Quote - > Quote - According to Smith Micro iin an official tech support response: "One thing you could try is reducing the irradiance caching down to zero.
It certainly has some effect, but it's not the whole story.
Further experimentation has resulted in some improvement. I also learned a few things:- It is entirely possible that the Ambient Occlusion wasn't actually being affected by some surfaces in Poser 7 SR2. That would be consistent with what I say on this image. When it started to work properly in SR3...
- The MaxDist and RayBias values in the Ambient_Occlusion node depend on the units you have selected. If you are using "Feet" but you type in values suggested by someone working in "Inches" then... Well, let's say the results will be a way off base. I ended up with a MaxDist of 0.02777 feet, and a RayBias of 0.013888 feet. My original MaxDist was 0.645 feet, which certainly didn't help any!
- The skin shader I'm using has a node train connected to the Alternate_Specular channel. The Ambient_Occlusion node is connected to the primary Diffuse_Value and Specular_Value channels. These may be working against one another, but I'm not quite sure how...
- The SR3 Irradiance cache probably does do a rather better job than the SR2 one, but it does still have flaws. Renders without it do look better, but take rather longer.