Forum: Poser - OFFICIAL


Subject: A Dummies Guide to Indirect Lighting in Poser 8

ziggie opened this issue on Aug 05, 2009 ยท 761 posts


bagginsbill posted Fri, 28 August 2009 at 3:32 PM

Quote - *"it will be difficult for a surface of 0 thickness to scatter light in a realistic facsimile of translucence IMVHO. to me it's more volumetric fx, like smoke or cloudy water."

Wouldn't volumetrics used for translucence be like treating a mesh like an atmospheric container (one atmosphere on the inside, and another atmosphere on the outside)? Would that be possible? We are talking about FireFly.

Some objects are uniformly translucent. Others, like skin, are translucent to only a certain depth (where the characteristics change), and characteristics of the surface of the skin affect the translucence. However, volumetrics and atmospherics have a wide variability of possible attributes.

How might such a thing be implemented in Poser?

LMK

You guys are over thinking this, and letting the full gamut of meanings this word has overwhelm you.

The job of the Translucence channel is simple: Imagine a piece of paper, lit from behind. Hold your hand behind the paper. You can see your hand's shadow clearly, but you can't actually see your hand or anything else.

That is the intended Translucence effect. Totally different from Transparency. In Transparency you actually can see your hand behind the paper.

This channel had meaning in the early days of Poser, when every polygon was effectively a double sided polygon. But ever since "Normals_Forward" was introduced, it is very odd and nearly meaningless. For the same reason, the Poser Square and Hi Res Square are useless. They are relics from P4/P5 render engines, and don't work right anymore.


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