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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: HELP: Thoughts/ideas on doing glowing eyes in Poser?


Tracesl ( ) posted Thu, 14 December 2006 at 9:50 AM · edited Fri, 22 November 2024 at 8:08 PM

Been looking for a way to do this in Poser, not having a postwork program (Paint Shop or such) to do it.  Is there a way or guess it may be time to get Paint Shop.  

Thanks.


gypsyangel ( ) posted Thu, 14 December 2006 at 10:35 AM · edited Thu, 14 December 2006 at 10:38 AM

file_362444.jpg

If you have P5 or later---there is a way to do it with the material room. It might not get the glow you want though, but you can try it.

The lovely Shiloh will help us out here.

First, select the eye material in the material room that you want to glow. Mostly the iris, I think---but try the whites too if you want.

Start a new node from the Alternate Specular---drill down to Lighting>Diffuse>Probe Light

Now what you want to do is blacken or turn off the regular specular. Set the Exposure to whatever you want---the higher the number the more glow---but you have to mess with it to find one that suits you. Then plug the Surface Color into the Image Map. You can mess with the various settings. Here is a diagram---and in the final you can see the one eye is glowing more than the other---just the iris, though, and like I said you can change the white or any part you want. This also works excellent for fire flames or anything you want to brighten in an image. :)

You really want to invest in a paint program if you want to do anything to your images though---there are some awesome things you can do in a paint program. I always post-work my renders. :)

Laura



Tracesl ( ) posted Thu, 14 December 2006 at 10:40 AM

Laura, thank you!  will give that a try. 


Tiari ( ) posted Thu, 14 December 2006 at 10:43 AM

Another quick way in the materials is to set an ambiance color to the iris.  This sometimes, works, and sometimes doesn't, depending on lighting and so fourth.  But you can give it a shot.


Yanelis3D ( ) posted Thu, 14 December 2006 at 10:43 AM

doing a gou'ld

-Yanelis3D-


gypsyangel ( ) posted Thu, 14 December 2006 at 10:54 AM

My pleasure! Like I said--it works for anything you want to brighten in your images. But it does not take the place of light---it may light up more, but it uses the available light--- not create light. So your lighting is always critical.

Laura



bagginsbill ( ) posted Thu, 14 December 2006 at 10:56 AM

You don't need that Probe light node. Just stick the color texture directly into the Alternate_Diffuse input. Adjust the color on that input to control the glow - shades of gray will reduce the glow but keep the same color. To change the color, use something other than a shade of gray.

Basically, since the Alternate_Diffuse input is designed for you to plug in a node as an alternate diffuse lighting model, it does nothing to its input, other than multiply it by the color on the parameter. So if you plug the texture in there with a WHITE parameter, the texture is drawn on the render directly - no light is involved.

You can also make the surface hyper sensitive to light. Just change the Diffuse_Value to something much greater than one. For example, if you set it to 5, then it will behave like the light shining on it is 5 times stronger than it really is. Now if you lower your light strength to .2, .2 * 5 = 1, so it will be lit just the same as if a full strength light was shining on it.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 14 December 2006 at 10:59 AM

"Another quick way in the materials is to set an ambiance color to the iris.  This sometimes, works, and sometimes doesn't, depending on lighting and so fourth.  But you can give it a shot."

"But it does not take the place of light---it may light up more, but it uses the available light--- not create light. So your lighting is always critical. "

Both incorrect. It does take the place of light. The probe light node is creating response to a light that is not there.

As well, the Ambient_Color * Ambient_Value is rendered directly - no light needed.

Try all of these. Turn off or delete all your lights. Plug your texture into Alternate_Diffuse, or Ambient_Color (with Ambient_Value=1). The texture is rendered directly. Lights have nothing to do with it.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 14 December 2006 at 11:06 AM

file_362446.jpg

Demonstration. Clearly you can see I deleted all my lights.

The iris material is shown - textured plugged into Alternate_Diffuse.

For the eye whites, I put red into Ambient_Color and set Ambient_Value to .5.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Tracesl ( ) posted Thu, 14 December 2006 at 11:07 AM

Quote - doing a gou'ld

something like that, want the eyes to glow from shadow.   

 


Tracesl ( ) posted Thu, 14 December 2006 at 11:09 AM

Thanks, will also give that a try.

Quote - "Another quick way in the materials is to set an ambiance color to the iris.  This sometimes, works, and sometimes doesn't, depending on lighting and so fourth.  But you can give it a shot."

"But it does not take the place of light---it may light up more, but it uses the available light--- not create light. So your lighting is always critical. "

Both incorrect. It does take the place of light. The probe light node is creating response to a light that is not there.

As well, the Ambient_Color * Ambient_Value is rendered directly - no light needed.

Try all of these. Turn off or delete all your lights. Plug your texture into Alternate_Diffuse, or Ambient_Color (with Ambient_Value=1). The texture is rendered directly. Lights have nothing to do with it.


bagginsbill ( ) posted Thu, 14 December 2006 at 11:17 AM

file_362448.jpg

If you trouble yourself to learn some more about procedural shaders, you can do jiggy stuff like this.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


pakled ( ) posted Thu, 14 December 2006 at 2:24 PM

the flash is a sort of washed-out yellow, as I remember. Jaffa Cree!..;)

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

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


Yanelis3D ( ) posted Thu, 14 December 2006 at 4:36 PM

hahhaa yeah.. I am starting to miss stargate nights...

This thread has helped me in this same matter i was asking my self a couple of days a go trying to do a stargate scene...

-Yanelis3D-


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