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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)



Subject: Iris Rendering - What Happened to the Sharpness??


freemarlie ( ) posted Thu, 12 November 2009 at 2:30 AM · edited Fri, 10 January 2025 at 5:07 PM

I made a texture for V4's iris using Photoshop, loaded it in the Material Room and rendered it.  Now take a look at the rendered image versus the unrendered image. 

Rendered vs unrendered - what happened to the detail level?
(Click to enlarge)

See how in the rendered image, the texture looks blurred?  The dark little dark spots are gone.  Can anyone show me how I can stop this blurring?


hborre ( ) posted Thu, 12 November 2009 at 6:01 AM

To be totally honest, that blur is much more realistic unless you are doing a very extreme closeup of the iris.


Anthanasius ( ) posted Thu, 12 November 2009 at 6:51 AM

preview mode and render view are totaly different, if you have a texture preview of 4096 and a poor render the preview will be better it's logic ... now try a high end render, it result the render look better than the preview ...

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medzin ( ) posted Thu, 12 November 2009 at 7:10 AM

You have to take account that there is another layer on top of iris, the cornea.
preview mode does not display transparency in same way a render does.


bagginsbill ( ) posted Thu, 12 November 2009 at 7:20 AM

It could be you want to turn off texture filtering, or render with a lower Min Shading Rate.


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, 12 November 2009 at 7:43 AM

file_442914.jpg

Here's the eye I'm working on. Works on Antonia and V4 so far.

Click for full size.


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 Thu, 12 November 2009 at 10:22 AM

BB your eye is to real. it wont look good in poser hehe


momodot ( ) posted Thu, 12 November 2009 at 11:01 AM

Also the post-process filter in the Render Setting dialog lower right area... default is mushy "box" IRC. Try "sinc" which is more crisp.

The pupil looks pale on my LCD... do you need to fix the setting on the transparent eye material?

BTW Still do textures need to be 512x512, 1024x1024 etc. not to be re-sampled for the render?

Also... is their a way to force a Max Texture size in Poser 8 to get that setting like was possible in Poer 5? I loved being able to set Max Texture size in Poser 5.



cspear ( ) posted Thu, 12 November 2009 at 12:47 PM

Quote - Here's the eye I'm working on. Works on Antonia and V4 so far.

Click for full size.

BB, that is one of the best I've seen.... did you use image maps or is it all procedural?


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PoserPro 11 - Units: Metres

Adobe CC 2017


bagginsbill ( ) posted Thu, 12 November 2009 at 2:53 PM · edited Thu, 12 November 2009 at 2:57 PM

Quote - BB your eye is to real. it wont look good in poser hehe

That is Poser.

[Edit] Oh wait, I think I understand you. You mean it won't look good in Poser surrounded by typical Poser content? LOL


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, 12 November 2009 at 2:54 PM · edited Thu, 12 November 2009 at 2:55 PM

Quote - > Quote - Here's the eye I'm working on. Works on Antonia and V4 so far.

Click for full size.

BB, that is one of the best I've seen.... did you use image maps or is it all procedural?

It uses the standard eye texture that SaintFox made for Antonia, and also procedural shaders for enhancing the depth of the iris details in the texture, doing realistic Fresnel refraction and reflection, and implementing the "limbus", which is the connective tissue between sclera and cornea, which happens to make the iris rim look dark (because it shadows it) and translucent (because the limbus transitions from sclera to cornea).

The geometry I made using my geomatic procedural mesh generating tool.


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)


freemarlie ( ) posted Thu, 12 November 2009 at 4:23 PM

Quote - Here's the eye I'm working on. Works on Antonia and V4 so far.

Click for full size.

Whoa!  I would like to be able to do that.  But I'm still a noob.  :(


freemarlie ( ) posted Thu, 12 November 2009 at 4:25 PM

Quote - To be totally honest, that blur is much more realistic unless you are doing a very extreme closeup of the iris.

Actually, I AM trying to do an extreme closeup.


geep ( ) posted Fri, 13 November 2009 at 7:16 AM · edited Fri, 13 November 2009 at 7:17 AM

file_442970.jpg

*(click image to view full size)*

BB,

What the heck is being reflected (totally?) in the pupil?
It looks like the inside of Poser U. ??? :blink:  Has the eyeball been there?

Inquiring minds (like da NSG) want to know. :lol:

cheers,
dr geep
;=]

P.S. Awsome looking eyeball BTW. 👍

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



bagginsbill ( ) posted Fri, 13 November 2009 at 9:31 AM

file_442974.jpg

I rendered the eye floating in the hall of an art gallery. This is a 360 equirectangular image mounted on my EnvSphere.


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 Fri, 13 November 2009 at 9:31 AM

file_442975.jpg

.


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)


geep ( ) posted Fri, 13 November 2009 at 12:31 PM

Oh ... cudda swore it looked like good ole Poser U., ha ha.

Thanks BB. 😄

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



freemarlie ( ) posted Fri, 13 November 2009 at 4:24 PM

Quote - It could be you want to turn off texture filtering, or render with a lower Min Shading Rate.

Thanks BB, that worked (texture filtering set to none).


wingnut1 ( ) posted Tue, 08 December 2009 at 4:25 PM

Where do you set the texture filtering please?


bagginsbill ( ) posted Tue, 08 December 2009 at 4:47 PM

In Poser 6, it's a render setting.

In Poser 7 and up, it's parameter on the ImageMap node holding the image in the material room. If you have the same image in many materials, you must adjust the texture filtering in every one.


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)


scarlock ( ) posted Tue, 08 December 2009 at 6:59 PM

There is a script floating around that will set all of the ImageMaps for you.  I'm not at my Poser system so I can't tell you who wrote it.  I'll try to remember to check when I get home.


scarlock ( ) posted Tue, 08 December 2009 at 10:51 PM

It's SVDL's TextureFilter python script.  I don't remember if I found it here or over at RDNA.


Miss Nancy ( ) posted Tue, 08 December 2009 at 11:03 PM

img next to eye above (red tower and railing) also appears to be hdri-type img map.



wingnut1 ( ) posted Wed, 09 December 2009 at 12:26 AM

Quote - In Poser 6, it's a render setting.

In Poser 7 and up, it's parameter on the ImageMap node holding the image in the material room. If you have the same image in many materials, you must adjust the texture filtering in every one.

Thanks BB I found it. Mine was set to the Quality setting and I changed it to None.


wingnut1 ( ) posted Wed, 09 December 2009 at 12:27 AM

Quote - It's SVDL's TextureFilter python script.  I don't remember if I found it here or over at RDNA.

Thanks, I will follow that up.


NanetteTredoux ( ) posted Wed, 09 December 2009 at 2:34 AM

Bagginsbill, you are too clever for me. Magic, just magic.

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


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