Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)
It's a lot brighter. I didn't think those additional bounces would matter, but they do. Good to know. Interesting that render time was still under 10 minutes. I thought all those bounces would make it much longer.
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)
Something troubles me. Why is the ceiling lit behind the glowbox, but not in front of it? Is this right? Or is it because of the walls right behind the glow box. Probably. But it just doesn't look right 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)
I changed the setup like this. Moved the rim light in front left, and the main light to front right.
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)
Quote -
It occurs to me that it would be cool if I had a real model of a photographers reflector umbrella.You up for modeling that Paul?
I can, and it wouldn't even be that hard, but I think the bowl prop is fine for that kind of thing unless you actually want to show the umbrella itself in a render. I've seen a few kinds of those, some are silvered (mostly opaque) on the inside and some are translucent white cloth or plastic.
Quote - Something troubles me. Why is the ceiling lit behind the glowbox, but not in front of it? Is this right? Or is it because of the walls right behind the glow box. Probably. But it just doesn't look right to me.
Yes it looks right to me, because (bounce + bounce + bounce + bounce) > (bounce + bounce)
err, actually probably more since you have 8 bounces set there, don't you.
Quote - Something troubles me. Why is the ceiling lit behind the glowbox, but not in front of it? Is this right? Or is it because of the walls right behind the glow box. Probably. But it just doesn't look right to me.
Makes me wonder if the fall-off for bounced light calculations is correct.
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
Aha. Thanks dadt. It was just a matter of perspective and throwing light in all directions.
Your render demonstrates an excellent insight. If our goal is to try to maximize our control of the light distribution, then throwing light in all directions is not wise. Using a box with only one face lit is a good idea.
So now I'm thinking that I will model something. We should have a glow box with an adjustable hood, to prevent leaking light to the side as well. Now that would be worthy of selling something for $9.
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)
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)
bookmarked for future reading....I am constantly baffled by proper lighting, this is an EXCELLENT learning tool!
Sitemail | Freestuff | Craftythings | Youtube|
Knowledge is knowing a tomato is a fruit. Wisdom is not putting it
into a fruit salad.
There is an umbrella in the Fashion Studio set from Daz. I'M NOT SAYING PEOPLE SHOULD GO AND BUY IT :) I´m saying I have it and I´m gonna do some tests.
I´m not a photographer but when umbrellas are used in studios the light is pointed into the umbrella isn't it? I wonder if this would work in Poser....
bb - I notice here in the PR3 skin you went for the hybrid setup of shader GC and render time HSVexponential Tone mapping (but without the extra gain you previously posted). Is there a rason for not using the extra TM gain?
btw, really like the methods using ambiant prims to help with the lighting at the terminator - much faster than the lighting arrays I've been using.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
www.danielroseartnew.weebly.com
Quote - There is an umbrella in the Fashion Studio set from Daz. I'M NOT SAYING PEOPLE SHOULD GO AND BUY IT :) I´m saying I have it and I´m gonna do some tests.
I´m not a photographer but when umbrellas are used in studios the light is pointed into the umbrella isn't it? I wonder if this would work in Poser....
It does work in the sense that it happens. But the results are sloppy at low settings, and only "ok" at high settings. Remember, fast IDL means more errors. We've already seen that relying 100% on indirect illumination either means long render times or poor quality.
I say that because if you point a spotlight into a prop umbrella, it's pretty much the same as using a self-lit prop umbrella, in terms of illumination. You're not using the light directly anymore. On the other hand, it will be slower and require an extra bounce. If you were using 4, you'll need 5. My demo here is that a hybrid approach stays away from the bad part of the performance of either. Using lights only, it requires that we use an array of many lights grouped in a cluster, which is slow. Using small self-lit props only, it requires that we use 20000 samples and very little caching, which is extremely slow. Using large self-lit props allows lower sampling and faster rendering, but won't fit into interiors.
This is a hybrid approach that pretty much solves all the problems at once - good rendering quality, convincing lighting, easy placement options, and fast renders.
And it's f'ing FREE, not $9.99.
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)
Quote - bb - I notice here in the PR3 skin you went for the hybrid setup of shader GC and render time HSVexponential Tone mapping (but without the extra gain you previously posted). Is there a rason for not using the extra TM gain?
I was excited at the performance+quality I got when I tried it so I posted it for discussion. Also, I forgot.
Quote - btw, really like the methods using ambiant prims to help with the lighting at the terminator - much faster than the lighting arrays I've been using.
Yes, it is much faster. That was why I was so excited. I didn't like the light cluster technique, I didn't like the results of glowing props alone. Hybrid seems right.
And just to be clear, others have used hybrid before, but the difference here is the light is not just a specular light. Its contribution to the diffuse is an important factor in the quality of the results and the speed.
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)
Do you still care about a detailed umbrella, or is the bowl prop (or tube+disk, it looks like you're trying) OK?
edit: by the way an adjustable hood is something you could do pretty easily with a morph target, especially if the hood geometry is simple.
Attached Link: http://www.renderosity.com/mod/freestuff/details.php?item_id=45371
see att lnk. I saw the other studio props on sharecg or similar - will try to find 'em.Quote - It does work in the sense that it happens. But the results are sloppy at low settings, and only "ok" at high settings. Remember, fast IDL means more errors. We've already seen that relying 100% on indirect illumination either means long render times or poor quality.
