Tue, Nov 19, 11:44 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: IDL Light Wall


  • 1
  • 2
Dizzi ( ) posted Sat, 09 January 2010 at 3:58 PM

Quote - This sort of thing could be usable if I knew how to have it tile horizontally and avoid texture stretching.

 
adjust the scale and offset values of the texture node to do that... The changes depend on the size of your wall though.



ThunderStone ( ) posted Sat, 09 January 2010 at 4:44 PM

Can this be applied in Poser 7, using a work around like say an IBL setup?


===========================================================

OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly

9/11/2001: Never forget...

Smiles are contagious... Pass it on!

Today is the tomorrow you worried about yesterday

 


Tashar59 ( ) posted Sat, 09 January 2010 at 5:31 PM

BM


Ghostofmacbeth ( ) posted Sat, 09 January 2010 at 6:28 PM

file_446174.jpg

I think Ihave to be doing something wrong with this. This is what I am getting ...



MyCat ( ) posted Sat, 09 January 2010 at 6:37 PM

Ghostofmacbeth, try increasing the IDL bounces. I used 4.


hborre ( ) posted Sat, 09 January 2010 at 6:46 PM

@ ThunderStone: No, this cannot be applied to P7 and IBL.  If you read the beginning of the post, it specifically needs IDL to work.  Without it, you will see the white rectangles and specular reflections but everything else will go black.  IBL does not work very well for interiors.


Believable3D ( ) posted Sat, 09 January 2010 at 7:07 PM

Ghostofmacbeth: Looks to me like (1) your ambience setting is relatively low (surely not 5.0?); and (2) you don't have functional reflections (are you having the same problem I had earlier? Make sure REFLECT_LITE_MULT is unchecked on your Poser Surface).

I've been rendering with considerably less than 5.0 most of the time, but the reflections add a lot of light too.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Ghostofmacbeth ( ) posted Sat, 09 January 2010 at 8:50 PM

It was the reflect lite mult check for the most part it seems. At least somewhat. Thanks



bagginsbill ( ) posted Sat, 09 January 2010 at 9:39 PM · edited Sat, 09 January 2010 at 9:40 PM

Don't forget, my render was Poser Pro 2010 with GC. You cannot get that brightly lit look with ETM alone. You must GC. Poser 8 doesn't have GC.

I see that the two-zone material is of interest, and you guys don't understand the general case of building two materials in one. I'll post on that tomorrow.


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)


Michael314 ( ) posted Sun, 10 January 2010 at 3:49 PM

Hello,
AFAIK any material for Poser can be described by a matmatic script.
Also matmatic had that "mixer" build-in to mix complete materials.
Given that, it should be easy to combine any existing wall material with
the light patterns. Just use the pattern bitmap as the stencil.

Best regards,
   Michael
 


Dead_Reckoning ( ) posted Thu, 14 January 2010 at 3:36 PM

Have you ever done something like a Stained Glass Window?
You have had so many great materials in the past, hard to keep up with all of them..

I would think in a Hallway, room such as this scene, something with several colors in it to emitt light would be most interesting.

Cheers
DR

Quote - Don't forget, my render was Poser Pro 2010 with GC. You cannot get that brightly lit look with ETM alone. You must GC. Poser 8 doesn't have GC.

I see that the two-zone material is of interest, and you guys don't understand the general case of building two materials in one. I'll post on that tomorrow.

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Tashar59 ( ) posted Thu, 14 January 2010 at 3:55 PM

I'll second that.


bagginsbill ( ) posted Thu, 14 January 2010 at 5:35 PM


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)


Porthos ( ) posted Fri, 15 January 2010 at 4:50 AM

file_446476.jpg

This is so cool, thanks BB.

I added a few props with the one sided squares! :)

MS Windows 7 Home Premium 64-bit SP1
Intel Core i7-2600 CPU @ 3.40GHz, 12.0GB RAM, AMD Radeon HD 7770

PoserPro 2012 (SR1) - Units: Metres , Corel PSP X4 and PSE 9


bagginsbill ( ) posted Fri, 15 January 2010 at 6:14 AM

Looks good Porthos.


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)


Dead_Reckoning ( ) posted Fri, 15 January 2010 at 7:35 AM

Quote - http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3525210&ebot_calc_page#message_3525210

Thank you for the link. Somehow I must have missed that topic.

Cheers
DR

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Dead_Reckoning ( ) posted Sat, 16 January 2010 at 9:24 AM · edited Sat, 16 January 2010 at 9:37 AM

Quote - http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3525210&ebot_calc_page#message_3525210

Question for you BB;
I used Anthanasius's Node Setup for a stained glass window. I don't thinkt the results would have been any different with yours.

When I delete "All" of the lights in the scene and use the 100% IDL Render Option, I get a very dark figure. I guess that is due to the "Ambient Value" being set at Zero. When i start to increase the Ambient Value of the one sided square I lose the Stained Glass Window.

Is there a way to use the "Blender Node" to increase the Ambient Value of the Stained Glass Window?

I tried increaseinf Cellular Intensity1 with a little better lighting.

TKS
DR

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


bagginsbill ( ) posted Sat, 16 January 2010 at 9:49 AM

A self-lit prop used as an IDL source of light must be either intensely bright or very large.

