Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 05 9:36 pm)
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
Content Advisory! This message contains nudity
I've got no issue with ears either. This is Mariko wearing the Post-240 shader by BB (scripted in matmatic):
No, issues I'm encountering with this shader is more related to the original skin texture image... but I think I'm getting that sorted.
I'm a fiddler and a cobbler and a tinkerer... never happy... :blink:
Currently, with colour map adjustments and a few tweaks of the shader (using skin2 instead of skin1 in the scatter node - don't ask me for justification, just messin' :biggrin: ):
Not sure if the blue-ish region around her mouth is something within the colour map or if it's something brought out by the shader...
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I sent the pic and there was something wrong with the upload and then I had to leave for work
Here it is again
I am using the warrior template for M4 and even if I have the ears human size, it does the same thing when I use SSS on it. if no SSS everything is fine
I did Use Post 240 shader
PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia
GeForce GTX 750 Ti
I haven't encountered this problem up to now. I will try to simulate that effect for understanding it.
What kind of lights do you use? I see almost no shadows, are they switched off? Do you use a skydome or an IBL? Was indirect light switched on?
*edit:
In one of the skin threads at RDNA someone had a similar problem, which was caused by the ambient light he used. Could that be a reflection from a sky dome ?
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
Don't know if it's directly related to your problem withnthevears, but you should have "Use displacement maps" checked in your render settings. I also think you need to work on understanding lighting a bit more. An infinite light is like a sun light, a light that illuminates the entire scene, and you have three of them. Probably why you have no shadows. With that much light, there are no shadowy areas.
Quote - Don't know if it's directly related to your problem withnthevears, but you should have "Use displacement maps" checked in your render settings. I also think you need to work on understanding lighting a bit more. An infinite light is like a sun light, a light that illuminates the entire scene, and you have three of them. Probably why you have no shadows. With that much light, there are no shadowy areas.
Particularly since they're positioned the way they are. You might want to read what's been said on here regarding ray-traced shadows (vs depth-mapped, which really is sort-of the pov approach to shadows, now) particularly by Bagginsbill. You'll never go back.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Attached Link: https://sites.google.com/site/bagginsbill/file-cabinet/BBGammaMeter.zip?attredirects=0&d=1
As BDD said - you should use one infinite light (where the sun is) and use IDL or IBL as filler. Also, I would suggest you use ray traced shadows. If there is too much light in the scene, things may look wrong. I've linked BB's light meter above, please include it in the scene to see if there is too much light.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
I know have shadows and it seemed to have fixed M4 earsm which I don't see how it did that, but I am not complaining
Thank you
PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia
GeForce GTX 750 Ti
I just read what BDDesign, RobynsVeil and bantha said
THe lights are ones I made for a project I was doing back when V3 and A3 were big, They worked real good with Aiko 3 on a stage, but not on this I guess.
I was too concerned about the ears to even look at the lights until bantha asked what kind of light I used.
I still don't know what happened to the ears, but they seem ok now
I never was any good at lighting a scene
Thank you very much
PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia
GeForce GTX 750 Ti
The shadows seem a bit harsh, still. Dial in some blur at them, 10 should be fine, I guess. Are the shadows ray traced? The small shadow below the woman's pendant look as if they were depth mapped with a much too small map.
Do you use Poser 9 or Pro? Do you use tone mapping or gamma correcture when rendering?
and I gave you the wrong link. The gamma-meter will still show you if you have too much light in the scene, but for the speculars, you need the light meter instead.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
Quote - I Changed lights 1 and 3 to Spot and left light 2 as infinite and changed all three lights to Ray Trace shadows. To see if I can fix the shadows.
I know have shadows and it seemed to have fixed M4 earsm which I don't see how it did that, but I am not complaining
Thank you
They are ears, which means they are thin, fleshy areas (figuratively speaking in this case, of course!). Light was essentially pouring through them. If they were real people, you'd have singed their ears right off with all that sunlight. :biggrin:
Content Advisory! This message contains nudity
I usually alter the scale a little, I think the default is too much like wax. Stupid thing is, when I try to make wax and use similar settings, it DOESN'T look like wax LOL
Oh and I get the same bluish tinge a few places, it's noticable on his knees especially.
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
I changed the blur to 10 on all 3 lights
all 3 lights have, 10 should be fine, I guess. Are the shadows ray traced? The small shadow below the woman's pendant look as if they were depth mapped with a much too small map.
I use Pro. I use gamma correcture when rendering
BDDesignL that makes total sence about what you said about the ears.
I did have way too much light
Here is a pic with the shadow blur set to 10, the shadows are much softer now
Thanks again for your help
Steve
PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia
GeForce GTX 750 Ti
I don't know what you consider "looking too much like wax", but I'd say that this pick looks too much like wax, I'm afraid. I've gotten what I consider much less wax-like results with the shader. see attached.
