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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 26 8:04 pm)



Subject: Black and White renders


Acadia ( ) posted Fri, 13 January 2006 at 7:45 PM ยท edited Fri, 27 December 2024 at 12:39 AM

Content Advisory! This message contains nudity

Attached Link: http://market.renderosity.com/mp/SoftgoodImage36015c.jpg

Is it possible to render in black and white?

I've been seeing commercials for "Sin City", which is primarily black and white with a small hint of red here and there. Is that possible to do in Poser 6?

I just saw a banner for something in the MP that is like what I'm referring to.

How do you do that in Poser?

Message edited on: 01/13/2006 19:50

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



jt411 ( ) posted Fri, 13 January 2006 at 7:47 PM

Did you see that new set of toon shaders up at Runtime DNA? The first thing I thought of was Sin City. (They're one of the newest items in their store) JT


Acadia ( ) posted Fri, 13 January 2006 at 7:49 PM ยท edited Fri, 13 January 2006 at 7:50 PM

The image I posted above was done long before the RDNA toon sharders came to be. So it seems like it's possible to do it without them.

Message edited on: 01/13/2006 19:50

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Miss Nancy ( ) posted Fri, 13 January 2006 at 7:56 PM

render as usual, then desaturate in photoshop.



Fatale ( ) posted Fri, 13 January 2006 at 7:57 PM

to make it desataurated like in the image you posted, there's a Math node in poser 6 materials that controls saturation called "hsv". just turn saturation down to 0, should work for turning off colors according to material zone on an object :)


raven ( ) posted Fri, 13 January 2006 at 8:13 PM

file_318389.jpg

Add the HSV node like in this image. I used it to desaturate the hair and face/body textures whilst leaving the eyes and lips normal.



Acadia ( ) posted Fri, 13 January 2006 at 8:22 PM ยท edited Fri, 13 January 2006 at 8:23 PM

Thanks Fatale :) I'll give the math node a try.

Nancy, I know it's possible in post work, but I've seen several black and white renders that have a small hint of colour to the lips or eyes in the MP, and I don't think they were all done in photoshop, so it seemed to me that it must be possible to do in Poser. EDIT: Raven, thanks for that screenshot. I'm still new to the node aspect of the material room, so that helps me a great deal.

Message edited on: 01/13/2006 20:23

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



pakled ( ) posted Fri, 13 January 2006 at 8:29 PM

Attached Link: http://www.gimp.org

failing that..this is 'the poor man's Photoshop', which does have some B&W filters as well..I know, I know, it's Postwork, but a little won't hurt..;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Acadia ( ) posted Fri, 13 January 2006 at 8:34 PM ยท edited Fri, 13 January 2006 at 8:35 PM

I do have Photoshop 6, but prefer Paintshop Pro which is what I use, so the graphic program isn't a problem if I want to do it in post work, but I don't, hehe I'm lazy and I don't like post working stuff if I can avoid it, and prefer to do what I can inside Poser.

I'm one that is forever searching for that elusive "make art" button ;)

Message edited on: 01/13/2006 20:35

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Acadia ( ) posted Sat, 14 January 2006 at 2:16 AM

file_318390.jpg

I tried the hsv node as shown above. I hooked it up the same and used the same settings as shown in the hsv node above. This is my resut. I only did it on the torso to see what it looked like. LOL, I know I was wanting "black and white", but I wasn't aiming for "Vampyrish", LOL How do I get a black and white render, along the lines of a black and white photograph, with the lips remaining coloured, as shown in the link I posted above?

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Casette ( ) posted Sat, 14 January 2006 at 2:53 AM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=1044639

There is a "poor man's trick" for these people who don't know how works the most of the Poser6 nodes (thanks, Fatale and Raven, you just make me the day :D ). Take the textures you want to use, do a copy, in Photoshop or another retouch software convert it in b/w image, save and apply to your figure. I did this when I don't knew about the existence or use of hsv node Doc Geep, would be possible a tut? "All the P6 nodes and what does each one"


CASETTE
=======
"Poser isn't a SOFTWARE... it's a RELIGION!"


Acadia ( ) posted Sat, 14 January 2006 at 2:59 AM

Thanks :) I'll keep that tip in mind. But I'd still like to know how to do it within Poser without having to resort to using another program to achieve the effect. It is possible because I just went through the MP and came across very many black and white promos with coloured lips and/or eyes, so it is possible. I doubt very much that they are all using Photoshop and rehuing their textures or renders. I've sent off PM's to a few merchants and hope they will share with me what they did to get their black and white renders.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Casette ( ) posted Sat, 14 January 2006 at 3:03 AM

Interested. Keep me informed if they answer :)


CASETTE
=======
"Poser isn't a SOFTWARE... it's a RELIGION!"


operaguy ( ) posted Sat, 14 January 2006 at 3:19 AM

I animate, so when I want a b/w result I DO open the texture(s) and desaturate. I can then re-color a portion, such as lips. The result is as you would see in your linked image. Did you play around with the hsv settings to see if you can make it graduated/gray as in your linked image? :: og ::


Dizzi ( ) posted Sat, 14 January 2006 at 4:23 AM

Instead the hsv node, try a math_functions node. Plug into Value_1 and keep the settings as they are (Add, Value_1 1.0, Value_2 0.0). This should be darker than the hsv trick.



