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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)



Subject: A Dummies Guide to Indirect Lighting in Poser 8


pjz99 ( ) posted Fri, 04 September 2009 at 11:10 PM

There is something really cool I wish I could tell people.  Bummer.

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ice-boy ( ) posted Sat, 05 September 2009 at 5:29 AM

pjz99   what do you mean?
about poser 8 or SP1 or IDL? 


ice-boy ( ) posted Sat, 05 September 2009 at 5:31 AM

Quote - right.  except, from what i read of Blender's area lights, i think you don't really have much shadow control.  you can't change falloff either.  and apparently you can set samples on it.  

i think you have shadow control and you have the distance parameter. of course area lights are not meant to have sharp shadows. they are area lights after all.


ice-boy ( ) posted Sat, 05 September 2009 at 5:35 AM

Quote -

to me, that sounds like an iteration issue.  so the IDL is calculated then the reflection.  i'm not sure it's nearly as complex as caustics to ask the renderer re-run the IDL at least once after the reflection.  or to allow for control over how many times it does iterate as a quality setting.  especially if  IDL doesn't affect specularity.

look a mirror can not bounce soft lighting. a mirror will bounce more sharp lighting since its a mirror. we can not use IDL soft bounced light for mirrors. we can fake it with an extra light.
maybe if we can in tell poser that insted of the mirror use a white diffuse shader. so we would have reflection but firefly would use a white diffuse for bounced light.


pjz99 ( ) posted Sat, 05 September 2009 at 12:34 PM

You'll have a very hard time getting that to work, because the brightness emitted by the diffuse (or ambient) shader you're thinking of will show in the render over the reflection - the mirror will be solid white (or whatever color you set it to).

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bagginsbill ( ) posted Sat, 05 September 2009 at 1:07 PM

If you're really desparate to do bounced light from a mirror, you could try this.

Create a second surface slightly behind the mirror of approximately the same shape. Doesn't have to be exact. Set this up as a diffuse reflector however you like - perhaps just plain white with DV = 100%.

Then set the actual mirror to be invisible to ray-tracing. Assuming you don't need to see the mirror in another mirror, it would work.


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bagginsbill ( ) posted Sat, 05 September 2009 at 1:14 PM

file_438791.jpg

It works! I have a diffuse bouncer hidden inside the mirror.

The glowing cube is lighting the sphere, even though the wall between blocks the light.


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bagginsbill ( ) posted Sat, 05 September 2009 at 1:15 PM

file_438792.jpg

This is how it renders without the diffuse bouncer inside the mirror.


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bagginsbill ( ) posted Sat, 05 September 2009 at 1:18 PM

file_438793.jpg

.


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bagginsbill ( ) posted Sat, 05 September 2009 at 1:27 PM

file_438794.jpg

I boosted the luminance of the cube to 50. This made the bounced IDL strong enough to make the sphere throw an obvious shadow from the reflection!


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Miss Nancy ( ) posted Sat, 05 September 2009 at 2:49 PM

perhaps pj will be able to tell us the good news, once the big day arrives next week.
the idea of putting a diffuse surface inside the mirror is good IMVHO.
one other thing to try: add specular to diffuse surface or mirror surface.
it should have no effect on GIbounces.



pjz99 ( ) posted Sat, 05 September 2009 at 3:15 PM

Well it's not really anything major, just a cool and convenient thing.

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Whichway ( ) posted Sun, 06 September 2009 at 10:16 PM · edited Sun, 06 September 2009 at 10:18 PM

BB - What happens in the B&W setup if you make the ball reflective and visible to raytracing? (My renderer is occupied for the time being.) This is confusing me a little since the image in the mirror says that at least the first ray shot from the camera does see the mirror in raytracing mode, or something like it, I think.

Whichway
 


DarkEdge ( ) posted Sun, 06 September 2009 at 10:57 PM

With the latest beta sr update I just did a render and the bounced idl was most evident, it kind of took me by surprise. Bounced it off of a reflective floor and wall...looked really cool. 😄

Comitted to excellence through art.


