Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 07 12:47 pm)
Thanks for replying so quickly Lzy. Im talking bout the colored bar's.
Oh the picture will be a dedication to Amy Winehouse
You can see were I got the idea for the background set here
Ok Guys Ive tried everything but no go; it still does not reflect.
Also once while looking at a mat or something I saw a node that made it {the mat}very Glossy.
Im thinking if I cant get it to reflect maybe a high gloss might work.
Do any of you know how I might find that node and use it?
Thanks again
Steel
add a screengrab of your shader setup in the mat room
and a screengrab of your render settings..
Pictures can only be 200k
Is that a render you are showing above?
I see no shadows either???
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"!
Yes vilters thats a picture of the render I added when first posting this thread.
Im sorry but my knowledge of Posers inner workings is still somewhat limited so not sure what you mean when you say "Tip, put ambient on the floor. Such a floor begs for ambient".
Can you please explain what you mean???
Thanks
For your floor:
You have an image plugged in diffuse_color right?
Remove the image from the diffuse_color but connect it to ambient_color
And set ambient_value to 1.000, and render.
You can go up in ambient, try 5 or 10.
Still, why are there no shadows anywhere?
But then again what are your render settings?
You sure you render with Raytrace ON?
Reflection is one of those nodes that are not visible in preview.
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"!
I am beginning to think that the floor has a reflection node with an image map attached. None of the reflections match the props/characters standing on it. Also, as vilters mentioned, raytracing should be on for the render settings and visible in raytrace active on all objects in the scene. For reflections to be successful, you need something in the scene to reflect, like a skydome or surrounding room.
Again, screencaps of material room and render settings will tell alot.
The right one has the same screen texture in ambient_color, (set to white) and ambient_value set at 2
The right laptop is now emitting light as lamps under your floor would also do.
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"!
I am running a quick render right now which is actually taking much longer than anticipated based loosely on your post. I don't like the numbers on the reflection node either, so I would suggest resetting those value back to default as Anthanasius recommends. I have also added some modifications to the material which can serve as a starting point.
Take the default values for the reflect node, don't modify until you understand exactly what the changes will do. Also, drop the reflect_value connection, no advantage there.
Add some sort of specular node to enhance the specular response to your lights.
Do use raytracing in your lighting and render settings. I noticed default lights in you screencap, are these lights set to depthmapping or raytracing? That makes a difference.
Also, do have something to reflect! Without a background to reflect, your render will either show blackened areas or no reflection at all.
There should not be two reflect nodes. That's Reflect * Reflect = Reflect squared. I know you don't understand the math, but you should listen and understand this - that will destroy the reflections. It is math nonsense, and it will produce nothing - it will appear to be not reflecting at all.
Once you get reflections you will find it is really not realistic without a Fresnel effect, but you're not getting anything at all. You don't need an environment or sky dome - won't help if you don't fix the shader.
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)
If you want it to look metallic, don't use diffuse at all. Set Diffuse_Value = 0 and put the color you want in the Reflection_Color.
And, again, for serious realism you want to take the Fresnel effect into account. Like this.
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)
This is all the same color green, but the emphasis goes from diffuse color to reflection color, left to right.
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)
Thanks hborre Now my problem is to keep that simple natural pastel look. Im thinking the sky dome color might be part of the problem as far as the reflection color, or maybe Im thinking add some textures, but I was really hopeing to keep the same feel as the set in the vid http://www.youtube.com/watch?v=UXAOjgVpQWU which is where I got the idea for the backgroun; any ideas?
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Listen I was wondering if someone could help me with a problem?
I have a prop someone made for me and I would like to give it a marror like reflection yet still keep the same basic colors it already has.
I have done a search in the Tutorials forum and found the following tut, but for some reason when I apply it does not work for me. http://www.renderosity.com/mod/tutorial/index.php?tutorial_id=202&page=5
Please look at the background prop on the attached and let me know if any of you can tell me how I might give it a very stron reflection yet keep the same basic colors.
Thanks much
Steel