Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 29 10:39 am)
I decided to try rendering with IDL emitters. The light really looks great. But I noticed some issues. At first I thought I was having trouble with the peculiarites of the lamp emitters sold at RDNA. But further testing shows that I have the same problems using simple white hi-res squares, which are what I've used in the images here.
M4 displacement maps (sold at Daz) do not seem to be compatible with the default EZSkin shaders under IDL emitter light. The displacement turns blue when rendered at higher resolutions. Changing render settings has little effect. I tested a range of settings with IC from 30 to 100, and with IDL quality from 7 to 100. I kept the min shading rate at 0.4, though when I rendered once with a min shading rate of 4.00, the blue did not appear. However, that's not a usable solution. I note that the blue is not easy to see on a skinned figure at lower resolutions.
What am I doing wrong?
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Hairless eyelid is common when the lashes transmap is at Gamma 2.2
Set transmap for lashes at Gamma 1
I also use that lashes transmap (at Gamma 1) to add a slight Bump and some Displacement to make them something thicker.
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"!
Quote - Did you swap in a spot to verify it is the emitter? It reminds me of light bias artifacts from Poser6. Same strange pattern.
I wish I didn't have to render at such large dimensions (even using area render) to test this. It's takes forever. Anyway....
Rendered with a spot light instead of the emitters, the blue patches are not visible except in shaded areas (around the lips, ears, eyes, under the arms, and anywhere that would be in mild shadow or on the edge of shadow). However, a different, somewhat less drastic, configuration of yellowish patches appears in the parts that are directly lit.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Quote - there was a vein displacement map on the M4 character in my B/W render above...it caused some slotchiness which I healed out in Post.
How large was the original render? I ask because I'm not seeing that much at 2000 x 1200 pixels, but at 4000 x 2400, I'd be doing postwork for a week.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Not sure if it's the same thing, but weren't blue skin artifacts something got corrected by the most recent service release?
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Yes, but this is a completely different issue.
i wonder, as I allways use displacement maps and never had this?
Bump is fake, so I put displacement maps in.
Displacement maps combined with procedural displacement from turbulence and grantite node.
Stirred; not shaken, => with some blenders that is :-)
Never had anything 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"!
Quote - Moridor, I've been using m4 displacement maps (with texture) and I haven't scene what you have.
Have you been doing large enough renders with emitter light only? The issue is invisible to me at ~1200 pixel resolution (on one side), not very visible at 2400, and immediately obvious at 4800. > Quote - The blue artifact seen around eyes and mouth was corrected with the SR 2 release.
This is different, however. It's on the surface of the lips, not emanating around mouth like 6 o'clock shadow. Also, I updated with SR 2.1. So...
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Quote - Yes, but this is a completely different issue.
i wonder, as I allways use displacement maps and never had this?Bump is fake, so I put displacement maps in.
Displacement maps combined with procedural displacement from turbulence and grantite node.
Stirred; not shaken, => with some blenders that is :-)Never had anything like this..
As I asked others earlier, what resolution did you render at? I made dozens of test renders at screenshot size (~1200 x 1000), and never noticed a thing. But at final render resolution (`4800 x 4000), it showed up heavily. Also, a high min shading rate eliminates the issue, too. But that's not a useful fix. > Quote - moriador, never bigger than 2400, that's maybe why I'm not seeing it. But would make a real odd bug. I had a render going all day, when I get a chance I'll see if I can do the same. Not sure my machine can handle a render that big though.
Yeah, with emitter light, it seems to eat RAM, at least on my system. FFrenderexe used over 6GB of memory to render the simple, bald, nude, unmapped M4 in a sphere. I think I may want to reduce those huge TIFFs that the product uses.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
I already tried that with the M4 figure. To reiterate: I attempted a whole range of renders with IC and/or ILQ from 7 - 100, and it did not make a large difference. I re-rendered the ball with the following Render settings: RT bounces 2 IC 100 ILQ 100 Pixel samples 3 Min shading rate 0.40 Before someone asks, increasing the pixel samples did not eliminate the issue with M4.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Quote - moriador, any IDL IC<=100 + EZskin shaders results in blue areas?
with IDL IC set, raytrace IC may not be used in FFRender calculations.
I see no blue areas without either displacement or some kind of protusion causing shadow. What exactly are you suggesting?
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
I haven't been able to reproduce your issue, moriador, although my largest render was 3000px. Will try a bigger one, but in case I'm missing something, this is what I've got in my scene and render setup:
SCENE ELEMENTS
BB's EnvSphere
1 - one sided square primitive set to 3 ambient.
1 - displaced ball primitive with SSS applied.
(2 lights with diffuse and specular set to black)
RENDER SETTINGS
I haven't delved into D3D's advanced render Firefly GUI. In the regular render settings:
Casts shadows, SSS, Raytracing all checked; Use displacement on.
Raytrace bounces: 1
IC: 50
Indirect Light: Quality: 10
Pixel samples: 4
Min shading rate: 0.4
Min discplacement bounds: 0
Gamma correction: 2.20
Post filter: box / 1
Am I missing anything?
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Quote - I haven't been able to reproduce your issue, moriador, although my largest render was 3000px. Will try a bigger one, but in case I'm missing something, this is what I've got in my scene and render setup:
SCENE ELEMENTS
BB's EnvSphere
1 - one sided square primitive set to 3 ambient.
