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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: the dreaded "nostril glare"??


bodi ( ) posted Tue, 13 September 2005 at 2:36 PM · edited Sat, 11 January 2025 at 10:10 PM

some where along the line i saw a remedy for this but cant remember where?? hopefully its something in poser i can adjust, but probably not :-) thanks, bodi p.s. please help before i have to do another image that looks like the model just swallowed a floodlight!!


Merlin ( ) posted Tue, 13 September 2005 at 3:12 PM

When the model has a separate material node for nostrils, i just set the diffuse color to black. For other models (like Miki) who don't have that node, well... i'd be happy to hear about a solution other than painting on the texture ;)


UrbanChilli ( ) posted Tue, 13 September 2005 at 3:56 PM

I think that somewhere in the free stuff you can find a prop for those nosetrills (a nose plug?). It's out there - free - somewhere.


SWAMP ( ) posted Tue, 13 September 2005 at 4:24 PM

The "no Glow" nose plugs are in freestuff over at RuntimeDNA.


who3d ( ) posted Tue, 13 September 2005 at 4:29 PM

Increasing the size of teh depth map for the lights is another fix, as is using ray-traced lights (Poser 5 & 6). But the main one is increasing the size of the depth map so that there's enough resolution to them to do the job. You can also adjsut the shadow map cameras to focus only on the area of the scene which the camera sees. Cheers, Cliff


bodi ( ) posted Tue, 13 September 2005 at 4:34 PM

EXELLENT WHO3D! I will give that a shot , thanks all i did find the download on runtime dna - so thanks to all! http://www.runtimedna.com/mod/filelib/index.php


stewer ( ) posted Tue, 13 September 2005 at 5:01 PM

Adjusting the shadow map cams is certainly the preferred method. You may try reducing the shadow map bias, although too low settings can exhibit banding. If you have CPU cycles or RAM to spare, larger shadow maps can cure it and so can raytraced shadows or AO.


svdl ( ) posted Tue, 13 September 2005 at 8:42 PM

Poser 6 Ambient Occlusion will usually take care of the glowing nostrils.

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mathman ( ) posted Tue, 13 September 2005 at 9:15 PM

I find that setting the diffuse color usually results in a sharp boundary between the flesh color of the philtrum and the edge of the nostrils. Looks weird !! I've had better success with raytracing and AO. The mouth can have similar problems as well.


Kalypso ( ) posted Wed, 14 September 2005 at 12:08 AM
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AO works great for this but if you'd like to avoid the longer render times then get face_off's Occlusion Master, you can choose what materials will have AO and adjust strength, bias, etc. It really cuts down on rendering time if you don't have AO enabled in the light.


destro75 ( ) posted Wed, 14 September 2005 at 5:12 AM

You don't necessarily have to use AO on the light. Just add an AO node to the head material in the Material Room. This solves the nostril glow issue right away, and also helps the rest of the face move toward realism.


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