Forum: Poser - OFFICIAL


Subject: Problem with BB's new PP 2012 skin shader

Mark@poser opened this issue on Dec 01, 2011 · 26 posts


Mark@poser posted Fri, 02 December 2011 at 7:23 AM

> Quote - My original VSS shader has shader gamma built in - which you should be turning off if you're rendering with render GC enabled. > > That could explain a major difference in brightness - accidentally doing double GC. If the shader gamma is 1 and you have render GC enabled, you need to change the shader gamma to 1. The new scatter shader, intended for PP2012, has no GC in it it. > > Also, in general, there is no assurance that the scatter nodes will produce a similar brightness as the diffuse nodes. In fact, it is almost certain that they do not, all other things being equal. Why? Because if light scatters forward, then by definition some of it did not bounce backward towards the light source. Therefore, the unlit side can only be scatter-lit if the lit side is scatter-darkened. I hope that makes sense - I have only had one cup of coffee so far.

 

Yes I understand your point about the GC in the VSS shader. I never had it correcting up to 2.2, but kept it a little lower. In PP 2012, when I check the GC box I understand I'll be over correcting for the VSS shaded parts, so you make a good point I now understand. I'm not really so worried about that as now having to increase the light intensities over my old settings so the new shaded skin looks lighter. The lights here are the same as I had in PP7, it just seems I'll have to turn them up significantly from those old setting to lighten the face (and everything else). I don't recall seeing anyone else say they were doing that. In fact I thought with the GC box checked, I would find my old lights were too bright.

My lights are as shown here. I'll post the render setting next. I did try to read all the runtimedna posts to see if anything similar had been seen by others. Thanks for the help.