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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 5:46 am)



Subject: VSS Skin Test - Opinions


Latexluv ( ) posted Thu, 16 April 2009 at 8:08 PM

file_428823.jpg

Having trouble posting the image. Trying again.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


templargfx ( ) posted Thu, 16 April 2009 at 8:26 PM

Quote -  All the dynamic poser hair i have seen has been disgusting. If i want chia pet hair, its great, but i've yet to see a good showing of dynamic hair. it always looks like hair plugs....

I really need to get my latest render off my iriver, it uses dynamic hair, and it looks extremely realistic. Fingers crossed I can find somewhere that sells the iriver cable (why do they insist on using a proprietary cable!?!)

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


gamedever ( ) posted Thu, 16 April 2009 at 8:30 PM

 Bagginsbill, this is so you!:


bagginsbill ( ) posted Thu, 16 April 2009 at 9:28 PM

Quote -  Bagginsbill, this is so you!:

I love those things. That's a good one. Yes I feel that way often.


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)


odf ( ) posted Thu, 16 April 2009 at 9:50 PM · edited Thu, 16 April 2009 at 9:51 PM

Someone needs to make you an easily accessible bagginsbill FAQ that you can link to in such cases. The trouble with these threads is that it's very hard to find a particular bit of information.

Or, you know, more LOLcats. LOLcats make everything better.

-- I'm not mad at you, just Westphalian.


gamedever ( ) posted Thu, 16 April 2009 at 9:55 PM

 I'd be willing to contribute to a user manual. After understanding the baic math and how to setup VSS, I've started to understand not just vss, but good 3d lighting, how to mathematically predict and plan out shaders, how lighting affects those shaders, and how to combine all those into doing a composition without postwork.


odf ( ) posted Thu, 16 April 2009 at 10:02 PM

There's the VSS manual by DigitalDreamer, which is very helpful. I'm sure if someone took it upon themselves to keep it updated, many a Poserite would be extremely grateful.

-- I'm not mad at you, just Westphalian.


ice-boy ( ) posted Fri, 17 April 2009 at 4:42 AM · edited Fri, 17 April 2009 at 4:45 AM

Quote - Someone needs to make you an easily accessible bagginsbill FAQ that you can link to in such cases. The trouble with these threads is that it's very hard to find a particular bit of information.

Or, you know, more LOLcats. LOLcats make everything better.

this is true. sometimes BB already answered my question. i forgot it so i am afraid to ask again because i really can not find it in this thread. its waaaay to many pages. i already have 10 links bookmarked from BB. i can not have them all.
there are a lot of good sites that give you free information and knowledge. in the corner you have a donation link where you can give them money to support their sites and their work. i think something like this could BB have. we would support him.

should we make an official bagginsbill thread where we can talk to him about everything? from hair,skin,reflection. not VSS because we already have a thread for this. should we? 


bagginsbill ( ) posted Fri, 17 April 2009 at 5:51 AM

We have a forum for that. It's called the Node Cult at RDNA.

Really, that's why the forum was made. What you guys are saying right now, I could show you the same conversation at RDNA Poser forum.

Somehow it isn't recognized for its purpose by people here. You want to know about shaders? That entire forum is a book about shaders. Nothing else. Not one topic. And I'm talking in almost every one.

The only problem was it had a bad search engine, but I imagine that is fixed now with the new RDNA site.


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)


ice-boy ( ) posted Fri, 17 April 2009 at 6:07 AM

i hope that the search was fixed because i never found anything. so we should use the Node section for this kind of talk?

i must say the forum looks now better and more normal .


Vex ( ) posted Fri, 17 April 2009 at 7:02 AM

 IM SO HAPPY about the new forums. I will probably exclusively post there instead of Rendo's cause Rendo's forums are total suck compared now LOL.



odf ( ) posted Fri, 17 April 2009 at 7:05 AM

I hadn't noticed that RDNA was back up again.

-- I'm not mad at you, just Westphalian.


ice-boy ( ) posted Fri, 17 April 2009 at 7:47 AM

i am dark_b at RDNA. dont be confused when you see a guy asking the same questions as here he he he


gamedever ( ) posted Fri, 17 April 2009 at 10:38 AM

 Yeah as soon as I saw it returned I immediately jumped into the node cult section and already love it, SOOOO much information.


ghost13 ( ) posted Fri, 17 April 2009 at 1:39 PM

wow that forum is incredible


bopperthijs ( ) posted Fri, 17 April 2009 at 1:56 PM

*The only problem was it had a bad search engine, but I imagine that is fixed now with the new RDNA site.

*It isn't (yet, I hope) As soon as RDNA was back on air, I tried to find about Oliver's hair shader, but it didn't find anything.

