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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 10 10:34 am)



Subject: Is this the most realistic P6 can achieve, Lightwise, and skin wise??


bantha ( ) posted Tue, 15 May 2007 at 4:18 AM · edited Tue, 15 May 2007 at 4:20 AM

Attached Link: Porcelain-like Skin

They have closed the Poser 6 forum and moved the messages over to the Poser 7 forum. So the direct link does no longer work, but the message still is there. If you miss something just do a search in the P6/P7  forum, a lot of old matmatics postings have that problem.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


bagginsbill ( ) posted Tue, 15 May 2007 at 8:06 AM

Just as bantha said - any URLs that say forum_Id=43 are referring to the old P6 forum. The URL works without a forum id - all it needs is the ShowMessage=#.

There were also:

Matmatic Jessi Algorithmic Eye Makeup

Matmatic Jessi Skin Demo


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momodot ( ) posted Tue, 15 May 2007 at 9:29 AM

bagginsbill, thank you so much! I can't wait to try these.



momodot ( ) posted Tue, 15 May 2007 at 9:32 AM

lazyness here... could someone possibly write a script for letting all the head and body skin images be changed a one go? So say the DAZ V4 shadders could be used with different textures but not need to be applied body area by body area by cut and paste?



bagginsbill ( ) posted Tue, 15 May 2007 at 10:17 AM

Attached Link: Replace ImageMap script

Already done, momodot - follow the link.


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Angelouscuitry ( ) posted Tue, 15 May 2007 at 10:20 AM

Thank you bantha, and bagginsbill, very much!

momodot - Replace ImageMap script by nruddock, I think, is what you're looking for.  

I hav'nt tested yet, though, and would like to hear it worked fine for you?

😄


bagginsbill ( ) posted Tue, 15 May 2007 at 10:21 AM

Ay - you are Sooo slow - you should take a typing course. KIDDING


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Angelouscuitry ( ) posted Tue, 15 May 2007 at 10:41 AM

:tongue1:


momodot ( ) posted Tue, 15 May 2007 at 12:35 PM

Thanks :)



Marque ( ) posted Tue, 15 May 2007 at 2:15 PM

Whoever created Jesse should be shot for those knees. The skin looks great though.
Marque


bagginsbill ( ) posted Tue, 15 May 2007 at 2:39 PM

Attached Link: Matmatic V3 Eyes by bagginsbill

file_377648.jpg

Get your free V3 raytracing eye shaders here! Will work on V4 soon.

You can get the script and/or the mat-pose files already compiled at the link.

Enjoy.


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Angelouscuitry ( ) posted Tue, 15 May 2007 at 2:47 PM

:woot:


Robo2010 ( ) posted Tue, 15 May 2007 at 3:07 PM

file_377650.jpg

Poser can achieve very realistic renders. I have seen em.


tbird10 ( ) posted Tue, 15 May 2007 at 3:15 PM

file_377656.jpg

The Poser 6 tutorial manual, a pdf file on the cd contains a chapter on creating skin shaders, it actually has some useful advice on using P6 shader nodes to create some decent looking skin. 


tbird10 ( ) posted Tue, 15 May 2007 at 3:18 PM

file_377657.jpg

It is useful going through some of these tutorials as they can teach you the basics before you can then expirement with the settings. P6 can produce some decent quality 'out of the box', but the materials and settings do need playing around with a little, but it is possible to produce great images without too much effort.

 


bagginsbill ( ) posted Tue, 15 May 2007 at 3:43 PM

I call nostril glow on both of you :biggrin:

Robo - that's a good one. Care to share how you did it?

Tbird - that dress shader is awesome. How'd you do it? The light on her is a little harsh, though. Her skin has that classic yellow bloom were the red channel got above 100% and could no longer be represented.


