Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
Apply the material, then switch image_map to your Diffuse Map, and image_map_2 to your Bump Map
TemplarGFX
3D Hobbyist since 1996
I use poser native units
someone else said they were using the VSS prop
TemplarGFX
3D Hobbyist since 1996
I use poser native units
I just tried using VSS Prop for applying the shaders and it does work very well. However, you must define 2 nodes, the image_map and the bump_map. Within the VSS script, create a new color map and bump map and replace image_map and image_map 2 accordingly. Duplicate all the connections and the Prop is ready. I ran the test on Miki 3.
Love to see your results!
I will post the updated shader tonight (computer wont come online!)
TemplarGFX
3D Hobbyist since 1996
I use poser native units
hbo, I believe VSS didn't work for me because somebody said it was in the wrong runtime, but I forgot which was the correct runtime. PP2012 has two of its own runtimes in my case, one in the PP2012 app folder, the other in the PP2012 content folder. I tried miki 4 with default ezskin (left) and with default templarskin (right). no changes to any nodes by me, excepting to add miki3 colour and bump maps to templarskin. I didn't see a place to add miki3 spec map. I like templarskin's possibilities, as it shows texture detail even using minimal render settings, but not sure how to change the greenish cast to the skin.
I would suggest you wait until I can post the newer material. It keeps the colour of the texture much more accurately. Im pretty sure that will fix the green tinge.
The main issue with this material when switching between textures is that alot of layers are derived from the diffuse using HSV to adjust the colours for that particular layer.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
VSS can work in any runtime folder. I have my script for the Python panel located in P7 and several props scattered across P8, PP, PP2010, and PP2012. When I load the script, I go to files>Python Script then navigate to my P7 runtime. One of these days, I will need to transport the VSS folder to a new location.
o.k., will await new material with interest. below is what I got with previous templarskin, after changing hsv nodes (saturation and hue) to 1. also need to turn sun and hdri value back up to 100%.
p.s. this uses the old royloo angel blade freebie (ca. 2007), the free daz junkyard and the free chiricahua plaza sIBL set. I like the ease of use of miki4's preloaded ezskin and templarskin: no scripts, just apply and render.
Miss Nancy. I quite like that final render, but there seems to be a little too much yellowing going on. Unless the texture is purposefully tanned.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Quote - o.k., will await new material with interest. below is what I got with previous templarskin, after changing hsv nodes (saturation and hue) to 1. also need to turn sun and hdri value back up to 100%.
p.s. this uses the old royloo angel blade freebie (ca. 2007), the free daz junkyard and the free chiricahua plaza sIBL set. I like the ease of use of miki4's preloaded ezskin and templarskin: no scripts, just apply and render.
Whatever prop or figure you are using that is that background, firstly it is awesome. and secondly, you will find it will render HEAPS better if you reduce the smooth angle from 80 to between 25-45. The bicks will lose the rounded look as will the crate. the fence in the background will probably improve too.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
This is the latest shader, based apon Skin2 scatter rather than Custom_Scatter. Colour seems to keep with this shader much better.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Yours is on the left? Hard to say. Both look very good!
I've seen people with both looks. Pretty good render too btw.
Quote - Which do you prefer? Left or Right?
Miss Nancy. I quite like that final render, but there seems to be a little too much yellowing going on. Unless the texture is purposefully tanned.
Left image is my older shader (the latest of the one already posted) and the one on the right is the new Skin2 based one (same as used in that close-up)
My computer just dropped off the net, when it comes backup, I will post the above material
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Love the SSS and notice the rentention of details. Are you using a displacement map for the pore details? Most impressive. The depth of field is a nice touch too.
Quote - Ill keep talking to myself, as I do :p
This is the latest shader, based apon Skin2 scatter rather than Custom_Scatter. Colour seems to keep with this shader much better.
Excellent! I'll look back in a bit-and do an A/B render!
Quote - Left image is my older shader (the latest of the one already posted) and the one on the right is the new Skin2 based one (same as used in that close-up)
My computer just dropped off the net, when it comes backup, I will post the above material
yeah, I only use displacement mapping. The extra cost is minimal over bump mapping, and the extra detail it gives SSS is impressive. The physical changes in the surface cause SSS to slightly alter which you dont seem to get with bump mapping.
DOF is something that you really must include in your render when trying to make something realistic. Even subtle DOF like in the "Jenifers new bentley" image
Eric : Do you have Ambient Occlusion turned on in that render above?
TemplarGFX
3D Hobbyist since 1996
I use poser native units
I have this problem at home of the WIFI dropping out. It happens all the time. I am running a script that will re-connect the WIFI. but it only runs when the computer is idle. I think Poser was rendering so the script wont run until its complete :(
I actually find AO and IDL work really well together. Generally the higher the IDL intensity the higher I put AO to compensate for over-brightness in close areas. Might just be me though :P
TemplarGFX
3D Hobbyist since 1996
I use poser native units
templar, yellow result on my 3rd girl (templarskin, hsv all 1 excepting value 1.5) is the same default slightly tanned pinkish white as in the 1st girl (ezskin, hsv all 1). sun (only directional light) is yellow. maybe custom scatter is picking up yellow sun too much. I agree about DOF, and it really helps with some of these backgrounds that are hdri less than 10K X 4K.
eric, I'll try one with smoothing on for bricks and crates, crease 25 - 45, but smoothing was unchecked on all of those. maybe render smoothing over-rides all material smoothing.
If you untick smoothing, it uses the smoothing groups in the .obj file, which are obviously not configured on that model.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
left image map is bump
upper image map is diffuse
lower image map is specular
the color_ramp is used to split up SSS and non-SSS areas on the texture. I primarily use this on skinface for the eyebrows and makeup around the eyes and on skinhead for inside the ears. You cant really see it on the image, but color_3 is set 64,64,64, practically black. Due to the way the color_ramp node works this gives a dark shade to the brighter areas of the texture. You will need to tweak this, and the HSV above it if your diffuse texture is significantly different to mine.
You want areas like eye-brows and heavy makeup to be white, shiny areas of skin to be a dark grey and the rest black. thanks to the colour_ramp node this will give you smooth transitions between the different areas for seemless blending between pure diffuse and SSS diffuse.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Attached Link: Multi-Layer SSS Gallery Image
ok, I dont think I will make any further changes to the shader, I think it has turned out looking extremely good!I also finally got around the creating eye teeth and gun shaders.
See the attached for a high quality render
TemplarGFX
3D Hobbyist since 1996
I use poser native units
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
templar, I'd like to try it on miki4 (SM freebie). given that VSS didn't work the last time I tried it, how do I apply your shader? do I just apply it as a material, replacing teyon's texture (similar to yours) that comes with miki4? if so, where do I place the skin texture map and other maps?