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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: SSS blue splotch problem in PP2012


jartz ( ) posted Sat, 14 July 2012 at 11:36 PM · edited Thu, 26 December 2024 at 7:11 AM

file_483820.jpg

I thought I read somewhere that the problem was solved in the new service release version of PoserPro 2012, but when I use the IDL/EZSkin on my figure, I keep getting the blue splotch on the upper lip and chin.  See attached.  Maybe it's something I've done.  I used no lights when referring to the thread "Poser Pro 2012 IDL" by maxxmodels.

I'll check back and see if there's some tweaking I need to do in EZSkin, I just don't know how to get rid of it.

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


LaurieA ( ) posted Sat, 14 July 2012 at 11:38 PM

Wow...I never get that :(. And you're using SR 2.1? Laurie



jartz ( ) posted Sat, 14 July 2012 at 11:41 PM

Wow, that was quick...

Yes, it is Service Release 2.1 (I think)

PoserPro 2012 - version 9.0.2.21561

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


LaurieA ( ) posted Sat, 14 July 2012 at 11:42 PM

Yep, that's what I'm using. Gee, I don't know what to tell ya :(. Laurie



jartz ( ) posted Sat, 14 July 2012 at 11:48 PM

Maybe, It's the shaders I'm using.  Nevertheless, I'll still play around and see what the problem is, if it's beyond my control, I still appreciate some pointers.  the attachment is from Antonia using the EZSkin and I been tinkering with BB's new VSS shader (Fresnel), and the blue splotch appears.

I donno what's going on either.

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


ashley9803 ( ) posted Sun, 15 July 2012 at 12:00 AM

If you up the scale on the scatter node a bit you can get rid of that.


jartz ( ) posted Sun, 15 July 2012 at 12:10 AM

I can?  Like, take it higher?  I'll check that out.

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


Believable3D ( ) posted Sun, 15 July 2012 at 12:11 AM

I believe the second tab in EZ Skin has a BB workaround for that. But I did think the issue was largely solved with the latest SR.

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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


jartz ( ) posted Sun, 15 July 2012 at 12:27 AM

I think I know what's going on.

I'm using version 1.5, I think he has version 1.7 -- maybe that's it.

I'll check on it later on.

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


meatSim ( ) posted Sun, 15 July 2012 at 1:48 AM

If its the scatter problem is it not solved by using different scatter groups for teeth and skin?  There is also an IDL splotch problem that is mitigated by using larger IDL emitters.


Latexluv ( ) posted Sun, 15 July 2012 at 2:05 AM

Using Scatter groups has helped for me to a certain extent, at least when it comes to the blue around the mouth. However sometimes if an arm is too close to the chest, I will get a bit of a blue cast. So this problem is not entirely gone. Maybe with SR3?

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Snarlygribbly ( ) posted Sun, 15 July 2012 at 2:56 AM

Quote - I think I know what's going on.

I'm using version 1.5, I think he has version 1.7 -- maybe that's it.

I'll check on it later on.

This is the problem. v1.5 of EZSkin doesn't know how to take advantage of the improvements in Poser's SR2 release. v1.5 does not know about scatter groups!

Get v1.7 of EZSkin and things will improve noticeably.

I certainly hope it does anyway, 'cos the Max Scatter Trick has been removed from EZSkin v2! :-D

Free stuff @ https://poser.cobrablade.net/


jartz ( ) posted Sun, 15 July 2012 at 4:04 AM

Thanks Snarlygribbly for the insight.  I just upgraded to 1.7 and look forward to version 2.

Your app is great -- a real asset to Poser!

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


Latexluv ( ) posted Sun, 15 July 2012 at 4:09 AM

Looking forward to version 2!

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


nobodyinparticular ( ) posted Sun, 15 July 2012 at 6:10 AM

I just had that re-appear on a character I recently bought. It is an older character, with older textures, so I assumed that is the problem. The EZskin quick fix didn't work. Haven't had time to tweak things around. Thanks for the suggestions, folks. I'll see if it helps.


hborre ( ) posted Sun, 15 July 2012 at 7:24 AM

The original recommendation for this problem was to eliminate the use of the scatter node for teeth and innermouth.


vilters ( ) posted Sun, 15 July 2012 at 7:53 AM

You do not have to eliminate the scatter for the mouth inner parts.

Just put innermouth, teeth, and so on in a different scatter group.

Al what is inside the mouth, should have a different scatter group then the "outside skin".

The same is for eyes.
All what is below the surface skin, 'including the eyes" should go in a different scatter group.

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"!


msg24_7 ( ) posted Sun, 15 July 2012 at 10:38 AM

Quote - Using Scatter groups has helped for me to a certain extent, at least when it comes to the blue around the mouth. However sometimes if an arm is too close to the chest, I will get a bit of a blue cast. So this problem is not entirely gone. Maybe with SR3?

An arm close to the chest maybe the same situation...
You've got one and the same scatter in close proximity.
You may get rid of the blue by asigning the arm material to a different scatter group,
if that is possible at all. 

Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.


LaurieA ( ) posted Sun, 15 July 2012 at 10:50 AM · edited Sun, 15 July 2012 at 10:51 AM

I would assume (and I'm just guessing here) that if everything on a figure is assigned to the same scatter group that the shader will average to the thickest (thinnest perhaps, but probably not) part of the object it's assigned to, if it's based on scale. If you assign differnt shader groups, then it's just averaging for the current material zone, rather than the whole figure. That's an educated guess, based on what I know of Luxrender materials and how it handles SSS. Laurie



muddy_chickn ( ) posted Wed, 25 July 2012 at 6:31 PM

I have the same problem on some textures.


nobodyinparticular ( ) posted Wed, 25 July 2012 at 6:37 PM

The new shaders are a blessing. However, they do require new ways of thinking when doing our work. Like all tools, you have to figure the best ways to use them.


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