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Robo2010 ( ) posted Tue, 15 May 2007 at 4:56 PM · edited Tue, 15 May 2007 at 5:05 PM

file_377670.jpg

Well since I am rendering at the moment (Bryce 6.1). All I can write for now, some of the tools for realism. First, is grabbing (making) an expression. A smile along with proper eye expressions go together. Majority of images I did see, are all serious, no expression at all or could I say nothing (no work at all). Watch how some people smile in reality, that is how I made the one above, by using an image from a magizine. Teeth coloring is a key as well. The default  teeth coloring is not correct and need a color balance. Eyes are a huge issue for realism in poser. My favorite character and that I used was by Vali (Larisa), and then used Real skin shader, and then Occlusion master. Adjusted the Baising in the material room.  Lighting....well, on the image above is two lights. One IBL AO, and other infinite. Both were very difficult to balance out, although can be done if you know what your doing. In light settings "Shadow Min Bias" and also in the AO settings "BIAS", "Max Distance", and other "Bias" settings, need to balance out. All about Biasing. If proper adjusted with lights, you will acheive realism. Still on the learning curve of all I wrote. Only one problem I missed was the nostrils. I decided after to work on something else after a few days of constant renderings of image above. Image above I do not like, but the realism shows (lighting, texture).


bopperthijs ( ) posted Tue, 15 May 2007 at 4:59 PM

Quote: *Whoever created Jesse should be shot for those knees.
*And as well for her feet, of course!

Just kidding, I love this thread!

just passing by.

regards,

Bopperthijs

-How can you improve things when you don't make mistakes?


Robo2010 ( ) posted Tue, 15 May 2007 at 5:03 PM

Jessi can be hot to. Will make a render for this thread when I am done my other project.


bopperthijs ( ) posted Tue, 15 May 2007 at 5:13 PM

I love to see that. Most of the time Jessi (the old one) looks rather cartoonlike to me.

-How can you improve things when you don't make mistakes?


operaguy ( ) posted Tue, 15 May 2007 at 6:01 PM

file_377673.jpg

click to see larger

DISCLAIMER! This was just "fooling around" and not a finished work

  1. stiff pose
  2. artifacts not addressed
  3. face room James needed more work
  4. while I got a 'weave' color and pattern, I did not get as far as attempting to get some displacement or texture in place.

But... I made a material out of shaders!


operaguy ( ) posted Tue, 15 May 2007 at 6:02 PM

file_377674.jpg

settings


operaguy ( ) posted Tue, 15 May 2007 at 6:22 PM

file_377676.jpg

click to see larger

Character "karen" a pretty young woman if not a classic "model type."

Model: Judy/EJ
V2 texture of some sort
Real skin shaders
DepthMapped shadows


operaguy ( ) posted Tue, 15 May 2007 at 6:37 PM · edited Tue, 15 May 2007 at 6:38 PM

file_377679.jpg

click to see larger

character 'jimmy' based on a real person i knew, a musician.

radical morphing of Judy/EJ mesh (in real life jimmy's mouth was like that)
random V2 texture altered in PS for color.
skin effect driven by granite displacement settings in RealSkinShader combined with custom bump map taken from texture desaturated then inverted in photoshop and contrast pushed high. I did not know how to set even one shader, but by having RealSkin drive these changes, then going into the material room I began to see how shaders work.

::::: Opera :::::


operaguy ( ) posted Tue, 15 May 2007 at 6:43 PM

file_377681.jpg

last one, click to see larger

mesh: judy/EJ
skin: i think it is "cylene by blackhearted and rio?"
RealSkinShader
no raytrace, classic three-light setup


tbird10 ( ) posted Wed, 16 May 2007 at 8:22 AM

file_377720.jpg

bagginsbill - I had to go back and check - this was something I came up with quite a while ago.  It's quite a simple material, but effective. Essentially a simple dress texture with some simple noise on the bump and alternate spec channels. There is a little transparency as well.


tbird10 ( ) posted Wed, 16 May 2007 at 8:29 AM

file_377721.jpg

Here's a very quick render in P7


tbird10 ( ) posted Wed, 16 May 2007 at 8:38 AM

file_377722.jpg

And a quick change of lighting - I've been busy doing other stuff, I must get back into Poser again :-)


bagginsbill ( ) posted Wed, 16 May 2007 at 8:46 AM

Neat - i wondered if you'd used the velvet node, because I saw interesting velvety whitening on the edges - but I gues that's just from the parts of the noise that were low - very clever and simple. I love it. You should post this kind of stuff at RDNA node cult forum. It is specifically for shader discussion and sharing of tips like this one.


