Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 8:51 pm)
I also noticed that at least for the (3rd Gen DAZ meshes) nostril material zone, that there is a difference wether the occluded material has scatter applied to or not.
I'll run some tests now while keeping saturation to 1 to see if there is any difference. (I can just as well simply raise the saturation of the original texture a bit instead of messing with the HSV node).
I was adjusting with scatter at .6, Joe, and you're using .9. As I said, the HSV Value on the second scatter may need tweaking. If you're dealing with scatter at .9, that means the value has to be higher. The reason has to do with another aspect of scatter. If scatter distance is long (low scale) that means more reflection happens inside than right at the surface. Thus, the surface is darker. Similarly if you raise the scale, then less reflection happens inside and more happens at the surface.
We're trying to get a matched pair of scale = .6 to go with scale = 2, and use the same factors with .9 and 2 - it isn't going to work. Scale .9 is brighter than scale .6. So you can't get the masking correction effect unless you tweak the value of the one that is scale=2.
I also don't know if scale=2 is the best choice in all cases. I really only did the one case and then published the tactic so you guys can try other scenarios.
Note - I used .6 as my test case because that was the scale of the new Dublin texture. A couple people claimed, in error, that it was .85. It was .6. The texture detail was .85, not the scale.
There's no end to confusion around here.
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)
LK,
If you were to use a map untransformed (no math nodes adjusting it) then obviously you have only the numbers to work with, multiplied by whatever you type into scale.
A map can create values between 0 and 1, inclusive. Black is 0. White is 1.
Connect that to any number parameter and the value, Pv, of the parameter modifies the node, N, as follows:
Pv * N
Simple multiplication.
So with an incoming map that is 0 to 1, multiplied by whatever you put in the scale, you will have Black = 0, and White = Pv.
If you plug a map directly into a scale with Pv=1.5, for example, then the map value of 255 would mean 1.5 scale. A map value (assuming linear gamma=1) of 200/255 would be 200/255 * 1.5 = 1.176. A map value of 0 would still be 0 because 0 times anything is still 0.
If, on the other hand, you do additional math between the map and the Scatter node, then you can make it be anything you want.
Consider if you insert a Math:Add node, with both Value_1 and Value_2 = 1, and you plug the map into one of those. Then you use this to plug into Scatter.Scale. What is that?
Well the map is [0, 1]. Then the Math:Add node is [0, 1] + 1, giving [1, 2]. The map now means black=1, and white = 2.
If you plugged that into Scatter.Scale, with the parameter value Pv = 1.25, then black (1) is multiplied with 1.25, giving 1.25, and white (2) is multiplied with 1.25 giving 2.5.
See how that works?
It's simple arithmetic. You can transform the black value and white value to anything and then it is multiplied with the parameter value.
You want black = .2 and white = 7?
Then make a Math:Add Value_1 = .2, Value_2 = 6.8 and plug the map into Value_2. This node now converts the map to the range .2 to 7. You could then plug that directly into Scatter.Scale, with Pv = 1 and you'd have scale controlled from .2 to 7 by the map.
There is no end to the combinations you can make.
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)
Things will get easier soon. The problem with the unwanted blue tinting of skin when using SSS will soon go away and clever workarounds like the Baggins Max Scatter Trick (BMST) will no longer be needed.
See the difference in the attached pic. The top image is a render made using EZSkin v1.6.1 without the BMST. The lower image is from a new version of EZSkin (v1.6.4), still not using the BMST. There is a significant improvement.
The updated EZSkin will be made available when the next update is made to Poser, whenever that may be.
In the meantime, SM beta testers can PM me if they'd like to try out the updated EZSkin.
Free stuff @ https://poser.cobrablade.net/
if you look at my gallery i made several different sss images
http://www.renderosity.com/mod/gallery/browse.php?user_id=729527
there are a lot of options if you use the right light.
for fun, i changed the scatter nodes option from Skin to Cream and detail to 2.0
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
was sort of hoping for an Orion Dancing Girl -tee hee
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
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While the blueing of the eyes, ears, nose and lips is definitely reduced, I still see a lot more blue around the mouth than I see with keeping scatter size at 1.5.
The only difference in the skin shader I use is that I set saturation in the first HSV node to 1.05 instead of 1.
Otherwise it's just as EZSkin generated it.
First pic is the original (Scatter size 1.5, saturation 1.05)