scale in poser. There's a thread by ronstuff explaining how to parent all your scene to a box and scaling the box 1000%. This fixed a LOT of issues for raytrace artifacting. Scaling the box will not scale bumpmaps so, you'll have to do it manually (0.01 becomes 0.10) at 1000%. I'm of course, guessing here. P6 could have new probs.
I don't have Poser 6, but does it have a Raytrace Bounces option in the render settings? Try increasing it.
Your refraction render looks like a problem I used to have in Cinema 4D when rendering Poser hair if I had the Ray Depth set too low. It would have black areas because the ray was passing through more hair layers than the Ray Depth setting.
Since V3 has a transparent Eyebrow section that would add 1 or 2 extra layers the ray has to pass through.
I hope that makes sense.
Message edited on: 05/27/2005 10:04
Message edited on: 05/27/2005 10:06
That's a very instructive example. Thanks, Jeff01! Incidentally, does anyone know how refraction is computed in Firefly? I mean, is it physically correct in the sense that both the front and back face change the direction of the light? If so, what if an object only had a front face? I just had that crazy thought that maybe the transparent white sphere might be taken as an object with a different refractive index. I don't think, however, that the problem with transparent objects is necessarily related to the bump map problem. I will try the scaling approach richardson proposed to see if it solves that issue and post my findings here.
-- I'm not mad at you, just Westphalian.
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1870874
Scaling is a must for closeups and object proximity problems using RayTrace. It fixes a lot of things. In P5 anyway. There's a glitch when you parent your primary camera to the box. Just correct the "shift" and parent again. Save the 1000%pz3 so you won't have to bother again. And use hierarchy editor to drag and drop onto the box for speed.J, Remember to scale with a box as it scales differently than a sphere. The ball probably threw off all your cams. Some node settings get left behind. Also distant start/end. Infinites do not parent easily so you may have a new lightset here. The new spheres are ...??? I dunno. Looks like a "glossy" node came to life. These are ronstuff questions.
-- I'm not mad at you, just Westphalian.
I rendered the scaled up (1000%) pz3 in P5 and got similar refraction disc artifacts, but spotted (a clue?). However the transparent ball intersection with the checkered ball had no artifacts, scaled up in P5 (not shown here).
odf, Curious about the bump map thing, I applied a Turbulence node to the bump node of the checkered ball in P6, unscaled. The refracted bump looked OK but the intersection artifacts were still there (not shown). I added James HiRes with bump map in front of the checkered ball and behind the lens (see the turbulence bump on the ball). I disconnected the bump map for the Head (so I could examine the eyes).
The refraction bump map artifacts are there, just like odf's renders, for the body. Are bitmap bump maps a culprit but not procedural bump maps? Also look at the eyes. The right eye is all of a sudden looking way left and penetrates the lower lid. Is that the pupil still looking straight? The left eye looks straighter, but also penetrates the lower lid,and there's some horizontal artifact cutting across the lower left iris.
This gets curiouser and curiouser.
Hmm, this all reminds the of the "Buffy" episode I just watched: the invisible girl (=lens) setting out to destroy the face of the beauty queen (=James). Better not risk putting V3 in danger here, or something dreadful might happen. Alas, there was no mentioning of bitchmaps.
-- I'm not mad at you, just Westphalian.
In my James render above, I think the horizontal artifact cutting across the lower left iris is actually the top edge of the lower lid.
I think James eye weirdness behind the refraction lens is related to the artifacts we see on transparent objects behind the lens when they're in close proximity to other objects, as when intersecting. I think the James eyeball object is actually two spheres, an outer and an inner, very close to each other. The entire outer sphere is assigned the EyeTrans material and is totally transparent, used for specular highlights. While not intersecting per se, the entire outer eyeball sphere is close enough to the inner eyeball sphere to suffer this artifact. Similarly, the lower eyelash is transparent, close to the lower lid, and also exhibits the artifact, making the eyeball appear to penetrate the lower lid.
Message edited on: 05/28/2005 10:21
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.
Just a short mention, in case anyones else runs into this: as it appears, some of the problem P6 had with rendering reflections and refractions have been solved, but bump maps still aren't handled correctly. I tried a recent P5 scene in P6 and got very noisy reflections and refractions, but only for those parts with bump maps applied. Disabling the bump maps apparently solved the problem, and it didn't occur with displacement maps, either. Oh, and increasing the sample rate didn't seem to help. I haven't yet tried playing with the shading rate though, which was already at 0.2, or the shadow bias. At the moment, changing bumps into displacements seems to be fair enough as a workaround for me.
-- I'm not mad at you, just Westphalian.