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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 13 7:48 am)



Subject: Mitsui Hair renders poorly


ringer33609 ( ) posted Mon, 09 November 2009 at 6:33 AM · edited Fri, 13 December 2024 at 12:50 PM

 I tried using Mitsui hair for the first time with Poser 6.  Every aspect of the preview looks great.  When I render the scene the finer portions of the hair hanging from her temples and the ends of the hair at the back of her head look rough and pixelated.  Other of my hair models render the fine detail correctly.

Do I have a corrupted file or do I need to change a render setting?


NoelCan ( ) posted Mon, 09 November 2009 at 7:18 AM

Can You Show an example?


chriscox ( ) posted Mon, 09 November 2009 at 9:51 AM · edited Mon, 09 November 2009 at 9:51 AM

It’s probably the render and/or material settings.  Having the filtering of an image map set to none can result in a rough looking texture when rendered.  In addition to showing an example can you also show your render and material settings?

Chris Cox



hborre ( ) posted Mon, 09 November 2009 at 10:09 AM
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It sounds, also to me, a render setting problem.  I agree with the others that we need some more information before assessing the issue.


ringer33609 ( ) posted Tue, 10 November 2009 at 5:11 AM

file_442811.jpg

 Thanks for the help.  Above are pics of a render and the render settings.  I may have found the problem.  I don't have the .bum files loaded.

 


Acadia ( ) posted Tue, 10 November 2009 at 11:50 AM

It could be a "reverse normals" problem.  In the material room, in the Poser Surface Node, put a checkmark in the box that says "reverse normals". Do that for all the material groups.

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This we can do only if we are not angry with our critics but will take in good
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TrekkieGrrrl ( ) posted Tue, 10 November 2009 at 4:05 PM

 This is 99% certain a filtering problems.

Can we see the material setup of this? 

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



TrekkieGrrrl ( ) posted Tue, 10 November 2009 at 4:06 PM

 This is 99% certain a filtering problems.

Can we see the material setup of this? 

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



SamTherapy ( ) posted Tue, 10 November 2009 at 4:23 PM

Why 4 raytrace bounces?  

Drop Shading Rate to 0.1, increase Pixel Samples to 4.

IIWY, I'd also hike up texture size to 4096, too.  There's little or nothing to be gained by reducing it unless  you're on a seriously underpowered computer.  Don't believe the hype about "well, you're only rendering at 1024 so it doesn't matter", either.  It does, for reasons I can't be bothered to go into right now.

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vincebagna ( ) posted Tue, 10 November 2009 at 4:33 PM

I would say same as Sam, Shading Rate to 0.1 and Pixel Samples to 4 or 5.

Also, 2 raytrace bounces should be enough, only if you tick the Raytrace box to make raytracing available. Otherwise, Raytrace Bounces are not taken into account. It's probably why you don't have any shadow in your render.

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ringer33609 ( ) posted Tue, 10 November 2009 at 7:46 PM

Attached Link: http://img208.imageshack.us/img208/7438/mitsuresults1.jpg

First of all, THANK YOU all for your assistance. You can see the results at the link above.

ACADIA & TREKIEGRRRL: You can see my Material Room settings in the pic.  Poser 6 doesn't have a Reverse Normals checkbox.  It does have a Normals_Forward setting, but that didn't seem to do anything.  Anything you can suggest is greatly appreciated.

SAMTHERAPY & VINCEBAGNA: Your suggestions improved the render, but didn't completely fix the fine hair detail.  It could be the limitations of P6.  In any case, I'm sure your recommendations will improve my other renderings going forward, so much thank.


Miss Nancy ( ) posted Tue, 10 November 2009 at 7:54 PM

ring, they're saying to go to the material room, transmap/texmap for the hair, then uncheck "texture filtering", which may be checked by default.



Miss Nancy ( ) posted Tue, 10 November 2009 at 9:27 PM

no, wait, I see now that texture filtering was already unchecked in render settings.
the other things to try are dropping shading rate to 0.01, increase pixel samples to 8 or 10.
neither of the above should be needed, but ya could try 'em.
the other thing might be bad AO settings, if used.



hborre ( ) posted Tue, 10 November 2009 at 10:21 PM
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Try this, plug your Bump_Map node in the Material Room to Bump rather than Gradient_Bump.  Also connect it to Displacement just to see what you get.  Make sure that Use Displacement Map is ticked on in the Render Settings.  BTW, what is your unit of measure set within Poser?  It doesn't look like there is AO applied; Poser versions before P7 respond better with AO set up in materials.  I would keep shading rate @ 0.2 and conservatively set the pixel to 5. 


chriscox ( ) posted Tue, 10 November 2009 at 11:43 PM · edited Tue, 10 November 2009 at 11:43 PM

For hair with really fine trans maps it can help to turn Texture Filtering on in the render setting, but then everything might be a bit blurred.  In Poser 7 that option is in the material room and is an option on some of the nodes such as Image maps. 