Anthanasius ( ) posted Mon, 07 September 2009 at 5:14 AM

Really great improvement ... "je fais ma petite chieuse" ( No  !!!  not the head ! ) but, please can you post the general settings ( not the python ), your specs for this test and the render time of this scene ?

Thx :-)

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kobaltkween ( ) posted Mon, 07 September 2009 at 2:52 PM

woot!  yes, that definitely solves the problem.  i'm afraid i don't understand what you mean by DV = 100% or precisely the shader setup on the diffuse bouncer.  but that is much more realistic. 



ice-boy ( ) posted Mon, 07 September 2009 at 3:49 PM

i am waiting for SP1 to again starting to render. i will get shadow samples and better IDL

come on come on come on :)


vincebagna ( ) posted Mon, 07 September 2009 at 4:12 PM

Quote - woot!  yes, that definitely solves the problem.  i'm afraid i don't understand what you mean by DV = 100% or precisely the shader setup on the diffuse bouncer.  but that is much more realistic. 

I guess DV=Diffuse Value :)

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Miss Nancy ( ) posted Mon, 07 September 2009 at 4:31 PM

cob, for diffuse surface to bounce 100% of the diffuse light, try diffuse value = 1, diffuse colour = white, all other channels 0.



bagginsbill ( ) posted Mon, 07 September 2009 at 7:25 PM

DV is my abbreviation for Diffuse_Value. Sorry.

DC = Diffuse_Color
DV = Diffuse_Value
SC = Specular_Color
SV = Specular_value
RC = Reflection_Color
RV = Reflection_Value
AD = Alternate_Diffuse
AS = Alternate_Specular
B=Bump
D=Displacement
AC=Ambient_Color
AV=Ambient_Value
Transparency=T

These are abbreviations I use when I'm typing in a hurry. I'm in a hurry a lot lately. I'm making a lot of real money and don't have time to talk to you guys so much. Sorry.

Refraction_Color and Refraction_Value I always spell out.


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)


vilters ( ) posted Mon, 07 September 2009 at 8:03 PM

file_438961.jpg

This is a nice setup that gives quite a lot of reflections. Anyone want to give it a try? Load Alyson casual. ( lowering the arms is optional ) Load ONLY ONE True white light from the exact front and put is at 50%. Load 4 true color balls, ambient value at 5, set at Z=2 in front,  X = + and -2, at Y1 and 4. The middle ball is at Y= 2.5 and Z=1

Construct the 2 walls of boxes set at X=25% Y at 700% and Z at 800%, and turned at 45° left-right.
Next construct roof and floor from boxes X=25% Y=1200, and Z= 1000%
You get the idea, I copied the side wall and played around.
Now,
For ALL walls roof, floor, and middle ball;
set :
Diffuse color white, with a standard  Reflect node.
Reflection color white, with a standard  Sphere node.

The setup should look like this ( click to enlarge )

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Mon, 07 September 2009 at 8:04 PM

file_438962.jpg

the nodes for the walls, roof and floor

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Mon, 07 September 2009 at 8:07 PM

file_438963.jpg

And the do a frontal render. And look for the bing, bang, balls, and all other reflections. Should look like this before the render (click to enlarge)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Mon, 07 September 2009 at 8:12 PM

file_438965.jpg

Here a small pic of my final result, but i"d like you to enjoy yours. ;-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Tue, 08 September 2009 at 3:54 PM

No takers?
Come on guys, the more info SM can get, the more examples, the more tickets with even more details, the closer SM can get to understanding how to improve IDL.

And that is what we all want, no?
The sooner a solution can be found, the sooner SR1 will be out.
The scene is not that complicated, and tells a lot. (Takes about 30 min to render on a average PC., with IC at 50 and IQ at 50)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


bagginsbill ( ) posted Tue, 08 September 2009 at 4:05 PM

I didn't have time to look at this, yet. But just taking a quick look above, you know your wall shader is wacky, right?