Considering dynamic hair, I really love it, but only with a dark shader like brown or black hair, but blond hair really sucks. I think the problem is that most blond hair shaders use the translucent  setting of the Poser-surface shader. But translucency doesn't work with ray tracing (as BB has showed us many threads ago), so you get light hair, where it's supposed to be dark (in shadows) I've did some experients with layered hair and giving the more inside layers lesser translucency than the outer layers, which gave some more or less satisfying results, but this is just a trick to mimic what it is supposed to be.

regards,

Bopper/

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


ice-boy ( ) posted Fri, 17 April 2009 at 2:12 PM

i dont even think pixar and ILM are doing hair that is translucence. they are faking it with extra lights.


templargfx ( ) posted Sat, 18 April 2009 at 8:49 PM

file_428947.jpg

Finally got my image up I wanted! only 3 days late

this uses dynamic hair, and I think it came out quite well. and your shaders really help up the quality of this quick render

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


JWFokker ( ) posted Sat, 18 April 2009 at 9:09 PM

What sort of lighting did you use for that render? It looks like HDRI IBL, but I haven't seen many Poser renders that mimicked outdoor lighting as well as you achieved there, even with HDRI IBL.


ice-boy ( ) posted Sun, 19 April 2009 at 2:49 AM

Quote - Finally got my image up I wanted! only 3 days late

this uses dynamic hair, and I think it came out quite well. and your shaders really help up the quality of this quick render

you used raytraced shadows with dynamic hair? wooow. how long was the render time? 1 week ? :) he he he 


templargfx ( ) posted Sun, 19 April 2009 at 5:05 AM · edited Sun, 19 April 2009 at 5:08 AM

file_428970.JPG

LOL, it took 2 hours to render, at that resolution. Half the reason default hair takes so long to render is due to the material placed on it by default. the FIRST thing I do is remove that hair node and build up my own hair shader. that thing is a CPU killer

as to the question about lighting, I used GI for this scene.

the GI sphere (read hi res sphere) was blue-grey on the bottom (road) and pale blue on the top (using a color ramp and the v variable), with a single point light giving off an extremely pale blue/almost white light at 80%

I love this skin shader

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


ice-boy ( ) posted Sun, 19 April 2009 at 5:34 AM

really the hair node make the render long? 


templargfx ( ) posted Sun, 19 April 2009 at 5:52 AM · edited Sun, 19 April 2009 at 5:53 AM

that single node is kinda like having 2 color ramps, translucence, anistropic lighting and some kindof calculation that makes it opaque in shadows. its the last part that makes it really slow, even if you dont tick the option.

plus it look terrible

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


ice-boy ( ) posted Sun, 19 April 2009 at 7:56 AM

interesting


bopperthijs ( ) posted Sun, 19 April 2009 at 10:11 AM

interesting

I agree!: very interesting, can you give a screenshot of your settings? Please?

Best regards,

Bopper.

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


Vex ( ) posted Tue, 21 April 2009 at 8:32 AM

 Hey BB, just wondering about some settings. I just used VSS on some tattoo skin and it fades out the vibrance of the texture. Im not really sure where to adjust it so the 'strength' of the texture is full ?



LaurieA ( ) posted Tue, 21 April 2009 at 4:27 PM

I've got an LCD screen and that skin looks AWESOME from here. Is that a Poser or DS render???? If it is, I'm amazed. But I don't have Poser 7 yet, so maybe I WILL be amazed?

Looks fantastic.

Laurie



templargfx ( ) posted Tue, 21 April 2009 at 6:24 PM

My 2 posted images above are Poser Pro renders, the first has no postwork, the second has some raytrace shadow fixes.

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


ice-boy ( ) posted Thu, 23 April 2009 at 10:36 AM

if we use the eye white shader then we get this little SSS on the edges. but when the eye is in the shadow where there no specular is then the eye looks to red.

can we somehow make the shader that when specular is strong in the middle there is blue and on the edge red. but when the specular gets lower the eye gets more blue? 

less specular more blue? 


ice-boy ( ) posted Thu, 23 April 2009 at 2:55 PM · edited Thu, 23 April 2009 at 3:07 PM

i was thinking maybe using your SSS from the skin shader and combine it with theGC reflection shader that you showed ? 


kobaltkween ( ) posted Thu, 23 April 2009 at 3:54 PM

why is the SSS on your eye red?  i'd think it would at least be (off) white, or even the same as the diffuse map.



ice-boy ( ) posted Thu, 23 April 2009 at 4:38 PM

the red on the diffuse image is from the veins.

is the eye in the shadows not red?

eyes are absorbing the light inside. they have subsurface scattering.


kobaltkween ( ) posted Thu, 23 April 2009 at 4:45 PM

first, no, the eyes in the shadows are not red.

yes, they have SSS.  so does milk.  neither have red SSS.  you could probably get away with red SSS where the veins are, because red SSS comes from blood.  but in the eye white,  there's whitish SSS.



ice-boy ( ) posted Thu, 23 April 2009 at 4:46 PM

how would you do it?


kobaltkween ( ) posted Thu, 23 April 2009 at 4:56 PM · edited Thu, 23 April 2009 at 4:56 PM

assuming no color correction? i'd pull my SSS color from the color map.  i doubt it would be accurate, but it would be much more accurate than a flat or random color. that way i'd get red where the eye was red, and off-white where it was off-white.  if i were bagginsbill, i'd probably have different SSS workings for the different areas, because i'm betting the sclera has very different SSS values than the sort of fleshy stuff around it and connected to it.  i've seen maps for eyes where the back and edge area were obviously supposed to be very fleshy, and i'm guessing those should have a different treatment.