I say that because if you point a spotlight into a prop umbrella, it's pretty much the same as using a self-lit prop umbrella, in terms of illumination. You're not using the light directly anymore. On the other hand, it will be slower and require an extra bounce. If you were using 4, you'll need 5.
My demo here is that a hybrid approach stays away from the bad part of the performance of either. Using lights only, it requires that we use an array of many lights grouped in a cluster, which is slow. Using small self-lit props only, it requires that we use 20000 samples and very little caching, which is extremely slow. Using large self-lit props allows lower sampling and faster rendering, but won't fit into interiors.
This is a hybrid approach that pretty much solves all the problems at once - good rendering quality, convincing lighting, easy placement options, and fast renders.
And it's f'ing FREE, not $9.99.
You're absolutely right. I tried turning the light into the umbrella and it pretty much just looked like it was lit only by the self lit prop.
But I want to make sure I have the thinking right behind your approach. Your approach makes it possible to use spotlights with low intensity and the light prop behind it gives extra illumination and softens the shadows. Isn't that just about right?
Quote - After properly setting legit IDL-friendly materials on the room parts, he looks like this.
I was wandering what you call "legit IDL-friendly materials". Do you do more then lowering the diffuse? I´m talking specifically about materials for walls and surroundings...
Thank you of sharing us your experience.
Bopper.
-How can you improve things when you don't make mistakes?
I've been in the middle of a scene/render -- but I can't wait to try this out.
I haven't been happy with my lit props/IDL renders. So learning more as we all become accustomed to it in P8 is exciting.
I already love some of the other Poser 8 light innovations (inverse square falloff and preview), but IDL is still stumping me somewhat.
-- Jeff
Attached Link: http://www.sharecg.com/v/38961/Poser/The-Photostudio---Xtension-2
see att lnk fr umbrella smart prop.Quote - see att lnk fr umbrella smart prop.
Thank you the link! I have that set and will good try out those umbrellas
fortunately, this is yet another case where indirect specular isn't needed.
maybe somebody will do a render to see if one bounce of a directional lite off the umbrella
is alot slower to calculate, but gives the same result as, no lite bouncing of the umbrella,
which is set with reflector face either ambient or translucent = (white, 5 or 10) e.g.
it would also be instructive if somebody could do the same render in P8 and PP2010 to see
how much better or worse tone mapping makes it look, compared to simple GC.
*"it would also be instructive if somebody could do the same render in P8 and PP2010 to see
how much better or worse tone mapping makes it look, compared to simple GC."
*Actually, Miss Nancy, that is an excellent consideration. We're struggling now to find a cooperative medium between the two in P8 alone; it would be worthwhile if someone could make such a comparison. Hopefully, whatever changes are implemented in PP2010 won't invalidate the whole experiment.
i saw bill's curves in the other thread. it's obvious that it will be difficult or impossible to get
a straight line with any combination of the hsv exponential and gain functions. but what I was
hoping to avoid, from a marketing standpoint, is for potential buyers to infer that poser 8
is obsolete, due to its use of tone-mapping. if we could see some renders to compare the two
methods, it might encourage more users to buy poser 8 instead of waiting for PP2010. I just
have this gut feeling that exposure control is likely to give more pleasing results, similar to
kodachrome ASA 25 slide film in a canon SLR with f /1.2 lens giving more pleasing results
than whatever negative film they use in SLR film cameras nowadays (if any are still in use).
Hi guys. Somehow I got unsubscribed from this thread. I didn't get any notices of postings in this thread for several days now.
So - is the demo scene idea a success? Should I do more? What sort of scene? Outdoor day, bright sun? Outdoor night, full moon?
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)
http://anthanasius.deviantart.com/art/Think-144564525
Your envsphere at 80 % and infinite light at 20 % and i've never wait this post to use this "tweak" ;-)
Génération mobiles Le Forum / Le Site
Content Advisory! This message contains nudity
Wow - that came out better than my own. It shows you that texture maps contribute, too, right?
Because each texture map set is different, and since VSS tries to use the texture maps to drive the shine, it follows that the shine level must be adjusted for each texture map. Some maps have an overall higher level than others. There are no standards of luminance on these maps, as they are made by the author with custom shaders.
So - while VSS is set up to use them, it is impossible for me to pre-configure the level in the VSS Skin Template. Once you see how it looks with your texture set, you can make adjustments in Shine Level.
But the spread looks right to me, and in fact this level of shine is real if the character is supposed to be in a hot place.
Thanks for posting.
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)
LAJ1 - is that the case - burned in specular? Can you set PM:Shine Level=0 and render for us?
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)
well, by my standards, at least. it's Milan by Danae, and i was looking at the raw texture recently to judge whether to use it for testing. the burned in specular made me give it a pass. but then, it's not as much as a couple of others i own, and all render well enough for just about anyone.
edited to add: almost all textures have what i would consider significant burned in specular on the eyelids, nose, cheeks, lips, neck and breasts (especially nipples). and burned in shadow in lots of other places. it's why texturing basics i read at CG Society advocated purely painted textures. the author said by the time you've edited the texture to completely eliminate burned in effects, you've repainted it anyway. of course, in a community where most can paint photoreal results, this isn't a big limitation.
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.
That would explain why I had problems rendering with the GI Studio. It produced so much artifacts that I kept increasing samples and bounces. It would be interesting to try it with the artistic lens...
Vestmann's Gallery