My IDL wall rectangles are intensely bright - with a luminance of 5 (on the unit scale, where 1 is the brightest value your monitor can show.)

A simple solution would be to copy the colored cellular node from Anth's shader into my light wall, and plug it into the tile node on both Tile_1 and Tile_2. Then the white * 5 rectangles would become those colors times 5.

 


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)


Dead_Reckoning ( ) posted Sat, 16 January 2010 at 11:06 AM

As always BB, thank you very much for the information and learning.

Cheers
DR

Quote - A self-lit prop used as an IDL source of light must be either intensely bright or very large.

My IDL wall rectangles are intensely bright - with a luminance of 5 (on the unit scale, where 1 is the brightest value your monitor can show.)

A simple solution would be to copy the colored cellular node from Anth's shader into my light wall, and plug it into the tile node on both Tile_1 and Tile_2. Then the white * 5 rectangles would become those colors times 5.

 

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Believable3D ( ) posted Sat, 16 January 2010 at 1:20 PM

Note also that there are reflective surfaces in the light wall scene. I was able to turn the ambient value down below 1 and still have a relatively bright render, but that's because of the reflections.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


DarksealStudios ( ) posted Sat, 16 January 2010 at 2:18 PM · edited Sat, 16 January 2010 at 2:26 PM

couple questions?

are you all using the p2010 beta for these renders?
do the render settings (other than turning on the global illumination) matter?
does the multiply in BB's render node tree make this brighter, or is it just for the pattern?

edit:
It's a nice pattern, I'd like to make something like this useful in p8 with the idirect lighting...just bright enough in p8


My Store   My Gallery    Contact


DarksealStudios ( ) posted Sat, 16 January 2010 at 3:28 PM · edited Sat, 16 January 2010 at 3:30 PM

file_446563.jpg

For p8, i guess you just turn up the volume (ambient value). I know I didnt do to much to the scene but here is a value of 5, then 15 in the ambient channel. Nice procedural BB, though I'm sure I did something wrong since I am getting a dark grey around the white...maybe I just didnt get true balck when making the nodes in one of the values.

edit: poser 8*


My Store   My Gallery    Contact


Dead_Reckoning ( ) posted Sat, 16 January 2010 at 7:58 PM

file_446581.jpg

This time I used Edgeblend,ColoRamp,fBM connected to: Ambient Color

Used Apollo Space Marine and VP SciFi Room

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Believable3D ( ) posted Sat, 16 January 2010 at 8:17 PM

That scene looks really good, mariner.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Tashar59 ( ) posted Sat, 16 January 2010 at 11:00 PM

So what are your rendertimes like DR.


Dead_Reckoning ( ) posted Sun, 17 January 2010 at 6:10 AM

Quote - So what are your rendertimes like DR.

I just render the same scene again before posting my reply.

Total Time was 8.0 minutes
Pre-Calc time was 6.5 minutes
Render time was 1.5 minutes

Quad Core CPU
8 GB RAM
64Bit WinVista HP

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Dead_Reckoning ( ) posted Sun, 17 January 2010 at 8:56 AM · edited Sun, 17 January 2010 at 8:58 AM

file_446630.jpg

This one took a little longer to Render

IDLApolloSpaceMarine Galactic War Zone

I had to compress it 15% to get it to post. Original does look better.

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


DarksealStudios ( ) posted Mon, 18 January 2010 at 8:19 AM

strange... mine took the same time but i have dual core (2.2ghz), 4 gigs ram and a non dedicated on borad graphics card on a touchscreen hp laptop. I would think your render would have been faster. My character here is about 124k polys, so it's kinda heavy and has 3 transparent mats!


My Store   My Gallery    Contact


Dead_Reckoning ( ) posted Mon, 18 January 2010 at 8:56 AM

Quote -
Heheh. And now you see first hand why I have written over and over and over again:

Uncheck REFLECT_LITE_MULT - it is bad - makes no sense - never let it be on
Uncheck REFLECT_KD_MULT - it is also bad

OK, another question for you BB.
With Your Env Dome and Colm's Terra Dome, would this also apply to them as well?
If this is always true, MAYBE one of the talented Python Script Writers could make a Py to Turn Off both?

Thanks
DR

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


bagginsbill ( ) posted Mon, 18 January 2010 at 12:45 PM · edited Mon, 18 January 2010 at 12:46 PM

This is not for the domes. It's for whatever material is trying to reflect other things, regardless of whether those are domes or figures or other kinds of props.

And somebody did post a request for a script to turn them off in all materials. But there are materials that are designed to compensate for this, and if you blindly turn this off, they will behave differently.

My instructions were with regard to your own workflow. When you start designing a material, your first step, in all cases, should be to turn them off.

The issue only arises because of using primitives and starting points for new things. When you load a primitive, you're going to want to edit its shader - you have to in order to even have any Reflect node in it. While you're there doing that, turn the Reflect_Lite_Mult off. (Or the other - whichever is turned on in all the primitives.)


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)


rjjack ( ) posted Mon, 18 January 2010 at 2:20 PM

file_446709.jpg

the result of my experiments,  except Aiko3, the hair and the dress everything in the scene is just poser primitives


  • 1
  • 2

Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.