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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: Lighting in Poser 8


Eagle_hawke ( ) posted Thu, 27 August 2009 at 1:57 PM · edited Tue, 19 November 2024 at 11:12 PM

Does anyone know if you can you can make an object or figure a light source? I know you can do it in Daz studio as well as 3d max. I've been waiting and have yet to see that with Poser. 

I know there are ways to fake it using a gather node on surrounding objects and Abient on the object but doing it that way is ineffective and a resource hog. 

If someone could help me with this it would be appreciated.

 


andolaurina ( ) posted Thu, 27 August 2009 at 2:32 PM

Have you played with the Light Probe in the Material Room?

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andolaurina ( ) posted Thu, 27 August 2009 at 2:35 PM

Tutorial on RDNA:
http://www.runtimedna.com/forum/showthread.php?t=45875

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andolaurina ( ) posted Thu, 27 August 2009 at 2:37 PM

The probe light option make the object glow without being a true light source.  To make it a light source, you would need to put a point light in an object and set the object as partially/fully transparent.

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Tyger_purr ( ) posted Thu, 27 August 2009 at 2:49 PM

in poser 8 you can set the object to be ambient and use indirect light in the render settings. i don't know how well it handles things like shadows from that light... i think it is more of a "simulated" light source like the gather node, but much easier to use.

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Eagle_hawke ( ) posted Thu, 27 August 2009 at 3:16 PM

 Yea, I've done bothe those things but setting the object to be ambient and useing indirect lighting doesn't cast the shadow properly, and just putting a light in a translucent dims the lighting so much it's difficult to get the proper effect.

I was actually hoping they added a feature that would actually make a prop like a cylinder a light. But I guess not. :-( 

Oh well thanks for the suggestions.

 


andolaurina ( ) posted Thu, 27 August 2009 at 4:18 PM

Have you tried transparency rather than translucence?

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Eagle_hawke ( ) posted Thu, 27 August 2009 at 4:21 PM

 Yes sorry should have been more specific whaen I said Translucent I meant transparency not set at 1.000

 


raven ( ) posted Thu, 27 August 2009 at 4:23 PM

file_438108.jpg

This picture was rendered in Poser 8 without any lights in the scene. The filament in the bulb/head had it's ambient value ramped right up to provide illumination.



lkendall ( ) posted Thu, 27 August 2009 at 4:23 PM

If you are going to put a point light into an object, don't forget to turn off Casts Shadows for the object in its properties.

LMK

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


DarksealStudios ( ) posted Fri, 28 August 2009 at 6:51 AM

sadly, no shadows as we can see.


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Tyger_purr ( ) posted Fri, 28 August 2009 at 8:04 AM

file_438159.jpg

ball with ambient at 20 no lights indirect lighting on.

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Miss Nancy ( ) posted Fri, 28 August 2009 at 12:05 PM

they had the interpolation wrong, which is what causes the splotchies on floor in above img.  stefan has it fixed AFAIK, but technically there should also be an option for "no interpolation" to force the software to calculate every point more carefully, which would take alot more time, of course.



Eagle_hawke ( ) posted Fri, 28 August 2009 at 1:45 PM

 Thank you!

The indirect lighting worked the way I was hoping. Where is the 'no interpolation' option, I cant seem to locate it. 

 


DarksealStudios ( ) posted Fri, 28 August 2009 at 8:37 PM

nice! i was wrong...

the blotchiness comes from low samples being taken.


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Believable3D ( ) posted Sat, 29 August 2009 at 1:39 AM

Interpolation is the opposite of samples. More samples = less interpolation.

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Miss Nancy ( ) posted Sat, 29 August 2009 at 5:23 PM

I tried many GI renders in p7 and p8 prior to sr1.  increase in sample number and decrease in sample size caused smaller splotches, but their unusual polygonal shape (bounded by red dots) and sharp cut-off at their boundaries indicated that interpolation was wrong, as I mentioned in whichway's blog thread a coupla weeks ago.  so stefan apparently fixed it, and no doubt work continues, but I still expect to see renders with no shadows and no IDL in their poser realism gallery here, because users may be resistant to the new feature.



LostinSpaceman ( ) posted Sat, 29 August 2009 at 8:40 PM

Quote - I tried many GI renders in p7 and p8 prior to sr1.  increase in sample number and decrease in sample size caused smaller splotches, but their unusual polygonal shape (bounded by red dots) and sharp cut-off at their boundaries indicated that interpolation was wrong, as I mentioned in whichway's blog thread a coupla weeks ago.  so stefan apparently fixed it, and no doubt work continues, but I still expect to see renders with no shadows and no IDL in their poser realism gallery here, because users may be resistant to the new feature.

Did I miss P8 SR1 coming out?!?


lkendall ( ) posted Sat, 29 August 2009 at 9:00 PM

"Did I miss P8 SR1 coming out?!?"

I doubt that will be possible for some one who reads this forum every day. Okay, maybe it will be possible, but not likely. :)

LMK

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


LostinSpaceman ( ) posted Sat, 29 August 2009 at 10:04 PM

Quote - "Did I miss P8 SR1 coming out?!?"

I doubt that will be possible for some one who reads this forum every day. Okay, maybe it will be possible, but not likely. :)

LMK

Stop peeping in my windows! How do you know I read this forum every day?!? Hrmph! I need better window blinds! 😉


Miss Nancy ( ) posted Sun, 30 August 2009 at 9:23 PM

no, it ain't out today, anyway. they got the day off in watsonville, what with the heat wave and the fires and that.



DarksealStudios ( ) posted Tue, 01 September 2009 at 1:13 AM

quick question,

Anybody else having issues with p8's setup room? It keeps crashing poser for me when I select anything in the screen once the cr2's been loaded. I havnt found anyone else complain yet.


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Tyger_purr ( ) posted Tue, 01 September 2009 at 7:50 AM

the setup room has no problems for me.

I've not done a lot in it. only basic mechanical joints, no fall off zones and such.

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