Forum: Poser - OFFICIAL


Subject: Will there be a Poser 8?

Tomsde opened this issue on May 15, 2009 · 327 posts


bagginsbill posted Mon, 01 June 2009 at 2:09 AM

DPH - some tips.

#1 light: Unless you disabled specular in your infinite, don't call it an Infinite Diffuse. It's an ordinary Infinite light. Infinite light should not have ambient occlusion on it, at least not for realism reasons. And unless it is the sun, you probably should not have it at 100%. Better would by 85%.
#3 light: should have RT shadows, and NOT AO.

On lights with a clear origin (infinite, spot, point) always use RT shadows and never use AO. On IBL never use RT shadows and always use AO. See how that works? IBL+AO - these were introduced together for a reason - they go together.

Default GC is 2.2, not 2.4.

Your settings for Diffuse_Value should probably be .85 to .9, not 1. And the Specular_Value should be much higher than .01. How high depends on high tight a specular you are making. If the material is matte, .02 to .05. Mostly matte like cloth is around .1. Human skin is .1 to .3. Shiny things are .3 to 1. Extremely shiny smooth things like eyeballs or other glossy things would be 1 to 4. And the Highlight_Size or Roughness would go the other way. A rough rule of thumb would be .3  for cloth, .2 for skin, .1 for an orange rind, .05 for a rough plastic like a computer mouse, and .01 to .0001 for super smooth shiny things.

Ambient should always be 0. That's what your IBL is for - simulating the ambient lighting. But since you have it at .001 or less, it is effectively 0.

The reason I say to use such high specular (sometimes greater than 1) is not because you can reflect more light than arrives. It's because the Poser light intensity is not a physical quantity, but rather sort of an exposure level that affects your camera. A normal exposure would have the sum of all your lights (if all pointing in one spot) somewhere around 100%. That's why I suggest the inifnite at 85%. Except for very small areas, this will be around 70 to 80%, plus your 20% IBL gets you 90% to 100% of a desirable exposure value.

Comparing the luminance of specular reflection versus diffuse reflection, for very shiny things this is like 3 to 1 or 4 to 1. That's why I say to use very high specular settings for shiny things. For duller things, the ratio is the other way around, 1 to 3. That's why you would have typical values for Specular between .2 and .3, assuming your Diffuse_Value is around .8 to .9.

You should not plug your regular texture into Specular. Specular reflections are the color of your light unless your material is made of metal, so you should not be tinting them. If the material is metal, then you should be putting the material color into the Specular_Color.

Nor should you plug your de-saturated texture into Diffuse_Value. This is effectively multiplying the texture with itself. However, since you desat, and reduce intensity, for most textures this amounts to something between .8 and ..9, which is what I wanted you to put into Diffuse_Value in the first place. :)

I really discourage using the color texture in any way (inverted or not) for a bump. I understand this is a cheap and easy way to get some kind of bumpiness, particularly on a skin material. But it makes little sense. If you have any burned-in specular (bright spots) on your skin color maps, these become depressions, which makes no sense. Better is to use pattern-generating nodes, such as Turbulence for tiny wrinkles in skin.

If you make these changes you'll get to the 60th percentile. LOL


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