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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: Poser Pro 2012 SSS is awesome!


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Eric Walters ( ) posted Sun, 15 January 2012 at 3:55 AM

WxPython should work!

Quote - > Quote -  Snarly

Is this a tkinter script? If so I can't use it on my Mac.

Quote - I've uploaded an update (v1.6.1) to fix this issue:

Sorry.

 

No, it's wxPython. I don't have a Mac for testing, so I have no idea if it works on a Mac, but I can't see any obvious reason why it wouldn't.



templargfx ( ) posted Sun, 15 January 2012 at 5:13 AM

file_477511.jpg

Here is what I think is as good as Im going to get trying to do multiple layers!  Poser 2012 is awesome!

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


MistyLaraCarrara ( ) posted Thu, 19 January 2012 at 11:57 AM

Quote - Hi All,

 

THanks for the links Baggins, and the reems of info you have posted over at RDNA.

 

So I ended up going with Sub Surface Scatter Skin node for the above.  I tried out your Scatter + Blinn which comes out almost identical, but with less specular and (for me) blue-ish spot artifacts on the skin.

I am going to try creating a new shader using the custom scatter node, once I have read up on the paper it is based on hopefully I can come up with my own method!

 

is this dynamic hair?  it looks amazing.



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MistyLaraCarrara ( ) posted Thu, 23 February 2012 at 10:21 AM · edited Thu, 23 February 2012 at 10:24 AM

file_478820.jpg

requesting tips for combining SSS and IDL?  pleeze

is it possible to make the light (caustic?) colors from the lamp shade shine a bit of color on the scene?

lampshade img map is plugged into diffuse and ambient_color, ambient value 1.

i ended up adding one spotlight.  the lampshade alone wasn't lighting the figure.



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hborre ( ) posted Thu, 23 February 2012 at 10:27 AM · edited Thu, 23 February 2012 at 10:28 AM

Poser does not do caustics unfortunately.  Either breakdown the model into each color components (which in this case is just about impossible) or use various colored lights. 

Hmmm, I would whether if a color image of the lamp can be placed into a lightset?


MistyLaraCarrara ( ) posted Thu, 23 February 2012 at 10:37 AM

Gather node maybe?



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vilters ( ) posted Thu, 23 February 2012 at 11:15 AM

I would initially increase the ambient_value.
Ambient_value is not limited to 1, it can go way up and beyond.

I often use ambient at higher values.

The texture is plugged in in ambient, OK.
Try ambient at  5, then 10. See what gives?

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"!


hborre ( ) posted Thu, 23 February 2012 at 11:23 AM

The problem I can foresee with increasing the ambient_value too high is blowing out the colors on the image map. 


vilters ( ) posted Thu, 23 February 2012 at 11:30 AM

Exactly, that is why I always do small area renders to check.
The right setting can be quite sensitive in a low light situation like this.

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"!


MistyLaraCarrara ( ) posted Fri, 24 February 2012 at 10:31 AM · edited Fri, 24 February 2012 at 10:32 AM

file_478853.jpg

cranked up the ambient value to 3.0

added a couple more lamps to be sources.  the brick wall looks real good, imo  😄

no lights in this attempt



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MistyLaraCarrara ( ) posted Fri, 24 February 2012 at 10:38 AM

file_478854.jpg

added a point light to each lamp

IDL and SSS on

i guess it depends on the scene situation? 

all that lovely inverse attenuation will go to waste with only IDL light sources

it looks like the bounces picked up some colored light. this was 4 rt bounces, IDL - 7



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JAFO ( ) posted Fri, 24 February 2012 at 10:54 AM · edited Fri, 24 February 2012 at 10:55 AM

is there a way to exclude items from lights? would be awesome if you could... for instance i like the wall in the first image , think it would be great if you could leave it like that and add a bit of light to other things and adjust till it works... i do this routinely in max.... just sayin

 are those bright spots intended or are they  consequential?

TY misty

:O)

Y'all have a great day.


MistyLaraCarrara ( ) posted Fri, 24 February 2012 at 11:02 AM

the spots were a surprise, but for the club setting was a kewl surprise. 

doh, i just remembered the foggy room atmosphere wacro.

if  you plug an image map directly to Alt_Diffuse, it should be scene lights independent.



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Michael314 ( ) posted Sat, 25 February 2012 at 9:57 AM

Quote - added a point light to each lamp

IDL and SSS on

i guess it depends on the scene situation? 

all that lovely inverse attenuation will go to waste with only IDL light sources

it looks like the bounces picked up some colored light. this was 4 rt bounces, IDL - 7

Hello,

the bright spots in the image of this post occur when a point light is too close to an object and you have IDL on. I had problems with that as well, but then I read somewhere that that was the reason. I moved lights further away from the walls and  got rid of the spots.

 

Best regards,

   Michael

 


ThetaGraphics ( ) posted Wed, 07 March 2012 at 11:26 PM

Thanks for the tips, bagginsbill!  :D

 

Used the S+B shader on Dublin textures:

http://www.renderosity.com/mod/gallery/index.php?image_id=2307341

 

...and here's some back lighting:

http://www.renderosity.com/mod/gallery/index.php?image_id=2307547


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