and just as  by the way, skin doesn't have red SSS either.  it has  a combination of yellow, waxy dermal SSS and red subdermal SSS.  since we don't have layers in Poser, the best way to deal with this is use orange.  i personally do something kind of crazy and complex to drive the hue with the original diffuse map with the SSS burned in.  it works pretty well for me, most of the time.



kfox ( ) posted Thu, 23 April 2009 at 10:55 PM

Hi - all of a sudden VSS is not applying on top of the texture, but replacing it. Any suggestion on where to start looking? Seems to work fine on M4, but not V3/M3. I'm using Poser 7 on a PC.


hborre ( ) posted Thu, 23 April 2009 at 11:06 PM

Works fine with every model I render.  Are you applying a third party texture first?


Spanki ( ) posted Fri, 24 April 2009 at 6:25 AM

Attached Link: Advanced Techniques for Realistic Real-Time Skin Rendering

For the gear-heads... the link above is bound to be useful for something (may not be directly applocable/implementable, but may spark an idea or twenty).

Cheers,

Keith

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


Spanki ( ) posted Fri, 24 April 2009 at 6:32 AM

Attached Link: High-Quality Ambient Occlusion

...this chapter is interesting as well.

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


ice-boy ( ) posted Fri, 24 April 2009 at 8:01 AM

i allways like to read stuff like this.

thank you very much.


ice-boy ( ) posted Fri, 24 April 2009 at 8:04 AM · edited Fri, 24 April 2009 at 8:05 AM

Quote - For the gear-heads... the link above is bound to be useful for something (may not be directly applocable/implementable, but may spark an idea or twenty).

Cheers,

Keith

ithink making the bump map a little more soft could help with skin poser


hborre ( ) posted Fri, 24 April 2009 at 9:25 AM

Excellent resources, Spanki.  Thanks for the links.


Spanki ( ) posted Fri, 24 April 2009 at 12:00 PM · edited Fri, 24 April 2009 at 12:01 PM

Attached Link: The Importance of Being Linear

...there's a pretty good coverage of the GC topic as well (see link).  There are example images  in there that look like tons of images you can find in the Poser galleries (various problems related to non-GC, resulting in either too dark or attempts to 'fix' that by simply increasing the lighting levels, etc) - but more to the point is.. a good explanation of 'why' GC is needed.

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


ghonma ( ) posted Fri, 24 April 2009 at 12:33 PM

Another interesting thing from nVIDIA is that their recent drivers (185.xx series) under Vista now offer realtime AO to any app/game that wants to use it:

Realtime AO

Right now it adds a large performance hit, but looks pretty neat and is still much faster then anything we can render in our various 3d apps. IMO they really should consider supporting it in the next Poser versions.


ice-boy ( ) posted Fri, 24 April 2009 at 2:23 PM

this is the best example. this is what BB was trying to explain.
[URL=http://img230.imageshack.us/my.php?image=24fig05.jpg][IMG]http://img230.imageshack.us/img230/476/24fig05.jpg[/IMG][/URL]


Spanki ( ) posted Fri, 24 April 2009 at 3:07 PM

Yeah, that's one of the ones I was refering to - I've seen that inside Poser a lot (and in the Poser galleries, as well).

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


Spanki ( ) posted Fri, 24 April 2009 at 3:16 PM

Attached Link: D3D11 Tesselation (in hardware)

A bit OT, but I also find it interesting that Direct3D 11 is adding the capability to basically do the same type of Polygon Smoothing that the FireFly engine (Reyes renderer) does - but directly in hardware by the gfx card (ie. breaking triangles up into mini-bezier patches).

(read down to where they start talking about PN Triangles - this is effectively what Poser does)

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


bopperthijs ( ) posted Fri, 01 May 2009 at 7:30 PM · edited Fri, 01 May 2009 at 7:31 PM

I have a problem with the Pr3 skinshaderprop:

I want to make a suntan shader for the chest, nipple and hip area.
I made a new materialzone: Template suntan, and attached the torso, the chest, the nipples and the hip rule to this new template in the shader rules. After I synchronised and rendered only the torso and the nipples had the new shader, but the hip-zone didn't.
I noticed that in the shaderrules there's a Asterisk missing after hip, so I made a new rule named hip but it still doesn't work. What am I doing wrong?

best regards,

Bopper.

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


bagginsbill ( ) posted Fri, 01 May 2009 at 8:25 PM

When more than one wild-card (asterisk) rule matches, VSS uses the one that has more letters in it.

The V4 hip zone is actually not called hip, it is called 2_SkinHip.  Two rules match this: skin and hip.

The rule hip was generic and not specifically for V4 - it picks up other figures that do not use the word "skin" in all the skin zones. Because the V4 figure uses the word "skin" in every skin zone, you need to use a longer, more specific rule.

Try skinhip


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)


bopperthijs ( ) posted Fri, 01 May 2009 at 8:32 PM

I'll do that, Thank you very much.

best regards,

Bopper.

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


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