You're using reflection as part of the diffuse color calculation. That's a nono.

You've got a Sphere_Map with solid white plugged into Reflection_Color. That's just going to give you a white glowing surface, except you also have Reflect_Lite_Mult turned on, which causes the Reflection_Color to be multiplied with the amount of light striking the surface there and added into the whole things. With a 50% light, that means glowing white 50%.

I'm not sure what is to be learned from this setup.


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vilters ( ) posted Tue, 08 September 2009 at 5:23 PM

@BB

I know the nodes are off, but what I learn (think to learn from this render)

The side walls, the middle ball, the roof and the floor all have the same material and node settings.

The side walls and the middle ball render perfect. (even with those materials and nodes)
But? ? The roof and the floor are to cry for.

It can be, and I do not know the internals for the calculations,but It could be that horizontal calculations are OK. But that vertical calculations have a problem. Or view angle?

Regarding  your comments, you are right on both.
*"You're using reflection as part of the diffuse color calculation. That's a nono."

*When only using this, (and omitting the Sphere map)  it gave a nice reflection of the figure on the side walls and the middle ball. Actually, the reflections are better then the figure itself.

*"You've got a Sphere_Map with solid white plugged into Reflection_Color. That's just going to give you a white glowing surface, except you also have Reflect_Lite_Mult turned on, which causes the Reflection_Color to be multiplied with the amount of light striking the surface there and added into the whole things. With a 50% light, that means glowing white 50%."

*Correct again. When removing the Reflect node from the diffuse color, and just using this White Sphere_Map into the Reflection_Color, I had a White glowing middle ball, with very soft color relections from the 4 color balls. And no artifacts on the middle ball.

All calculated "reflected" balls are at their correct position.
The middle ball reflects the figure and the balls, all at their correct position.
Problems are only on the roof, and the floor with a lot of horizontal and vertical color rupture lines.
in therorie thy should have the same quality as the side walls, but they do not.

Next try, I"ll tilt the roof, and see what happens.

I have a theorie:
When you see the scene in the preview mode:
the side walls are gray, and the roof and floor are black.
Tilt the roof, or the floor untill they turn gray in the preview window,  and they will render fine.
That is my theory. (Runnig a test render right now.)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


kobaltkween ( ) posted Tue, 08 September 2009 at 5:25 PM

now i'm confused.



vilters ( ) posted Tue, 08 September 2009 at 5:28 PM

Too many Balls? ;-)
I feel like a child with Santa? ? ;-) ;-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


bagginsbill ( ) posted Tue, 08 September 2009 at 5:45 PM

vilters,

Hmmm. I'll look at it, but here's the thing. The floor and ceiling are at a very shallow angle with respect to the light source. But with the shader set up the way it is, those horizontal surfaces will give off as much diffuse reflection as the walls, and they shouldn't. Based on the Lambertian model of diffuse reflection, the floor and ceiling should be barely lit by the light source, contrary to how you've got it set up. I think

But I'll do the experiment, and figure it out. You may be right that something isn't behaving correctly.

 


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bagginsbill ( ) posted Tue, 08 September 2009 at 5:54 PM

vilters,

Do you mean for the light, use an infinite light from the front? That is exactly parallel to the floor and ceiling, and should not light them at all.


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vilters ( ) posted Tue, 08 September 2009 at 6:08 PM · edited Tue, 08 September 2009 at 6:09 PM

file_439024.jpg

Now I am confused. (click for full size) Indeed view angle pays a mojor role. For this test render, the view was slightly changed just to get the roof in the picture, and? ? 

The floor improved by 500% ? ? ? ? ? (was still black in the preview)

Lessons learned and observations.

  1. The roof did indeed render all relections, even put a shadow for Aly's body around her feet.

  2. When watching the render go, I noticed the red and yellow imperfections in the reflection.
    Where do thy come from? Initially I thought from the floor, But?

