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



Subject: Hair lights in poser?


saus69 ( ) posted Tue, 15 January 2008 at 6:44 PM · edited Sat, 11 January 2025 at 6:56 AM

When I take photos, I like to place a flash behind the model's head and aim it at the hair, giving a hair light halo effect by highlighting the hair edges.

Is this possible in poser? I tried aiming a spotlight at the hair from behind the figure, but didn't see any lighting change.


saus69 ( ) posted Tue, 15 January 2008 at 7:26 PM

This is what I mean:

You can see the rear light on her shoulders, but it doesn't seem to affect the hair at all.


wus ( ) posted Tue, 15 January 2008 at 9:52 PM

smells like one of those poser issues. personally, i never had this problem. but if i had this problem, i'd try flipping the hair's normals ... just to see what happens... i hope someone else has more advice to offer...;)


jentron ( ) posted Tue, 15 January 2008 at 11:07 PM

file_397775.jpg

It looks like the Specular value of your hair material is turned off, like this


jentron ( ) posted Tue, 15 January 2008 at 11:09 PM

file_397776.jpg

Adding a blinn shader to the hair material enables the highlighting.


jentron ( ) posted Tue, 15 January 2008 at 11:50 PM

file_397779.jpg

You can also add some translucency to the hair material.


saus69 ( ) posted Wed, 16 January 2008 at 12:43 AM

Are there any example specular values I should use for hair? I'm not exactly sure of its properties.

BTW I'm using raytracing with the lights,instead of shadow mapping. Is this alright?


stewer ( ) posted Wed, 16 January 2008 at 4:08 AM

file_397785.jpg

Try dynamic (aka strand based) hair. It responds to light much more naturally.


saus69 ( ) posted Wed, 16 January 2008 at 4:49 AM · edited Wed, 16 January 2008 at 4:55 AM

Would love to, but the style I want doesn't come in dynamic hair.

I'm quite new to the material room, so does this material setting look like it should?

http://www.flickr.com/photo_zoom.gne?id=2196594095&size=o


jentron ( ) posted Wed, 16 January 2008 at 8:04 AM

file_397789.jpg

Here is the material room node I used for the second render.


jentron ( ) posted Wed, 16 January 2008 at 8:13 AM

file_397791.jpg

And here is the node for the third render


wus ( ) posted Wed, 16 January 2008 at 8:14 AM

file_397790.jpg

as it is, for poser there is no 'front' and 'back'. a poly is rendered according to the light it is facing. you could render the hair seperately with flipped normals and combine it with the normal render in your image editor to get the halo effect.


saus69 ( ) posted Wed, 16 January 2008 at 9:13 AM

Ok, I've flipped the normals and added the blinn specular highlights, but I still think it doesn't look right. Is there any way to get the glow that you see at the back of the right shoulder, around the hair? The light is already in place, so I don't understand why if doesn't reflect slightly off the hair.

BTW I noticed the shadows are quite rough. This wwas reendered on the highest setting and the shadows have jagged edges. Is this normal?


SamTherapy ( ) posted Wed, 16 January 2008 at 10:30 AM

Jagged shadows are most likely due to an incorrect setting of Shadow Min Bias, on the light's parameter setting, Properties tab.  Set them to something between 0.25 - 0.28.

Try plugging the Blinn shader into Alternate _Specular on its own, without using a Blender or anything else attached to it.  You should get harder, more metallic highlights, which is generally the hallmark of really glossy hair.

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stewer ( ) posted Wed, 16 January 2008 at 11:30 AM

file_397795.jpg

I doubt you'll get decent results from hair textures that has painted highlights - those will stick to their position no matter what. It's better to do the highlights in the shader instead, then you have full control over them and they will follow the lights properly.


stewer ( ) posted Wed, 16 January 2008 at 11:32 AM · edited Wed, 16 January 2008 at 11:33 AM

file_397798.jpg

This is the shader I used. The hair in the example comes with Poser 7.


jentron ( ) posted Wed, 16 January 2008 at 8:53 PM

You may not have the specular nodes set up quite right, or they need to be tweaked for this hair.

The purpose of the blend node between the blinn shader and the alternate_specular input on my example is to apply the transparency map to the blinn shader, Stewer is doing the same thing by plugging his Image_Map_3 into the Anisotropic shader's Specular_Value node.  You may certainly bypass it for a test render as SamTherapy says. 

Try setting the blinn node Specular_Color to white.  Also increase the SpecularRollOff and Eccentricity towards 1. 


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