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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 27 1:25 am)



Subject: Poser lighting


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bagginsbill ( ) posted Tue, 02 June 2009 at 11:32 PM

Oh, forgot to say it looks GOOD!
 
I think your main light should be raised a bit. She's not casting any shadow on the floor, and I think it's because the angle the light is coming from is parallel to the floor.


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dasquid ( ) posted Tue, 02 June 2009 at 11:48 PM

I guess i am using double AO i used the Ao thing from the VSS site and then i turned on the Ao for the IBL light. Ill have to fix that.

I am liking how it looks myself and I think you are right about the main light but then you DID set it up to be a sunset light.

Oh and about the black skin thing. I am looking but I have not found tint anywhere so i guess i just dont know where to look.



bagginsbill ( ) posted Wed, 03 June 2009 at 12:39 AM

file_432224.jpg

In the VSS control prop, there are material zones. These are the zones that hold the shaders for various materials for a figure. These get copied to your figure, and then VSS plugs in the correct image files for your figure.

All the skin zones get the Template Skin material shader. On the left side of that shader, there are all kinds of nodes to let you easily modify the properties of the skin shader. The rest is spaghetti - don't look at it.

I've attached a screen shot highlighting the Tint parameter. Click it for full size.


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 Wed, 03 June 2009 at 12:47 AM

the render looks good. its a little to bright now since you have GC.

i would make the IBL darker to get a better contrast.


dasquid ( ) posted Wed, 03 June 2009 at 1:33 AM

file_432225.jpg

Ok its 2:35 am here so i need sleep so here is where the render is now. going to render a quality one over night.



ice-boy ( ) posted Wed, 03 June 2009 at 3:42 AM

looks better. a better contrast.

if you want you can play with the colors  a little. if you want a more orange sun. or if you want blue IBL like the light is coming from the sky


bagginsbill ( ) posted Wed, 03 June 2009 at 6:09 AM · edited Wed, 03 June 2009 at 6:11 AM

Great job - the lighting is good now. You can adjust the IBL level around this range as you see fit, but the general idea of the lighting is good.

Image issues are like playing whack-a-mole. There's always a new mole sticking his head up after you whack one.

Your figure looks great - perfect. Your light and shadows look great. If it were my image, I'd start tackling the materials for each prop. The realism you've introduced makes the textures look out of place. Some of those textures are so low resolution that they look cartoonish, or look like somebody went around hand-painting new things to try to make them look old. And too many things look the same. The rack behind her, the stool, the anvil stand, the wooden pillars, the big bolts on the pillars, the hammer handle - all are covered in the same low-res antiquing. I'd go around replacing those textures with better ones, or doing full procedural shaders.

While working on these materials, I'd hide the figure to make rendering faster.


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)


Acadia ( ) posted Wed, 03 June 2009 at 6:10 AM

I'm adding this to the Lighting Tutorial Links Bookmark Thread, located here:

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2734086

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



CrownPrince ( ) posted Wed, 03 June 2009 at 6:46 AM

Man that looks great even with it being just a test render..
Queestion. With adding gc to AALL the materials how does that effect render time?


bagginsbill ( ) posted Wed, 03 June 2009 at 8:30 AM

It doesn't affect render time. It's only a few math nodes and those are cheap.


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)


dasquid ( ) posted Wed, 03 June 2009 at 1:15 PM

file_432265.jpg

> Quote - Great job - the lighting is good now. You can adjust the IBL level around this range as you see fit, but the general idea of the lighting is good. > > Image issues are like playing whack-a-mole. There's always a new mole sticking his head up after you whack one. > > Your figure looks great - perfect. Your light and shadows look great. If it were my image, I'd start tackling the materials for each prop. The realism you've introduced makes the textures look out of place. Some of those textures are so low resolution that they look cartoonish, or look like somebody went around hand-painting new things to try to make them look old. And too many things look the same. The rack behind her, the stool, the anvil stand, the wooden pillars, the big bolts on the pillars, the hammer handle - all are covered in the same low-res antiquing. I'd go around replacing those textures with better ones, or doing full procedural shaders. > > While working on these materials, I'd hide the figure to make rendering faster.

Yup you just brought up another thing that i have to learn how to do. I have so many scenery pieces that have shitty low res textures and they dont look good with a semi realistic figure at all they either pixilate badly in closeups or they have humdrum all the same textures.I dont know dick about making my own shaders but apparently from what i have seen you pull off BB i need to learn to be able to make better images. I do see what you mean about the things having the same damned texture I guess thats where I need to find a way to make everything different.

Here is the render I did early this morning.



hborre ( ) posted Wed, 03 June 2009 at 1:40 PM

 The render came out awesome!  There are numerous commercial and free shader systems available for beefing up your texture renders.  Below is a link to a recent render I posted in the gallery:

http://www.renderosity.com/mod/gallery/index.php?image_id=1885493

That image consisted of a character created by Les Bentley with BB's VSS applied.  The surrounding wall scene was created by Stonemason but the texture was procedural applied using RDNA Traveler's shaders.  Fortunately, Stonemason creates highly detailed mesh enough for my render.

Sometimes you may need to replace texture with highly detailed photo-images; but again you need some material room savvy to really spruce up the scene.


bagginsbill ( ) posted Wed, 03 June 2009 at 3:39 PM

That's really good, even with the weak texture maps. Congratulations. What an improvement in one day, huh?

Post it to the gallery, and in the comments link to the old version and this thread, so people can learn.

I'd also make that your gallery "featured image".


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)


dasquid ( ) posted Wed, 03 June 2009 at 3:50 PM

Thanks for the help BB I expect Ill be trying to learn even more now that I know how to do what i just learned. Hborre mentioned the crappy textures I suppose i should learn how to make  that sort of stuff now? Or is there something else i should learn first?

BTW glad you like it I dont think it would have come out near as nice without your help.



svdl ( ) posted Sun, 07 June 2009 at 11:19 AM

Those low-res image maps still can come in handy. Just don't use them as color maps, instead, use them as masks to drive the blending of different procedural shaders.

The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter

My gallery   My freestuff


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