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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Do you have a screenshot, so we can see where the lights are pointing?
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Everything is set for raytracing, everything is set to cast shadows, and
in fact I get a shadow.
If you've got everything set for shadows, I can think of two possibilities:
either your point lights are not really inside the cave, or perhaps the
cave has its normals pointing outward, or is two-sided?
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Point lights only do ray-traced shadows.
You did not mention - did you enable ray-tracing? That is necessary.
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As far as I can see, the shadows are at the place marked red. James seems to be floating in the air and isn't standing on the floor of the cave.I've done an image a while back using those caves also and I had problems with the shadows also. Getting the model on the actual cave floor and placing a light closer to the figure and pointing at it solved my problems and gave me the result wanted.
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Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
Dan,
You said "point lights". There are no shadow cams for point lights. They only do ray-traced shadows. You didn't answer my question. I asked you if you enabled ray tracing. You won't get any ray-traced shadows without ray-tracing and you won't get any shadows on point lights without ray-traced shadows.
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)
And also you do not need to "point" a point light at anybody. A point light will shine in all directions. It always makes a shadow in every direction.
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)
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You got shadows now, but you figure is still floating in the air :-)
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Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
The black splotches are a common artifact of Poser ray-tracing. They show up with reflections, refractions, ambient occlusion, and ray-traced shadows. In every case, increasing ray bias (not decreasing as first suggested) makes them go away.
The trade-off is that if you increase the ray bias a lot, ray-tracing will ignore certain things that you don't want it to ignore.
I don't know the actual mathematical reason this happens. There's nothing in the manual about the details of Poser's ray-tracing algorithms. I just know that there is a fundamental flaw in Poser's ray-tracing that requires a ray bias to avoid it. A ray bias tells the renderer to ignore certain geometry for purposes of seeing what the ray is intersecting. It has something to do with concave surfaces creating spurious self-shadowing. It is particularly visible when you have surfaces that are concave (pardon the pun) due to displacement. It happens somewhat less when the actual geometry is concave, but it still happens.
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I really like the last picture. Even if the splotches are artifacts, they look
realistic on cave walls. Often real caves are covered with white bat guano,
"mummified" bat carcasses, and limestone deposits.
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an easy solution for the artifact issue is to not have the cave cast shadows. and i've had items i had to turn off shadows for because i won't go above a certain shadow bias. but it looks like you don't really need light from outside the cave, right? i mean, if you were doing a silhouette at the entrance of a cave image, then you'd need it to cast shadows so the cave could be darker. but i can't see an opening here.
oh, and you'll lose shadows from cave features. forgot about that. you might not want that.
I am trying to figure out how to make this a prop so my camera access panels will show up and then I can try and figure out how to open them up to make the inside visible from the outside. Having to keep the camera in the cave limits the shots available somewhat.
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*Often real caves are covered with white bat guano,
"mummified" bat carcasses, and limestone deposits.
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Quote - **Ok I have taken the cave into Deep Paint 3D and painted out the floor seam. Then I dipped it into UV Mapper Pro and welded the crack in the ceiling. Now I am back on the lighting. Here the min shadow bias is cranked to ten on each of two lights inside the main cavern area.
I am trying to figure out how to make this a prop so my camera access panels will show up and then I can try and figure out how to open them up to make the inside visible from the outside. Having to keep the camera in the cave limits the shots available somewhat.
**
I THINK you can make this see-through by making sure you're not using double walls. If you've got a single.sided model with the normals facing inwards, you ought to be able to look into it from the outside And therefore place a camera on the outside and still have it render what's in the cave.
I like that cave a lot btw. Wonderfully creepy!
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Using Poser since 2002. Currently at Version 11.1 - Win 10.
When you look at the back of a polygon in preview it is invisible, but I don't think it is invisible in render. Many times I've accidentally put my camera outside a room, thought I was in it, and when I rendered all I get is the wall and can't see inside.
If you are not doing ray-tracing reflections from inside the cave, there is a workaround. Use the render option to remove backfacing polygons. This is not the same as seeing through a polygon. For the purpose of that render it is completely removed. Very handy.
But if you happen to be using a shiny reflective surface in the cave, the polygons facing away from the camera (and towards the interior objecs) will be missing.
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)
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