Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Are there surroundings visible to be reflected?
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."one may be able to get useful results in this case with the reflection node attached to fresnel node and/or indirect diffuse node, depending on what surface is used and how one wants it to appear. try snarlygribbly's ezmetals or bagginsbill's metal or paint procedurals. search the forum using those two usernames and "glossy", e.g.
if it's human skin, I don't think of skin as glossy. there may be some other term, e.g. sweaty or shiny, but those may be direct specular in older procedurals.
Reflect node is key here. Whether you call it glossy (little blur) or not is immaterial.
I have not entirely abandoned lights, as they have their uses still. So I make materials now that do matched response to lights (via Blinn) and to object (via Reflect).
This has been very tedious work but it is paying off. I can interchange a point light with a small glowing sphere and get similar output from shaders that can "see" either.
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)
Here are two copies of the BBGlossy2 shader, one in Mild Gloss, one in Super Gloss.
This is lit with a point light, which you cannot see, obviously, because that's how lights work in Poser.
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)
(Hehehe. This is hard to understand - point lights are infinitesimal points. They have a size of 0 in any measurement system.)
Tiny emitters work very poorly in Poser. Point lights are still useful.
What we need to do is make sure that the shaders are tuned to do the same regardless of which we choose.
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)
For those of you with an interest in the details and the math, I have not made a perfect match, but I'm closer than I used to be on how to match the Reflect node's softness (blur) with the Blinn node.
Here is what I'm using for a better Blinn (BBlinn)
def BBlinn(blur, maxValue=40, color=WHITE):
return Blinn(color, .03 + .065 * blur, 1, maxValue * (.5 ** blur))
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)
ID has the same issue of killing off surface specualrity, which I generally try to fix by adding a specular light to the scene. It isn't really a light as such, because it has no effect on the "brightness" of your render, but only creates highlights.
Beware setting the light to too high a value or you'll end up with a shiny mess. I often have strength set to <10% to just bring out skin highlights. Like Brylcreem — "A Little Dab'll Do Ya!"
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I love the affect of rendering with just light emitters (no lights)
but it kills gloss such as lip gloss. Is there a way to counteract or prevent this.
PP2012 SR2.1 SSS-IDL