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Subject: Need some lighting help, please


scarlock ( ) posted Fri, 07 October 2011 at 12:08 AM · edited Thu, 09 January 2025 at 2:50 PM

file_473710.png

Finally getting back to learning Poser (I hate it when the real world gets in the way...) and would appreciate some assistance in getting my lighting better.

I'm running PoserPro 2012 (display units are inches) and I'm using pjz99's Render Room (thanks for that, by the way).  I'm trying to set up an environment to start learning how some of the new nodes work and to improve on some materials.

I'm using two white point lights at 25% to light the room - at (-120, 120, 120) and (120, 120, 120).

I'm not happy with the lighting, it seems a little dim to me, but if I turn up the lights any it starts blowing out the image.  (Then again it could be either my monitor or my eyes).

Thanks in advance for any suggestions.

Oh yea - I'm using BB's Light Meter as well - but I couldn't find a readme for it - could someone point me to any documentation that exists for it?  I didn't have any luck with a forum search.


scarlock ( ) posted Fri, 07 October 2011 at 12:09 AM

file_473711.png

And the render settings


bagginsbill ( ) posted Fri, 07 October 2011 at 12:20 AM · edited Fri, 07 October 2011 at 12:20 AM

Light Meter Info

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3627657&ebot_calc_page#message_3627657

Your scene does not look dark to me. But the light meter says you can go brighter.

If something blows out and the light meter has no red in it, then that shader (on the blown thing) is emitting more light than arrives and needs to be fixed.


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, 07 October 2011 at 12:27 AM

I'm pretty certain just from looking that your floor doesn't conserve energy.

Here's the proper way to do a diffuse+reflect in PP2012.

Diffuse_Value should not be above .8. Plug whatever you want into Diffuse_Color, but no component going in there should be above 255 (or if you understand the true fractional values, nothing above 1.0)

Reflect node goes into Reflect_Color.

Now here's the new part.

Connect a Fresnel_Blend to Reflect_Value. Set Reflect_Value to .7 or .8.

The FB parameters should be outer white, inner black, and the IOR should be around 1.35 to 1.4. The default is 1.4 and that is fine.

Then connect a Math:Subtract node to Diffuse_Value. Value_1 = 1. Value_2 = 1 and plug the Fresnel_Blend in there as well.

The FB node tells us how much light reflects based on angle and IOR. The amount that doesn't reflect will enter the surface and experience diffuse reflection. Since the amount that enters is whatever is left after reflecting, it is 1 - Reflection_Value, by definition.


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 Fri, 07 October 2011 at 1:31 PM

file_473732.png

Bill,

Thanks!  I think it's looking better.  You caught the floor problems (that was going to be my next question).  I'll post the floor shader next in case someone needs the picture.  I'm still not 100% happy with the floor, I want the black tiles to be darker, but I think that's my color choice for the walls combined with the fact that in the real world we would probably see the floor as black and white even though it is really dark/light grey because of the reflections.

You also caught another problem over in the Wax thread - I did not have the attenuation set properly on my point lights.  That's fixed and they are at 80% each.  According to the light meter I'm good, but I think Andy's chest is a little hot.  I"m using the default shader for him except I changed the Scatter material to Cream.  I'll post that shader with my questions in a minute or so.

(Image was cropped to get it down to the size limit).


scarlock ( ) posted Fri, 07 October 2011 at 1:34 PM

file_473733.png

Floor Material Settings


scarlock ( ) posted Fri, 07 October 2011 at 1:39 PM

file_473734.png

Here's Andy's material.  I'm confused as to why the output of the FB node is going into the Color on the ks_microfacet node.  I need to go do some reading on what that node is doing, but if you could shed some light on it (pun intended), I'd appreciate it.


bagginsbill ( ) posted Fri, 07 October 2011 at 1:49 PM

Because the ks_microfacet does not implement the correct Fresnel effect. It has some variance based on viewing angle but does not expose a control allowing us to adjust that. The correct relationship between angle and reflection is calculated by the Fresnel_Blend node. Plugging it into the specular color is modulating it with a multiplication. When FB is low, the specularity is reduced.

Note that this Andy shader has 100% scatter and 20% diffuse as well. This is 120% reflection and is why it blows up in bright light.

I'd just set Diffuse_Value = 0 and be done with it. The Scatter is handling diffuse reflections all by itself.


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, 07 October 2011 at 1:55 PM

Oh you want a realistic floor? I thought you were doing idealized showroom.

 

OK make these changes:

Connect a new Math:Add node to the FB outer color. Set this to a number in the range of .2 to .5. Try .35 first.

This will cut the maximum FB value. (Real floors are not perfect mirrors, even at grazing angles. The surface is not a uniform direction. It's a mixture of different chunks facing different ways and they never line up. The average of these never reaches a perfect 90 degrees - more like 70.)

In the Reflect node, set Quality=.6 and Softness = 1.


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 Fri, 07 October 2011 at 2:31 PM

Quote - Because the ks_microfacet does not implement the correct Fresnel effect. It has some variance based on viewing angle but does not expose a control allowing us to adjust that. The correct relationship between angle and reflection is calculated by the Fresnel_Blend node. Plugging it into the specular color is modulating it with a multiplication. When FB is low, the specularity is reduced.

Ok - that makes sense.  I was playing with the Ks thinking that would do the modulation, but that didn't work well.

Quote - Note that this Andy shader has 100% scatter and 20% diffuse as well. This is 120% reflection and is why it blows up in bright light. I'd just set Diffuse_Value = 0 and be done with it. The Scatter is handling diffuse reflections all by itself.

I had missed that the first couple of times I looked because of the Scatter plugged into the Alternate Diffuse.

For grins and giggles, let's say I wanted to have 80% Scatter and 20% Diffuse (don't know why - but I'm going to go play with it after while just to see what happens) I could just use a Math:Add node with Value_1 as the Scatter at .8 and Value_2 as a Diffuse Node at .2, right?  Or do I need a Color Math node for this (it's been a while)?


scarlock ( ) posted Fri, 07 October 2011 at 2:53 PM

file_473736.png

> Quote - Oh you want a realistic floor? I thought you were doing idealized showroom.

A more relastic floor - I'm (re-)learning the material room, and looking for a reasonable/moderately realsitic scene to do some material tests in.

Thanks for all of your help.  I know I'll be back with more questions once I play more.


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