Shadow min bias should be set low to catch better shadow detail in folds, try 0.1 as a starter. The trick with gamma correction active in your render settings, use less lighting rather than more. Old habits die hard if you are used to using that arrangement in earlier Poser versions. A self illuminating sky dome, like BB's envsphere will cast additional light to your scene, especially if you combine it with IDL in your render settings. If IBL is a consideration, then the color information used in the light should match closely with your background. However, IBL lighting is more effective with HDR images.
Are these neat variant SSS shaders all of you are showing available anywhere? (Mine don't look like that. :lol: :crying:)
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Quote - You are using PP2012, aren't you?
Yes. So far my efforts are disappointing. I'll have to read the RDNA thread more carefully, perhaps. :laugh:
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
Attached Link: http://www.runtimedna.com/forum/showthread.php?63200-SSS-on-Human-Figures/page12
Cage is this what you are sking for?http://www.runtimedna.com/forum/showthread.php?63200-SSS-on-Human-Figures/page12
look for post 240
It is BB's Shader
PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia
GeForce GTX 750 Ti
I wrote an explanation of the Post 240 shader later in the same thread, which my be useful for other material room novices to understand what's going on - ie, what the various nodes do and why they're there.
The explanation is at post 499 on page 25 of the thread. BB explains the mystery nodes on the following page.
Andy Staples
The Penultimate HârnPage -- www.penultimateharn.com
And if you want the matmatic script for that shader, happy to share it with you, Cage.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Ooh. Thanks, guys. I'll try to go through that thread more carefully. I think part of my trouble is that I've never learned to light a scene decently. I think I may have a long-standing tendency to over-light, and all of my shaders... umm... reflect that fact. Hmm.
Robyn, I've never figured out how to use MatMatic! :lol: But I wouldn't say no to an example shader, either. I could learn to use BB's MM, perhaps, if properly motivated by the need to use it to build a good skin shader.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
You don't need matmatic to build a skin shader. Just load the one I posted. There's a big difference between parameter tweaking and actually designing a shader.
You mostly just need to tweak. The time to build a shader different from mine is when you want to do a mask-and-blend effect.
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 - You don't need matmatic to build a skin shader. Just load the one I posted. There's a big difference between parameter tweaking and actually designing a shader.
You mostly just need to tweak. The time to build a shader different from mine is when you want to do a mask-and-blend effect.
Good to know. :laugh: Erm... you wouldn't happen to have satin/silk and metallic lurex shaders that are as technically accurate as the skin, would you? I'm not sure my existing frequent-use shaders are compatible with this SSS skin. Like I said, I may have been over-lighting a bit. :unsure: :lol:
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
BBNylon2 material is in this thread:
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2803439&page=5#message_3662863
If you load that, and change the following parameter nodes:
PM:Density = 1
PM:Opacity = 1
PM:Weave Bump = 0
You will get what you see in the attached image.
quinlor posted some interesting stuff (using matmatic - heh) here:
http://www.runtimedna.com/forum/showthread.php?36906-Procedural-Silk
You would need to run matmatic to generate the shaders from the script provided in that thread.
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)
I just tested that. I found that the "PM:IOR" is not connected to any reflection, or it is just plain wrong. I may have made some mistake.
So - it basically doesn't reflect. Just go ahead and add the FB + R to the normal places - Reflection_Value and _Color.
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 - You don't need matmatic to build a skin shader. Just load the one I posted. There's a big difference between parameter tweaking and actually designing a shader.
You mostly just need to tweak. The time to build a shader different from mine is when you want to do a mask-and-blend effect.
This is true. I certainly don't use it as BB intended: to allow math and Python to create shaders. My approach is more about automation. That in itself makes the whole thing worth learning.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Oh - I remember now what BBNylon does with IOR. It doesn't deal with reflection. It deals with the bending of light so that it does not pass through so many virtual fibers. When the cloth is sideways, a straight line-of-sight path would seem to indicate that we have to look through a lot of fibers, and it should be very opaque. But if the fibers are refractive this does not happen - the light bends in from the side, towards the skin.
So - the shader has no reflective calculation at all. What you show above is a transparency calculator, and a compensator on the specular due to increasing transparency.
You can use the Fresnel_Blend with freedom, knowing it has nothing to do with the above. Just leave that stuff alone.
If you want, you can keep the IOR parameter - run that into the Fresnel_Blend so everything is in agreement.
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)
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I dont know what happened to M4's ears
I have a ways to go to get it to look more natural I think
PoserPro 2014, Windows 7, AMD FX-6300 6 core, 8 GB ram, Nvidia GeForce GTX 750 Ti