1 - displaced ball primitive with SSS applied.
(2 lights with diffuse and specular set to black)
RENDER SETTINGS
I haven't delved into D3D's advanced render Firefly GUI. In the regular render settings:
Casts shadows, SSS, Raytracing all checked; Use displacement on.
Raytrace bounces: 1
IC: 50
Indirect Light: Quality: 10
Pixel samples: 4
Min shading rate: 0.4
Min discplacement bounds: 0
Gamma correction: 2.20
Post filter: box / 1
Am I missing anything?
No lights in my scene. Turn yours off? Also, I've been rendering with indirect light quality of at least 50. Below that, there's too much mottling from the emitters to be any use in a real scene anyway. With the primitive, I'm seeing the artifact even on smaller renders.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Quote - No lights in my scene. Turn yours off?
Shouldn't be relevant. With diffuse and specular set to black, they are doing nothing except providing preview lighting.
Quote - Also, I've been rendering with indirect light quality of at least 50. Below that, there's too much mottling from the emitters to be any use in a real scene anyway. With the primitive, I'm seeing the artifact even on smaller renders.
Okay, I'll ramp up IDL quality.
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Incidentally, I am trying to render the ball prop with IDL IC at 100. There was no IDL calculation phase. But even so, the 1036 x 979 render has been cooking for 50+ minutes. The render progress suggests that it's about 10% finished. It might be faster to use Luxrender.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Yeah, sorry about that. I did a render at a low IDL quality right after I posted and it made no difference with the primitive render. Didn't mean to send you off in the path. It did make a difference with a textured M4, though.
Anyway ball materials attached.
It's just EZSkin attached to a material with no color maps, then displacement added after.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
If his lkights are causing the difference in results then that might be a solution as the settings he has on them effectively turns them off as far as scene lighting. The other difference could be from the raytrace bounces. His is 1 yours is 2 *
*disclaimer - I have no idea why either of these things would be the difference just that they are different in the two setups
Quote - > Quote - I haven't been able to reproduce your issue, moriador, although my largest render was 3000px. Will try a bigger one, but in case I'm missing something, this is what I've got in my scene and render setup:
SCENE ELEMENTS
BB's EnvSphere
1 - one sided square primitive set to 3 ambient.
1 - displaced ball primitive with SSS applied.
(2 lights with diffuse and specular set to black)
RENDER SETTINGS
I haven't delved into D3D's advanced render Firefly GUI. In the regular render settings:
Casts shadows, SSS, Raytracing all checked; Use displacement on.
Raytrace bounces: 1
IC: 50
Indirect Light: Quality: 10
Pixel samples: 4
Min shading rate: 0.4
Min discplacement bounds: 0
Gamma correction: 2.20
Post filter: box / 1
Am I missing anything?
No lights in my scene. Turn yours off? Also, I've been rendering with indirect light quality of at least 50. Below that, there's too much mottling from the emitters to be any use in a real scene anyway. With the primitive, I'm seeing the artifact even on smaller renders.
Quote - If his lkights are causing the difference in results then that might be a solution as the settings he has on them effectively turns them off as far as scene lighting. The other difference could be from the raytrace bounces. His is 1 yours is 2 *
*disclaimer - I have no idea why either of these things would be the difference just that they are different in the two setups
That's a very good point. I wish it were his lights. :) But I don't think it is.
You're right. Something to look at, though I suspect there is just something I'm doing differently that will have me face palming when we work it out. Either that or there's a bit of a bug that may need a work around.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
@ moriador
Did I understand your screengrab at rdna correctly?
Did you put a SSS on the light emittor? The object with ambient at 5.2?
The SSS node should be on the recieving object, not on the IDL light emittors.......
That would explain all your blue . . . . . . on the recieving objects
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 was playing around with aerysoul's Stone Arms and got this. Note that the regular skin looks completely fine, but the displaced stone is all splotched with blue...
Oh and I'm using emitter based lighting, so that may also have something to do with it. (There is no SSS on the emitters however.)
Content Advisory! This message contains nudity
Used one of my existing figures and crancked an existing displacement up to 0.5 inch.
Click to enlarge = huge picture.
IDL + displacement + SSS gives blue problems.
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"!
This is similar to a bug I reported early PP2012 during beta. I found completely different colors in scatter nodes (any kind) affected by render size - no other changes required.
It was super obvious, then. Didn't need displacement to do it.
I point this out not because this is the same problem. Rather, because I learned then that scatter is affected by render size - part of it's calculation depends on that.
Just report this to SM. Quickly, before SR3 rolls out.
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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...but the material room opens up! put you shaders on the strandlashes.
there is a control on the hair shader for "root softness" that would come into play. Also, you can control the tapering effect because of tip/root thickness settings in the hair room.
makeup on lashes? that would just mean noisy clumps of mascara on the strands, right? displacement. Like the snow generator, isn't that a job for snarly?
Now that the issue of eyelashes has arisen, I'm noticing the incongruity...see my next post/render. lashes contributing to the loss of belief.
as for the mesh, I have already been discussing the issue of subdiving the area around the eye drastically, in order to apply the morph brush for wrinkles, complexity and character.
I think it is needed.
just my 2 cents
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