AntoniaTiger ( ) posted Sat, 14 January 2006 at 5:49 AM

Monochrome film doesn't have a linear colour response, and blue tends to be brighter than red. But then the photographer uses a colour filter to cut back on the bluer light. But RGB colour doesn't really have the spectral resolution, the commonplace yellow (anti-blue) filter doesn't cover the same range of colours as the blue channel. If you have the colours distinct enough, you can probably select the lips in Photoshop, invert the selection, and convert the selected area (now not the lips) to greyscale. Photoshop Elements came with my film-scanner and certainly has the features to turn colour images into something close to black-and-white film, even adding grain effects.


friendlyrogue ( ) posted Sat, 14 January 2006 at 7:23 AM

I would definitely echo Dizzi's math_function route. The advantage of using it is that, as deisred, you retain the detail of the texture map plugged into value 1 without using any of the colour. Also, it's something you can vary between material groups - you want to highlight hte red lipstick worn by the vamp character? not a problem, just leave the maths_function out of the lips material area. I've yet to check on whether a strongly coloured light affects the materials and colours the final results, but should this be the case, I'm working on a method of working out various coloured light's equivalents in greyscales, so as to use them and avoid having a red light on a black and white cartoon (although I can simulate the luminosity of a red light, if you see what I mean). friendlyrogue


EnglishBob ( ) posted Sat, 14 January 2006 at 7:34 AM

Attached Link: http://inkulator.sourceforge.net/

There's also Inkulator, a separate renderer which attempts to emulate pen-and-ink.


operaguy ( ) posted Sat, 14 January 2006 at 8:34 AM

Content Advisory! This message contains nudity

file_318392.jpg

This is EJ with full hi-res textures applied. The only difference is I made the diffuse color gray, and then placed the math_function, with no changes, into the diffuse channel. I plugged the texture into that.

Obviouly, I did not apply this treatment to the lips.

The interesting idea here, is that one can combine get the details from a texture map, but stay in B/W mode without modifying the texture.

::::: Opera :::::


Arien ( ) posted Sat, 14 January 2006 at 10:55 AM
Acadia ( ) posted Sat, 14 January 2006 at 11:15 AM

Operaguy, that's what I'm looking to do!!! Would you mind posting a screenshot of your material room settings/nodes? Locating them isn't a problem, figuring out where to plug them in and in what order is something I have a problem getting my head around.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Adavyss ( ) posted Sat, 14 January 2006 at 11:31 AM

Bookmark


anxcon ( ) posted Sat, 14 January 2006 at 1:29 PM

just do like raven showed above, and turn lights to grey i just got the pic like operaguy posted yours seems too white, try lowering your lights a bit


friendlyrogue ( ) posted Sun, 15 January 2006 at 4:33 AM

anxcon... do the lights need to be monochrome? Do coloured light show up as colour on the model? I just wondered... jonthecelt


AntoniaTiger ( ) posted Sun, 15 January 2006 at 4:46 AM

Yes, the lights need to be neutrally coloured. Since photographs aren't always pure black in their tones, you can put a very slight tint in the light. Sepia toning is the most obvious example (the silver in the print is replaced with another metallic compound), but there are other more subtle ways of getting a more stable print. A very slight touch of blue, for instance. But the effect is actually strongest in the darkest parts of the image, and I can't see how you can do that in Poser. Negative lights? It's a term I've heard somewhere.


jonthecelt ( ) posted Sun, 15 January 2006 at 6:59 AM

Negative lights are what they suggest - 'lights' which actually remove light from an area, a la black holes. If you were to light an area with infint light, for example, then place a negative spot within the scene, then there would be a lovely splat of darkness in your otherwise illuminated scene. So this isn't the way to go, I think... Regarding using lights. I did a little test file up in Photoshop, using the basic three circles of primary colour and desaturating the thing afterwards, to find out the relative luminosities of different coloured light. Would this b of help to anyone who wants to give their images the look that they've been coloured, without actually using colour in the lights (if that makes sense?) jonthecelt (formerly friendlyrogue)


raven ( ) posted Sun, 15 January 2006 at 12:36 PM

file_318393.jpg

Using the HSV node, you can also adjust the Value to a lower number, which will reduce the lightness of the texture, darkening it. The image shows the difference. My render uses a mainlight which is white.



Acadia ( ) posted Sun, 15 January 2006 at 12:41 PM

Quote - I did a little test file up in Photoshop, using the basic three circles of primary colour and desaturating the thing afterwards, to find out the relative luminosities of different coloured light. Would this b of help to anyone who wants to give their images the look that they've been coloured, without actually using colour in the lights (if that makes sense?)

Yes, I would be interested :) To me light is the most important element in a scene and it can make or break your image. Anything that can help make good lighting, is of extreme value :) I'd love to see what you came up with and how you did it etc.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



jonthecelt ( ) posted Sun, 15 January 2006 at 1:57 PM ยท edited Sun, 15 January 2006 at 1:59 PM

Ok, got another solution re: the lighting... and it's easier, and requires no outside files/software. If you have a lot of lights in your scene, though, it might take a little time.

Set up your lighting as normal in the scene - position, type, shadows, colour, the lot. THEN, before rendering, head into the materials room and go through each light in turn. Connect an HSV node to your light's colour setting (don't change the colour yet!). Set 's' (saturation' to 0. Then add a simple_colour node to the colour of the HSV node. Set the colour of the simple_colour node to the light's original colour (simply click the eyedropper over the original swatch). NOW, go back to that original colour setting and change it to white. TRhis will give you a perfectly desaturated greyscale light, with the correct values for the colour you desire...

glad I worked through this one... been meaning to give it a crack for a while.

jonthecelt edit If any of you has Shader Spider, by Poseworks, I can offer a FX6 file for greyscaling out all the texture information for your models, if it helps. and if you don't have ShaderSpider, may I recommend the free version, ShaderSpider LE, which allows you to use FX6 files, if not create them yourself?

Message edited on: 01/15/2006 13:59


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