Forum: Poser - OFFICIAL


Subject: VSS Skin Test - Opinions

bagginsbill opened this issue on Apr 23, 2008 · 2832 posts


bagginsbill posted Wed, 11 February 2009 at 7:28 AM

Do you get them in closeup as well or no? And which VSS skin shader are you using - PR1, PR2, or PR3?

The shaders include a Spots node to create some additional skin color variation. You could try setting the color of the Spots to white, which is the do-nothing color when it comes to tinting. (I call it tinting when I use a pastel color and multiply it with your color map. It makes subtle changes in hue.)

Just wanted to make you aware of the Spots, but I don't think that's what is causing it, or not entirely.

I noticed you have some artifacts on the chrome ring around the seat of the barstools. That tells me your render settings for min shading rate is too high. When you move farther from an object that has a lot of small details in its material or its angles, the min shading rate can prevent the renderer from examining those details closely enough to show what they look like smeared together from a distance. When you get farther from something that has fine details, you need to sample the material more often and let Poser average these together to get smooth transitions.

Did you read my suggested rendering settings?

Suggested Render Settings:

SuperFast - just to test lighting

Raytrace Off
Shadows Off
Pixel Samples=1
Min Shading Rate=3

Normal - for moderately good results at decent speeds

Raytrace On
Raytrace bounces = 2
Shadows On
Irradiance Caching = 50 (P7 only)
Pixel Samples=3
Min Shading Rate=1

Great

Raytrace On
Raytrace bounces = 2
Shadows On (and you're using raytraced shadows)
Irradiance Caching = 70 (P7 only)
Pixel Samples=3
Min Shading Rate= .5

Awesome - for final renders

Raytrace On
Raytrace bounces = 2
Shadows On (and you're using raytraced shadows)
Irradiance Caching = 99 (P7 only)
Pixel Samples=5
Min Shading Rate=.2

Finally you may want to try turning on texture filtering in the skin shader color map. That will lose detail by samplling and merging pixels from the color map image itself, instead of from the full shader. Go into the Template Skin, find the Color Map node, change Texture Filtering to Fast, Synchronize, and Render.

Anytime you're viewing your characters from a distance, you might as well turn on Texture Fitlering. It will speed up the skin rendering as well, if you've got several gigantic 4K color maps on the figure. The same goes for bump maps.
 


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