Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 05 9:36 pm)
By 'holes' do you mean the white blobs on the hair and cape?
You might want to check values for Ambient, Translucent and Specular in the shaders for those items. Unless the item is supposed to emit light, Ambient and/or Translucent should be at zero. If it's not that, drastically reduce the amount of specular you have.
Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)
PoserPro 11 - Units: Metres
Adobe CC 2017
If this is Hal's SuperGirl costume, there is nothing wrong with the it's original shaders. Everything renders correctly. There is something definitely wrong with your replacement shaders for those material zones. I would try simplifying or replacing specific nodes one-at-a-time to isolate the problem. IDL is not responding well to some combinations and is causing artifacts to appear.
With breasts instead of those airbags, it could be a nice angry woman. :-)
Sorry, coud not resist.
I fear some of your shaders colors are becoming equal to multiply by 0. (stays 0)
Always remove the Reflection_Lite_Mult
Remove nodes one by one, and test using area renders.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
You have Diffuse as an input into Blinn. That might be confusing the renderer as it make no sense whatsoever to qualify the color of specular reflection according to the diffuse reflection. Total nonsense. I'm not saying that is causing it, but that sure is shader gibberish.
I sort of recall bugs in the Velvet node. And there are surely problems with translucence which hasn't made anything correctly since Poser 5. (All forms of global illumination, IDL or IBL, confuse it.) I see you have Velvet running the translucence - a recipe for disaster, IMO.
Velvet is a lighting effect, and so is translucence. Asking the system to resolve them both in the same bit of logic is - troubling.
As if that is not enough, I notice the Velvet also runs into a Diffuse claiming to be the diffuse color. Since Velvet is a lighting effect that itself combines diffuse and specular, this path, too, is possibly cause for gibberish.
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 agree with BB, some of those combinations are suspicious and do not amount to anything positive for the render. I ran several renders based on this node combination and have not been successful in duplicating the oddity. I have noticed that specular response is driven through the roof from what I attribute to the blinn and glossy node combination into alt_spec. And the velvet node is desaturating the color in the red of the cape. This almost looks like damage control for bad node combos.
I am suspicious of the reflection map which really isn't necessary under IDL conditions. My test scene only consists of BB envsphere and 1 infinite light. How was this scene composed and ultimately rendered?
Taking vilters advice, I am going through removing nodes and running renders to help isolate materials.
I noticed that I get more holes when I render with 64 bit compared to 32 bit. Also, the holes appear when I render the image at a large. My test render are around 600 px range where my full render size is over 2000px.
bagginsbill, my intent for the shader configuration is to provide a soft glow on the edge of the material that interacts with the light. It glows more when more light falls on it. So far it worked fine in Poser 6, 7, 8, and 2010 without IDL. It would not suprise me that I came up with something overly complex and it is coming back to bite me.
Thanks for info on the Velvet and translucence. I will all know how the tests come out.
hborre, the scene is two infinite lights with the city background and a sky dome with a could texture. One light is a key light that gives shadows and the other is a fill light.
Thanks again for all the help.
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Since I started to use Indirect Lighting in my renders, Poser Pro 2010 is constantly creating holes im my image. I found the holes are filled with background color. See the example above.
I get them on Poser Pro 2010 and Poser Pro 2010 SR1. I rendered on different systems and still get them. I rendered with both 64 bit and 32 bit Poser Pro 2010 and still get them.
Observations:
I found the using the Normals Forward in materals does not affect them.
I found a lower the Shading Rate procuces more holes. However, in a high shading rate the textures and shadows look bad.
If I rotate the Camera, I noticed the locations of the holes change. They can appear anywhere.
If I render to a smaller image size, the image contained fewer holes.
Technical Specs:
Poser: Poser Pro 2010
OS: Win7
CPU: Intel i7-950
RAM: 16GB
HD: 2TB
Render Settings:
I will post my render settings next.
Any thoughts or insights would be appreaciated.
Thank you.