Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 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
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
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
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
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
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
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/
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
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
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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.
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
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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