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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



Subject: question on image based lighting in poser 6


nightfir ( ) posted Thu, 09 June 2005 at 11:14 AM · edited Tue, 26 November 2024 at 8:25 PM

Got a question on ibl with poser 6. Does the image map over ride the settings on the light your applying the image map to or what as to colors, and or intensity. Since poser does not have photometric lights like 3d studio max. I'm trying to make pseduo-photometric lights for poser using ibl and ao. It involves using 3ds max and the idea is to make a photometic point light in max using photometric values for light bulbs (25, 60, 75, 100 watts) and putting the light at the center of a hollow sphere of a certain diameter. Then making a image map of that to use with posers ibl. Also doing the same with linear point lights in max to make fluorescent lights in poser. I'm just wondering what settings as to red, blue, green, intensity I would have to have a light in poser set at in order to get the default lighting enviroment of the image map to show up. For example would you use a red value of 1, a blue value of 1, a green value of 1, and a intensity of 100%, etc.

Message edited on: 06/09/2005 11:16


maxxxmodelz ( ) posted Thu, 09 June 2005 at 11:34 AM

Photometric lights are physically accurate lighting models that depend on scene scale, with correct falloff and decay according to the photometric specifications of lighting data found in .ies light format. In 3dsmax, these types of lights work best in conjunction with Light Tracer and Radiosity (or advanced renderers like MentalRay or Vray) to achieve more realistic lighting. They are based on "real world" lighting models. IBL is not a physically accurate lighting solution like Radiosity, so it won't produce the same results in Poser as it does in 3dsmax. You can fake it by adding other lights to the scene to simulate "bounce" lights, etc., but it's not going to be as nearly accurate as .ies photometric lights are. Anyway, to have a lighting environment of the image map show up, you need to place a diffuse IBL light in the scene, then attach the image to it's color channel in the material room. You don't get specular properties with IBL without advanced manipulation of material nodes, so another light set to "specular only" is needed for that.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


nightfir ( ) posted Thu, 09 June 2005 at 3:28 PM

Thanks for the great info.


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