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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Official Tone Mapping thread


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lkendall ( ) posted Fri, 21 August 2009 at 11:59 AM

"P8 comes with some fantastic plugins enabled by this API, and you will see more over time. These add so much to Poser's capabilities."

Wow. I am going to have to actually open some of those Python Scripts. The names do not really reveal what one will find inside. I have been using IrfanView's Color Correction feature to do what  Postwork Manager will do.

Does the GC in Postwork Manager work the same as in Poser Pro? That is, does it un-GC textures before applying GC to the final Render? Is there a way to simulate the Poser Pro ability to turn off GC for specific textures?

I finally found the setting for light fall-off, and again, Wow. This is so much more realistic for lights. Now I have to figure out how to redo my lighting to take advantage of this.

LMK

Probably edited for spelling, grammer, punctuation, or typos.


Whichway ( ) posted Fri, 21 August 2009 at 12:36 PM

bagginsbill - Obviously, I love the technical details. I blather on endlessly on these threads trying to figure out what's "really going on". At least you get the answers right, though I not sure asking Stewer isn't cheating. 😄 Please keep it up.

Whichway


FrankT ( ) posted Fri, 21 August 2009 at 3:21 PM

Content Advisory! This message contains profanity

fwiw, I really enjoy your posts BB.  I might not render in Poser any more but no knowledge is ever wasted and you never know when it'll come in handy.
but yeah - if they don't like it, they can FOAD

My Freebies
Buy stuff on RedBubble


IsaoShi ( ) posted Fri, 21 August 2009 at 3:38 PM

Quote - Does the GC in Postwork Manager work the same as in Poser Pro? That is, does it un-GC textures before applying GC to the final Render? Is there a way to simulate the Poser Pro ability to turn off GC for specific textures?

I thought you'd get an answer to these questions by now...

No, it doesn't. It only GC's the output render.
If you want to anti-GC incoming textures/colours you have to do it in the shaders, the same way as we did in Poser 7.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


lkendall ( ) posted Fri, 21 August 2009 at 6:00 PM

IsaoShi:

I am patient I can wait to get a good answer. Thank you.

LMK

Probably edited for spelling, grammer, punctuation, or typos.


ice-boy ( ) posted Sat, 22 August 2009 at 4:33 AM

can someone who undertands anti-TM post a screenhot from the material room? how to anti ETM.

thanks.


dadt ( ) posted Sat, 22 August 2009 at 5:58 AM

I like the examples posted by Bagginsbill with different settings and want to try some of these on my own scenes but I cannot find a "gain" adjustment, just the "exposure". Could some kind person point me in the right direction please?


bagginsbill ( ) posted Sat, 22 August 2009 at 8:33 AM

As I said, the gain has no GUI widget for it, so I was setting it via Python. Stefan and I briefly discussed it. His opinion was that Gain is not useful. At the time, I was not able to agree or disagree, so I let it go. Now that I've examined the formula closely and rendered with it, I disagree with him. The Gain is useful. It is not useful if you are doing true [0, infinity] into [0, 1] mapping, but that's not what we're doing. We're mapping, for example, [0, 1] into [0, 1] and for that the Gain is very helpful. Notice the case where I had Gain = 1.11, that is exactly what I did. The range [0, 1] mapped to [0, 1].


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)


bagginsbill ( ) posted Sat, 22 August 2009 at 8:35 AM

Quote - can someone who undertands anti-TM post a screenhot from the material room? how to anti ETM.

thanks.

Nobody has done it. I only mentioned it as an academic point. Do you really want a photo converted to [0, infinity] color space?


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 Sat, 22 August 2009 at 8:49 AM

i want to render reflection but i dont want to change the pic :) 


Whichway ( ) posted Sun, 30 August 2009 at 12:39 PM

Quote - As I said, the gain has no GUI widget for it, so I was setting it via Python. Stefan and I briefly discussed it. His opinion was that Gain is not useful. At the time, I was not able to agree or disagree, so I let it go. Now that I've examined the formula closely and rendered with it, I disagree with him. The Gain is useful. It is not useful if you are doing true [0, infinity] into [0, 1] mapping, but that's not what we're doing. We're mapping, for example, [0, 1] into [0, 1] and for that the Gain is very helpful. Notice the case where I had Gain = 1.11, that is exactly what I did. The range [0, 1] mapped to [0, 1].

If I can resurrect this thread for a moment, on the Dimension 3D panel, there is an unlabeled slider next to the Tone Mapping Enable checkbox. Is this perchance the Gain?

Whichway


DarkEdge ( ) posted Sun, 30 August 2009 at 1:13 PM

I find your posts very useful Baggins.
Often times you talk way over my head but that's okay, pictures speak a thousand words. I also appreciate your posting the settings too. 😄

Comitted to excellence through art.


DarkEdge ( ) posted Sun, 30 August 2009 at 9:36 PM

BB, does it matter what filter number you choose...1,2, or 3?
If so can you please explain the difference between them in laymans terms?

Comitted to excellence through art.


Miss Nancy ( ) posted Sun, 30 August 2009 at 9:49 PM

yes, whichway - the unlabelled slider (sr0) on d3d's script is for variable toneGain.