Chris Cox



Miss Nancy ( ) posted Wed, 11 November 2009 at 2:50 PM · edited Wed, 11 November 2009 at 3:03 PM

yeah, i reckon the only thing I couldn't duplicate was the bump map, so lose the bump map and use hi-qual. raytrace settings as mentioned above.  I was able to duplicate the bad render by turning off anti-aliasing, but that may not be possible in poser 6 or whatever version OP is using.

p.s. in answer to the next message, i found it didn't matter whether texfiltering was on or off, if there is no bump map and hi-qual. raytrace settings are used.  either way the hair edges look nice.



hborre ( ) posted Wed, 11 November 2009 at 2:50 PM
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That is very true, Chris, but unfortunately, the OP specified Poser 6 where Texture filtering is found within the Render settings.


hborre ( ) posted Wed, 11 November 2009 at 4:12 PM
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BTW, who created Mitsui hair; couldn't find it anywhere.


Miss Nancy ( ) posted Wed, 11 November 2009 at 4:59 PM · edited Wed, 11 November 2009 at 5:01 PM

Attached Link: http://www.daz3d.com/i/shop/itemdetails?item=4394&cat=126

 mitsu hair by 3DUniverse (daz product for aiko)



Miss Nancy ( ) posted Wed, 11 November 2009 at 5:15 PM · edited Wed, 11 November 2009 at 5:16 PM

thread at daz
note how even in the promo image, the bump map is screwing up the render.



chriscox ( ) posted Wed, 11 November 2009 at 5:40 PM · edited Wed, 11 November 2009 at 5:42 PM

Quote - That is very true, Chris, but unfortunately, the OP specified Poser 6 where Texture filtering is found within the Render settings.

That's why I told them that it's a render setting and then went on to describe how it was in Poser 7 for reference. 

But I seems Miss Nancy has a solution.

Chris Cox



hborre ( ) posted Wed, 11 November 2009 at 6:30 PM
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Thank you, Miss Nancy.  The misspelling threw me off.  It might be worth investigating further.  Chris, I'll take your advice under consideration and is also worth pursuing. 


hborre ( ) posted Wed, 11 November 2009 at 8:38 PM · edited Wed, 11 November 2009 at 8:39 PM
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file_442897.jpg

I've had an opportunity to dig out the Mitsu Hair and check a few things why you are experiencing this problem.  To begin, I think the transparency map is not well made.  But since I wasn't about to remap the image, I looked at the nodes in the material room.  This image is the Mitsu Hair unaltered straight from installation.  The Material Room is the same arrangement as posted above.  Basic 3 light Poser setup 1 light with shadowing and AO, others no shadows.


hborre ( ) posted Wed, 11 November 2009 at 8:49 PM
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file_442899.jpg

I noticed that the transparency map was plugged into 2 settings: Transparency and Transparency_Edge.  However, the Transparency_Edge was not active (0 Value); that did not make sense.  I also had an issue with the Bump_Map plugged into the Gradient_Bump.  In my Material Room setup, I created and introduced a Displacement Map, moved the Bump_Map plugin to Bump, activated Transparency_Edge, and also plugged Transparency_Map into Transparency_Falloff.  The Diffuse_Value was reduced to 0.8, and my Texture Filtering was left at Quality.  This is the same as ticking on Texture Filtering in the render (I am doing this in Poser 8). Note the image above.


hborre ( ) posted Wed, 11 November 2009 at 8:56 PM
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file_442900.jpg

This is the result I achieved.  *Visible in Raytrace* and *Cast Shadows* were ticked off for the hair.  My render settings, same as image posted above, were *Min shading rate*=0.2, *Pixel samples*=6.  *Use displacement maps* was also ticked on.  IMO, this looks better.


Miss Nancy ( ) posted Thu, 12 November 2009 at 6:36 PM

yes, the second one is much better IMVHO.
they also have a bunch of renders of this hair (some with nostril glow) in gallery here and none of 'em have the pixellated transmap edges, hence the users musta asked the vendor how to get rid of those.



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