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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: how to make a smartphone or tablet shine


art4me ( ) posted Mon, 18 March 2013 at 5:26 AM · edited Tue, 26 November 2024 at 12:02 AM

Hi

Help appreciated with this

 

I am have poser 2010 , windows 7, amateur user of poser

 

I am doing a bedroom scene where a person is reading a smartphone on the bed.

 

The room lighting is low so I need the smartphone to shine in a persons face, also to be able to read a message on the smartphone with an image map.

 

Any suggestions appreciated.

 

Thanks


infinity10 ( ) posted Mon, 18 March 2013 at 5:46 AM

Inside Materials Room, connect tablet screen image texture file to Alternate Diffuse node.  Render to see effect.

 

Eternal Hobbyist

 


vilters ( ) posted Mon, 18 March 2013 at 6:32 AM

No,
Put the screen texture in the ambient_color node and set ambient_value to 1 or higher.
Render with IDL enabled.

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"!


art4me ( ) posted Mon, 18 March 2013 at 10:07 AM

file_492749.jpg

hi

 

Thanks for your response, unfortunately I tried both methods and the smartphone stayed black.

I attach a snapshot of the material for the smart phone, the texture manager is for 1 of the image maps.

 

Could you please review and advise, as mentioned I am looking for the smartphone to emit light and be able to read the screen if possible.

Thanks


infinity10 ( ) posted Mon, 18 March 2013 at 10:19 AM · edited Mon, 18 March 2013 at 10:19 AM

Re screen shot: try attaching the image file to the Specular Colour item, not the Specular Value.

Eternal Hobbyist

 


vilters ( ) posted Mon, 18 March 2013 at 10:32 AM

Set ambient_color to WHITE.

Then attach the DIFFUSE texture into ambient_color node
Set ambient value to 1 or higher.

Throw the specular texture out of the door, you do not need it.

Set Ambient_Value to 1000 and your smartphone will light up the whole room. LOL.

Tonight, I"ll attach a similar shot of a PC screen, its the same procedure.
You ONLY need the to use the Diffuse texture, nothing more.

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"!


raven ( ) posted Mon, 18 March 2013 at 10:58 AM · edited Mon, 18 March 2013 at 10:58 AM

file_492750.jpg

This is lit only by the phone, there are no lights in the scene. Rendered in PoserPro2010, with Indirect Lighting enabled in the render settings.



raven ( ) posted Mon, 18 March 2013 at 10:59 AM

file_492751.jpg

And here is the material room for the phone.



infinity10 ( ) posted Mon, 18 March 2013 at 11:01 AM

@raven - great one !

Eternal Hobbyist

 


hborre ( ) posted Mon, 18 March 2013 at 11:34 AM

The problem with devices like smartphones, tablets Tv's, and monitors is that the illumination output is unrealistic using the ambient channel, images become washed out.  Recommend using a spotlight to simulate that type of lighting.


art4me ( ) posted Mon, 18 March 2013 at 11:58 AM

file_492753.jpg

Hi

Many thanks for the feedback, appreciated.

The possible results look great so I am keen to learn the technique.

I do not know which is the diffuse or spectacular texture so I have only connected image map No.1

Please see screenshot attached, still no luck as there is no light emitted.

I am in manual render mode with indirect lighting enabled.

Can anyone see what I am doing wrong.

Thanks in advance

 


obm890 ( ) posted Mon, 18 March 2013 at 1:13 PM

From your screenshot it looks like you've applied the image to the 'speaker' material, try it on the screen instead.



vilters ( ) posted Mon, 18 March 2013 at 3:21 PM

Correct, you need to put the texture on the screen.
And as you render with IDL, and ambient only becomes visible at render time, you will not see any light in the preview.

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"!


raven ( ) posted Mon, 18 March 2013 at 4:47 PM

file_492761.jpg

Here's the pic using the phone you are using, as before with no lights, and in the next post the material room set-up for it too.  As you can see the screen material needs to be selected.



raven ( ) posted Mon, 18 March 2013 at 4:47 PM

file_492762.jpg

Material room pic.



Latexluv ( ) posted Mon, 18 March 2013 at 8:09 PM

I'm trying the same trick on an Ipad like prop and having trouble with getting the screen texture to be legible when turning up the ambient.

"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

 

 


vilters ( ) posted Tue, 19 March 2013 at 9:46 AM · edited Tue, 19 March 2013 at 9:49 AM

file_492772.jpg

Compare both PC screens in the area render.

Left PC has the texture in Diffuse_color
Right PC has the same texture in Ambient_Color
=> See how it lights up the keyboard?

For best result, set texture filtering to Crisp

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"!


ypvs ( ) posted Wed, 20 March 2013 at 8:57 AM

Raven, I know it might be a quick and dirty render but the illumination isn't quite right. I can't see any on the smaller fingers close to the screen, only the index finger and face. I'm just starting to dabble with IDL so I'm interested to know if it's the IDl setting or a limit of Posers IDL handling

Poser 11 , 180Gb in 8 Runtimes, PaintShop Pro 9
Windows 7 64 bit, Avast AV, Comodo Firewall
Intel Q9550 Quad Core cpu,  16Gb RAM, 250Gb + 250Gb +160Gb HD, GeForce GTX 1060


hborre ( ) posted Wed, 20 March 2013 at 9:40 AM

It has nothing to do with IDL, everything to do with realistic rendering.  The ambient channel approach is adequate for large surface areas where you would expect a substantial amount of light to be shed.  However, smaller devices, TV's and monitors do not emit such an intensity as I stated earlier in the post and was ignored.  IIRC, Bagginsbill made such a statement in a separate thread and suggested supplementing light emission with spot lighting using material ambient at a low intensity to avoid washing out the image and casting an unrealistic glow.


raven ( ) posted Wed, 20 March 2013 at 3:22 PM · edited Wed, 20 March 2013 at 3:22 PM

file_492806.jpg

To be honest in the earlier pictures the fingers were just roughly placed to resemble holding a phone and so weren't getting lit properly. In this pic I've adjusted the fingers so that they are touching the screen this time (like somebody would in reality) and so there is more illumination of the fingers this time.

Just for fun I also rendered it in PoserPro2012 after EZSkinning the figure and using SSS in the render to compare the difference available in PPro2012 to PPro2010. Click it to see it a bit bigger.



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