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tbird10 ( ) posted Wed, 16 May 2007 at 9:28 AM

I really should post more as I experiment a lot, some work out, others don't - I'll wander over to RDNA and do as you say :-)


operaguy ( ) posted Wed, 16 May 2007 at 9:37 AM

BB can you look at the shaders on my 'weave' example above....I was not able to get it very "velvety." Is there something amiss with the settings?

And.....how would you approach getting some 'heft' or thickness to the sweater, what sort of displacement or bump?

 

:: Opera :::::


bagginsbill ( ) posted Wed, 16 May 2007 at 10:09 AM

OG: have to go to a meeting for a few hours - i'll get back to you later this afternoon.


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ice-boy ( ) posted Fri, 08 June 2007 at 4:02 AM

i was using this tutorial.
 

but i can not find color sub in poser 6.


vincebagna ( ) posted Fri, 08 June 2007 at 4:09 AM

This "color sub" is in fact a "color math" node. Only the name is different. Try with that one, adding the proper color as in your tut, and changing the math argument to "substract".

My Store



ice-boy ( ) posted Fri, 08 June 2007 at 4:31 AM

Quote - This "color sub" is in fact a "color math" node. Only the name is different. Try with that one, adding the proper color as in your tut, and changing the math argument to "substract".

ok thanks.

this is bagginsbillrealistic skin shader right? 


HandspanStudios ( ) posted Fri, 08 June 2007 at 5:19 AM

file_379560.jpg

There's no substitute for a well done UVmap texture. This one is my next Vicki3 character Elsa, (coming very soon) rendered with 3Dream's Glorious Hair lights which are my current favorite.

"Your work is to keep cranking the flywheel that turns the gears that spin the belt in the engine of belief that keeps you and your desk in midair."

Annie Dillard


ice-boy ( ) posted Fri, 08 June 2007 at 5:21 AM

[URL=http://imageshack.us][IMG]http://img511.imageshack.us/img511/8780/test43434ns0.jpg[/IMG][/URL]

on the left are bagginsbill settings. on the right apollo skin settings. 

the left figure looks orange dont you think? i think i did something wrong.


ice-boy ( ) posted Fri, 08 June 2007 at 6:11 AM · edited Fri, 08 June 2007 at 6:11 AM


bagginsbill ( ) posted Fri, 08 June 2007 at 6:54 AM

Hi ice-boy.

That tutorial is not called "realistic", but rather "ultra basic" as in - this is the smallest possible number of nodes to get a reasonable implementation of skin that doesn't look plastic.

If you want realistic, you have to use a lot more nodes.

Anyway, probably what is wrong is that the shader is primarily using the difference between specular and diffuse calculations to produce a smooth change in hue of the skin. Because of this, you want to tune it or your lights - take your pick - to get the effect you want. You need more specular light to offset the orange. Try increasing the Specular_Value - you can raise it above 1. Try 1.1, 1.2, 1.3, 1.4, 1.5, etc.

Also, as I pointed out in the tutorial, the peach color that is being applied to the texture has to be chosen again for each texture. That color I showed was a reasonable one to adjust the V3 texture I was using to get a nice tanned skin look. The color of your texture will dictate the color you should use to modify it in the shader. The closer to white you make it, the less the shader will darken or re-hue the texture.

No shader perfectly mimics real life. Instead, it consists of a bunch of approximations and cheats that need to be adjusted in connection with the situation you have. The range of conditions for which an approximation works is always confined somehow. If you move outside that range, you must adjust the approximation so that it produces its best results under the current conditions.

So the color and brightness of your IBL (if you have one) and your other lights, as well as the basic skin texture you start with - these are going to dictate changes in the shader to bring its best performance in line with the current conditions.

The point of the UBSS was that there are only a few colors and parameters you have to modify - so it should be easy to tune it to work under your desired conditions.


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ice-boy ( ) posted Fri, 08 June 2007 at 7:03 AM

Quote - Hi ice-boy.

That tutorial is not called "realistic", but rather "ultra basic" as in - this is the smallest possible number of nodes to get a reasonable implementation of skin that doesn't look plastic.

If you want realistic, you have to use a lot more nodes.

Anyway, probably what is wrong is that the shader is primarily using the difference between specular and diffuse calculations to produce a smooth change in hue of the skin. Because of this, you want to tune it or your lights - take your pick - to get the effect you want. You need more specular light to offset the orange. Try increasing the Specular_Value - you can raise it above 1. Try 1.1, 1.2, 1.3, 1.4, 1.5, etc.

