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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 8:41 am)



Subject: Help with a texture/render problem


Acadia ( ) posted Fri, 13 October 2006 at 10:39 PM · edited Fri, 08 November 2024 at 3:51 PM

Content Advisory! This message contains nudity

I am working on a render but am having trouble with the texture when i render it.

It's Daio's Raven Redux.  I have been in touch with Daio and it seems that the problem is Poser 6. The package was optimized to work with Poser 4 and PP and seems to render well in those versions.  I've had some other items not do so well with Poser 6 without having to find work arounds in the material room so I'm hoping this is the case here. 

Usually I resize my textures, but these are rendered at their normal texture size.

What I would like to be able to do is get rid of the splotchy discolouration on the lateral side of the nipples towards the middle of the chest.  My eyes seem to catch a line that looks like he was wearing a mini tube top when he tanned,  hehe There also seems to be a whitish film over the chest, lateral chest and abdomen area where the hair is.

I've also attached a picture of the material room settings.  Hopefully some extra nodes can help.

"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



stewer ( ) posted Fri, 13 October 2006 at 11:42 PM

I'd be interested in seeing the render settings, espcially the shading rate.


Acadia ( ) posted Sat, 14 October 2006 at 12:07 AM

Ok, here are the render settings:

"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



stewer ( ) posted Sat, 14 October 2006 at 12:43 AM

You should try a lower shading rate (something between 0.5 and 0.2) to reveal some more detail. Also, is that texture larger than 1024? If so, then you should also raise the max texture size to prevent Poser from rescaling it.


Acadia ( ) posted Sat, 14 October 2006 at 12:59 AM

Yes, it is larger than 1024, I think it's 2000 or around there.

Thanks for the tips, I'll give it a try and see how it goes.  Now that you mention the shading, I think I did have it smaller on my laptop.

Thanks for the help. I'll post another render with the adjustments once I have one done.

"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



JOELGLAINE ( ) posted Sat, 14 October 2006 at 1:06 AM

Weirdly enough, a little bump map, might help on the hair shadows on the chest.  Having a small bucket helps it render slightly quicker from my own experience.

@ Acadia  LOL, I love your new avatar!  OMG, That's great!

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


Acadia ( ) posted Sat, 14 October 2006 at 1:50 AM · edited Sat, 14 October 2006 at 1:52 AM

file_356668.jpg

Click image for a larger view.

Here are some more test renders. Of the 4, the one with a shade rate of .5 and a texture size of 2000 looks the best,  but not good enough to do a shirtless render yet.

For this bump, do I just make a grey scale image of the texture and hook it to the bump node?  What setting should I use? Do I need to hook anything else up to it, or connect it to anything else?

And thanks for the compliment of the kitty globe.  I can make you one if you like if you provide the image.

"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



JOELGLAINE ( ) posted Sat, 14 October 2006 at 8:15 AM

I'd suggest no more than a .02 to .04 at maximum.  Poser doesn't handle bump maps real well.  If that doesn't look right, click on the displacement bo, or goto advanced tab and add the same greyscal as a displacement map, and turn off the bump.  On displacement, you'll have to crank it down some.  It's supposed to be a subtle look.  Hope it works.  I used it on an animal pelt to look pretty good, so the basic priciple should work on a hairy chest.

 

I don't need you to do me an avatar, I got that handled!  I do appreciate the offer, though! ^__^ V,,  I thought 'd I mention how cool your new one looked. WHeeeeeeee! Mystic Kitty!

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


Ghostofmacbeth ( ) posted Sat, 14 October 2006 at 8:54 AM

I might even try a lower shading like .01 and just bump the texture 4096 for fun. You might also try adding a bodysuit and one of the transparancies for bodyhair if you have those. They work better than photo textures for very hairy people and if you combine them they could work well.



Acadia ( ) posted Sat, 14 October 2006 at 11:44 AM

Thanks for the tips. I'll try them and see what happens.

"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



Dizzi ( ) posted Sat, 14 October 2006 at 12:49 PM

A shading rate of 0.01 in render settings should only help when the object has its shading rate set to 0.01, too. AFAIK Poser uses the maximum shading rate from the render settings and the objects settings (which is 0.2).



DrMCClark ( ) posted Sat, 14 October 2006 at 2:30 PM

Actually, Acadia, making a greyscale of the texture map and trying to use that as a bump will have poor results at best.  There's a thread here or on RDNA that demonstrated what can happen, IIRC, Bagginsbill used an image of M&M's as a bump and the results were less than nice.  Someone smarter than me might know of some image-processing magic that will let you transform your texture map into a bump map.  You might consider using a hairless texture map and covering his chest  with very short dynamic hair.  (See if you can find a thread on dynamic hair being used as fur.)


nruddock ( ) posted Sat, 14 October 2006 at 2:58 PM

Quote - Someone smarter than me might know of some image-processing magic that will let you transform your texture map into a bump map.

There is no magic that will do this, as how raised part of an object is, has nothing to do with what colour it is.


DrMCClark ( ) posted Sat, 14 October 2006 at 4:27 PM

Quote - > Quote - Someone smarter than me might know of some image-processing magic that will let you transform your texture map into a bump map.

There is no magic that will do this, as how raised part of an object is, has nothing to do with what colour it is.

I didn't think so, but I figured I'd leave the door open a crack ;-)


fuaho ( ) posted Sat, 14 October 2006 at 11:59 PM

nruddock,

I'm not sure what you mean by "color." The height of the bump is directly related to the whiteness of the bumpmap. White is max "up" as dialed in, black is at the base level of zero.

Acadia,

In the above texture, you would have to create a greyscale image from the texture map (this could be done with floor or clamp nodes, but is probably easier in Photoshop), invert it so that the black hairs are now white and then use a paintbrush to blacken everything else so it has no effect. Plug this into the Bump or Displacement Node and use a setting somewhere around 0.003 to start. Want some fun, plug it into the Displacement Node and use a setting of  5! BoogaBooga!!


<,"))###><<


Acadia ( ) posted Sun, 15 October 2006 at 1:37 AM

I've been playing around in the material room with a bump map and various settings. I've also been trying out a math node where the texture is plugged into the math node and the math node is plugged into the bump node.  That seems to give a nice look to the skin, but it doesn't seem to do very much for the hair.  I'm still working on an ideal setting with the bump map.  .01 is way too much.  .001 is still too much, but .0001 is not enough,  LOL  so I have to play around with the numbers.  But it seems the bump map is the key. Now to find a good setting for it.

I've only been using firefly to test, but I think I'm going to try P4 render and see if the bump map improves it in there.

What does "lit mut" do?  I think that's the spelling.

"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



fuaho ( ) posted Sun, 15 October 2006 at 10:29 AM

Acadia,

One other thing: be sure you are doing your test renders with enough quality - halfway or more should be sufficient and don't forget to check the "use displacement maps" box if you are doing any displacement. Seems simple enough, but I sometimes forget.


<,"))***><<


nruddock ( ) posted Sun, 15 October 2006 at 12:12 PM

Quote - I'm not sure what you mean by "color." The height of the bump is directly related to the whiteness of the bumpmap. White is max "up" as dialed in, black is at the base level of zero.

The colour I was referring to was the texture map that plugged into the diffuse input.

Quote - Plug this into the Bump or Displacement Node and use a setting somewhere around 0.003 to start.

As I thought I'd said, using very low values with a modified colour map is something you can usually get away with, but YMWV.


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