Winterclaw opened this issue on May 11, 2010 ยท 8 posts
bagginsbill posted Tue, 11 May 2010 at 7:27 PM
You're not going to get a Frazetta shader using the standard VSS shader. No adjustment of those settings will do it.
Frazetta's treatment of light and shadow was non-photoreal. It accentuates and exaggerates the way light and shadow form. For example, it was very common to have a band of extra darkness just outside the temrinator. This emphasized the boundary between areas that are lit by primary lighting, versus secondary lighting. Also, he included extra saturated splashes of color in unusual and unrealistic ways. I always marveled at how he'd make a guy's chest actually orange or green, not skin colored. Also, there is a bit of a water-colory smearing that isn't found in a realistic shader.
To some extent, you can make a shader that is more Frazetta than a realism shader. But truthfully, Poser's lack of low-level lighting primitves makes it impossible to match it exactly. When I look at his paintings, I can see, mathematically, what he's doing, but there's no way to say it in Poser nodes. The Poser nodes only offer what is called "monotonic" response to light. We would need to get at the low level data - which individual light sources, from which directions. This data is actually available deep in the bowels of the renderer, and the Poser nodes actually use it all to produce diffuse and specular effects. But we only have linear sums of these - the diffuse node combines all the data from all light sources into a single diffuse response curve. I need to have access to the direction, color, and intensity data for every light by itself in order to reproduce what Frazetta did. I need to make a shader respond to a light in areas where the light doesn't reach. This cannot be done with any of the diffuse nodes in Poser.
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)