Also, as I pointed out in the tutorial, the peach color that is being applied to the texture has to be chosen again for each texture. That color I showed was a reasonable one to adjust the V3 texture I was using to get a nice tanned skin look. The color of your texture will dictate the color you should use to modify it in the shader. The closer to white you make it, the less the shader will darken or re-hue the texture.

No shader perfectly mimics real life. Instead, it consists of a bunch of approximations and cheats that need to be adjusted in connection with the situation you have. The range of conditions for which an approximation works is always confined somehow. If you move outside that range, you must adjust the approximation so that it produces its best results under the current conditions.

So the color and brightness of your IBL (if you have one) and your other lights, as well as the basic skin texture you start with - these are going to dictate changes in the shader to bring its best performance in line with the current conditions.

The point of the UBSS was that there are only a few colors and parameters you have to modify - so it should be easy to tune it to work under your desired conditions.

thanks for your post.

i saw your thread about making the realistic skin.

cna you maybe post a screenshot of how to use right nodes?


ice-boy ( ) posted Fri, 08 June 2007 at 7:10 AM

what nodes did you use here?

thanks


bagginsbill ( ) posted Fri, 08 June 2007 at 7:27 AM

file_379568.png

I used the same nodes there. Just different settings. Here is a diagram that I hope explains the issue.

Suppose the black line represents real-world behavior of skin, with respect to apparent brightness based on the lights. A perfectly realistic shader that worked under all lighting conditions would track that line.

But to do so would take a lot of math nodes. Suppose instead you don't feel like doing that and just want to use a single math node (Add) that produces a straight line. The Add node has multipliers built into it (the two numbers), so you can produce any line you want. For example, to implement the line y = mx + b, you make a math function Add. Plug "x", the value you're getting from somewhere else, into Value_1. Put "m" into the number for Value_1. That makes m * x. Now put "b" into Value_2. That computes mx + b. Clearly you can make many different lines by chosing m and b.

In the diagram, I show two choices for m and b - one is colored red, the other green. Neither one looks anything like the black line except for a narrow range of x. Depending on the range of values for x in your scene (light brightness) you'd want to adjust the approximation so that the area where it best overlaps the black line is in the neighborhood of the x value for your scene.

Does this help?

The last picture you posted was using actual shaders which I uploaded - you can download those exact shaders and look at them to see what values I chose for the parameters.


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ice-boy ( ) posted Fri, 08 June 2007 at 7:56 AM

i think it does help.
i just need to read it again so i understand everything.
i am from europe heheh ;)


ice-boy ( ) posted Fri, 08 June 2007 at 8:00 AM

Quote - I

The last picture you posted was using actual shaders which I uploaded - you can download those exact shaders and look at them to see what values I chose for the parameters.

this ?
Attached File: V4UBSS.zip.doc (84.9 kilobytes)


bagginsbill ( ) posted Fri, 08 June 2007 at 8:14 AM

Yep that's it. There are five shaders in there: Plain, Tan, DeepTan, Light, and Porcelain.

Also in there is the matmatic script to generate those shaders - v4ubss.mm1.txt.


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bagginsbill ( ) posted Fri, 08 June 2007 at 8:18 AM

file_379570.jpg

Here's another image - V3 using the UBSS shader from the tutorial.


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ice-boy ( ) posted Fri, 08 June 2007 at 8:19 AM

Quote - Yep that's it. There are five shaders in there: Plain, Tan, DeepTan, Light, and Porcelain.

Also in there is the matmatic script to generate those shaders - v4ubss.mm1.txt.

to bad i can not open it. do i need the exact figure to open those shaders? 


ice-boy ( ) posted Fri, 08 June 2007 at 8:21 AM

Quote - Here's another image - V3 using the UBSS shader from the tutorial.

woooow this looks very good.

and you used those settings?


ice-boy ( ) posted Fri, 08 June 2007 at 9:58 AM

do i need victoria to open the shaders?


bagginsbill ( ) posted Fri, 08 June 2007 at 12:18 PM

Hmmm - I guess you do. I distributed them as mat pose files and those only load on the real figure.

What figure do you want, Apollo? I could go get him and make shaders for him.


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