  3. The middle ball, and the side walls render perfect.

  4. The floor: vast improvement on the floor. Just by slightly changing the view angle.

  5. Major imperfections? The red and yellow on the roof,  the bue ball, the white between Aly's legs, the line on her chest, and the arms of the main figure. The reflected arms on the side walls are perfect..

Way past bedtime now.
 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Tue, 08 September 2009 at 6:11 PM

file_439025.jpg

And this was the origional render. (click)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Tue, 08 September 2009 at 6:15 PM

file_439027.jpg

yep, the true white infinite light at RGB 1.000, ( do not use the color picker) light , set at the exact front

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Tue, 08 September 2009 at 6:17 PM

file_439028.jpg

Light properties

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Tue, 08 September 2009 at 7:06 PM · edited Tue, 08 September 2009 at 7:14 PM

file_439038.jpg

But there may be a hidden catch.

As you tilt the roof , you reposition the view to get the full picture again.

Ahaaaaa; but this repositioning, to re-center the image also changes the lights origin.

 But is is an infinite light! So it should not matter. So to answer your question, yes it is one infinite light. And should not light them at all.................... (with the horizontal roof, that is)
With the horizontal floor an roof, in theory, only reflections would count.

By repositioning, your eye is looking at a different angle . . . that is all.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Tue, 08 September 2009 at 7:15 PM

Think we are having a private conversation here. ;-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


bagginsbill ( ) posted Tue, 08 September 2009 at 7:31 PM

I thought you were going to bed, LOL!

You're going to feel sick tomorrow. Get some sleep. I'll poke around.

I found that I still haven't downloaded the released content - I only have broken beta content for Alyson. Trying to download the full package like an ordinary Poser buyer is maddening. My downloads keep aborting, the server is disconnecting me. Grr. So I don't have the properly dressed Alyson to match your picture. Does that matter?


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Anthanasius ( ) posted Tue, 08 September 2009 at 7:49 PM

OMG !!!

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vilters ( ) posted Tue, 08 September 2009 at 7:58 PM · edited Tue, 08 September 2009 at 8:02 PM

Character does not matter, any character will do.

 

Went to bed, came back. Yeah, I know, but when I hit a knot?

In the first test the floor and roof are horizontal, and the infinite light should not touch them.

Reflections from the side panels also come back to the infinite at an angle due to the canted walls .
Except, balls, they start reflections to all directions. And are glowing in all directions (ambient 5).
Roof and floor should only react to reflections.

In the second test with the tilted roof.
Same thing, but now the floor is lit by the roof reflection also.
(notice the body shadow around the feet.) Nice!
Infinite light bounces off the roof, to the floor, making it "better"? that "solves" a first mystery.

 

View angle may be important but this light from the roof does the job.

Still tinkering about the red - yellow imperfections on the roof. . . . .  
The Blue ball, the white between the knees, the chest. . . 

And the "hard" rendering of the roof and floor when no infinite light hits them?

They are too "brutal" to be caused by a ball.....

 

Just hope SM follows this, post;
i posted a ticket, but is is quite hard to explain all this in words. And all the evolutions. . .

PS, sorry, for some word choices, but English is not my first language.

 

On this, I am gonna try to get some sleep……. 3AM now. . .
Have a nice evening, i'll great ya all in the morning. ;-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


bagginsbill ( ) posted Tue, 08 September 2009 at 9:32 PM

file_439043.jpg

Not using your materials yet. The balls are ordinary 80% diffuse plus some specular.

The "box" is 50% diffuse white, 50% reflection. This is a material that could exist in real life, but no known material behaves this way. (Real reflection is not uniform at all angles of incidence - one must implement the Fresnel effect for realism.)

Anyway, such as it is, these materials obey the law of conservation of energy. The render looks fine to me.