Whichway ( ) posted Sun, 30 August 2009 at 11:11 PM

Thanks you!

Whichway


ice-boy ( ) posted Tue, 01 September 2009 at 4:44 AM

did someone manage to make an anti tone mapping shader? 


GeneralNutt ( ) posted Wed, 02 September 2009 at 11:44 PM

Quote - Now rendered tih:

exposure = 2.3
gain = 1.1

Could anyone give say (for dummies) what the python script to make the gain 1.1 would be, where you enter it, and I guess you have to do it on each scene or can you set it to stay that way always?



Miss Nancy ( ) posted Thu, 03 September 2009 at 12:21 AM

file_438591.png

in P8 SR0, tone gain is the unlabelled slider in dimension3d's (partners) render firefly script, next to the tone-mapping "enable" checkbox.  in att img, it's slider with value 2.34.  it's my hope that one of the previous or succeeding msgs in this thread may discuss the optical theory behind tone-mapping and the apparent empirical value of the gain variable in getting better render results, once SR1 is in widespread use.



Miss Nancy ( ) posted Thu, 03 September 2009 at 12:24 AM

file_438592.png

wait, here's another one showing the scripts menu.



Whichway ( ) posted Thu, 03 September 2009 at 12:28 AM

I think, but have not personally verified, that the unlabeled slider next to the Enable Tone Mapping checkbox on the Dimension 3D panel is the gain.

Whichway


Miss Nancy ( ) posted Thu, 03 September 2009 at 12:33 AM · edited Thu, 03 September 2009 at 12:38 AM

said variable is also mentioned in python manual, it is probably in one or more lines of d3d's script (in case anybody wishes to read the script) and the variable, once assigned, is available by saving and reading the pz3 file.  in OS X, use BBEdit.  yeah, I just checked - it's in two lines in the script, along with a line "it's currently not possible to turn GI on/off by Poser Python".  which was the only way we could do it in poser 7.



GeneralNutt ( ) posted Wed, 09 September 2009 at 1:25 AM

Thank You, I don't know why I missed the notification of the thread, but I hunted it down got the info and am a happy camper. Again Thank You.



ice-boy ( ) posted Sat, 03 October 2009 at 6:28 AM · edited Sat, 03 October 2009 at 6:28 AM

file_440606.jpg

bagginsbill posted the anti-TM shader.

www.renderosity.com/mod/forumpro/showthread.php


ice-boy ( ) posted Sat, 03 October 2009 at 8:04 AM

i did now some tests with reflection. i thought that we have to anti-TM the material for reflection. but it looks like we dont have to.

correct bagginsbill?


bagginsbill ( ) posted Sat, 03 October 2009 at 8:23 AM

Correct, you don't have to do anything elsewhere - just on the photo.


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 Sat, 03 October 2009 at 8:27 AM

file_440610.jpg

understand.

i did a test render with IDL.


ice-boy ( ) posted Sat, 03 October 2009 at 8:28 AM · edited Sat, 03 October 2009 at 8:30 AM

this is the shader.  but i dont understand why is there a bright edge at the bottom. the reflection from the ground shout block the env_sphere.


bagginsbill ( ) posted Sat, 03 October 2009 at 8:38 AM

Uhoh. Do you think the light leak through single-layer polygon bug is back?

That was fixed, but maybe it has returned.

Try using a thin box under the sphere - do you get different results?


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 Sat, 03 October 2009 at 9:00 AM · edited Sat, 03 October 2009 at 9:00 AM

file_440613.jpg

it looks like the reflection is ignoring the black shadow from the IDL. its acting like the green ground is only green without the black soft shadow. i tryed now with the box and its the same.


ice-boy ( ) posted Sat, 03 October 2009 at 9:00 AM

file_440614.jpg


ice-boy ( ) posted Sat, 03 October 2009 at 9:19 AM

file_440616.jpg

i did some more tests. the first render is only IDL.


ice-boy ( ) posted Sat, 03 October 2009 at 9:21 AM

file_440617.jpg

in this render i turned of IDL and used an infinity light 90 degres. 

with the IDL render it looks to me that the rays only see how the ground is lighten up and after that they add the shadows.


bagginsbill ( ) posted Sat, 03 October 2009 at 12:29 PM

Interesting.


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 Sun, 04 October 2009 at 11:17 AM · edited Sun, 04 October 2009 at 11:18 AM

very interesting. its to bad i can not use now reflection. but i am not so mad since i got shadow samples. it rocks. so good. and IDL is working very good and very fast . i get good results.

i will wait until SR2. maybe december? ;) :) 


jdcooke ( ) posted Sun, 04 October 2009 at 11:54 AM

 Perhaps reflections without IDL as a seperate pass, then assemble in an image editor - for now

take care


ice-boy ( ) posted Sun, 04 October 2009 at 11:57 AM

can not do reflection in a seperate pass because then IDL wont be in the reflections.


bagginsbill ( ) posted Thu, 08 October 2009 at 12:16 PM

file_440882.jpg

I have entered the problem to SM bug tracking system.


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)


bagginsbill ( ) posted Thu, 08 October 2009 at 12:16 PM

file_440883.jpg

It has different symptoms in different situations. Sometimes no shadow, sometimes a distorted shadow.


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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