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 Tue, 08 September 2009 at 9:44 PM · edited Tue, 08 September 2009 at 9:47 PM

file_439044.jpg

Using glowing balls (luminance 5) it still looks right to me. (Aside from the slight artifacts in the corners, which are being worked on.)


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 Tue, 08 September 2009 at 9:56 PM

file_439045.jpg

Now I'm using your wacky this-is-not-physics wall material, where diffuse reflectivity depends on what is reflected, and a reflection occurs if and only if light shines on a surface.

Yep - this is bizarro world. But, ummm, so what? 

The whole point of GI is to calculate a physically correct global illumination solution. This means that what the shaders do interacts with the lighting. If the shaders are programmed to calculate nonsense, then the lighting is nonsense.


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 Tue, 08 September 2009 at 10:11 PM

file_439046.jpg

One more render. This time, the box shader is a physically accurate Fresnel effect shader. This is how a real surface with a thin glossy coating behaves.


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)


Little_Dragon ( ) posted Wed, 09 September 2009 at 1:31 AM

Quote - My downloads keep aborting, the server is disconnecting me. Grr. So I don't have the properly dressed Alyson to match your picture.

If you're in need of clothes, I've a tank top freebie on my website, newly refitted to Alyson.



Honey_ZA ( ) posted Wed, 09 September 2009 at 5:35 AM

Content Advisory! This message contains nudity

file_439054.jpg

Ok I am stumped.  I need advise. First off let me give a warning.  **I am still learning about Poser.  I use what I know about as best as I can and leave what I don't know alone.**

I have set up this scene and if I render with the included settings it takes about 35 mins.  (including the hair - which I left out here). As soon as I add IDL it takes 14+ hours just to do the precalculating. (I went to bed after 14 hours and it was about 2/3rds done) When I got back it had rendered about 2 rows and stopped as if the render was done.

Now first of all.  Are my settings wrong?  I am not sure if it should be taking so long and if there is a way to make it faster. 

I would appreciate any help/suggestions re this but please be patient as I lost when it comes to half the stuff you guys talk about. ;)

My system info is:
Intel Cuad CPU Q660 @2.4GHz
4GB RAM
Windows 7 64bit

Thank you in advance.

HoNeY
http://www.HoneyB.co.za


Honey_ZA ( ) posted Wed, 09 September 2009 at 5:38 AM

file_439055.jpg

I just realised the image should be split so here is the left side.

HoNeY
http://www.HoneyB.co.za


Honey_ZA ( ) posted Wed, 09 September 2009 at 5:38 AM

Content Advisory! This message contains nudity

file_439056.jpg

And the right.

Forgot to mention the image is just the floor and the wall behind her.

HoNeY
http://www.HoneyB.co.za


cspear ( ) posted Wed, 09 September 2009 at 5:59 AM

Irradiance caching of 100 seems excessive - I find 50 is fine for most scenes, you'll probably get away with less for this scene.

You don't need 4 raytrace bounces: 1 will suffice.

Also turn any screensavers off when doing overnight renders, it seems to cause the render to hang.


Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)

PoserPro 11 - Units: Metres

Adobe CC 2017


carodan ( ) posted Wed, 09 September 2009 at 6:52 AM · edited Wed, 09 September 2009 at 6:53 AM

Honey_ZA - I've been away for a while so haven't caught up with everything that's been happening with IDL, but there are a few things that I do know might be worth checking with your scene and settings.

Firstly, I know that using AO on lights AND materials in conjunction with IDL is a problem (and isn't necessary for this technique). AO anywhere in your scene will add a lot of render time.
Transparency is also a known issue and can also slow down  IDL renders.
There may also be problems with Reflection and refraction related to the RT bounce settings in the native Poser render dialogue - there's another render dialogue by Dimension3d that has a few more settings that may help with this (in one of the Poser scrips menus I think).

I need to catch up properly so there may be other factors. I'm of the understanding that the upcoming SR1 for P8 will improve things vastly re render times, so it's probably worth waiting for this.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com



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