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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Advice needed using transmapped hair in IDL litten scenes


gaff ( ) posted Fri, 22 November 2013 at 5:56 AM · edited Sat, 11 January 2025 at 7:04 AM

file_499576.jpg

Hi, it´s been a while since I played around with Poser and now I need help with transmapped hair in IDL litten scenes. I just can´t make it looking good with shadows on, it looks smudged and dirty.

Examples are with and without shadows on. The hair in this case is "Wild Hair".

I have Poser 8.

 


gaff ( ) posted Fri, 22 November 2013 at 5:59 AM

file_499577.jpg

The material settings


gaff ( ) posted Fri, 22 November 2013 at 6:00 AM

file_499578.jpg

materials settings


gaff ( ) posted Fri, 22 November 2013 at 6:01 AM

file_499579.jpg

and the render settings!


Latexluv ( ) posted Fri, 22 November 2013 at 6:02 AM

From what I can see, the hair material has ambiant and or transluscense or maybe both. Try going into the advanced material settings and see if the either of those are on, i.e. any value that isn't zero. If they are, make Ambient and Transluscence color Black and the value Zero. Do that for each material of the hair. Try rendering again and see if this doesn't make that hair look better. In Poser 8 and above, using Ambience on a texture makes IDL consider it a source of light, and hair is not meant to be a light bulb.

"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

 

 


Latexluv ( ) posted Fri, 22 November 2013 at 6:03 AM

Sorry, posted as you were posting. I see that there is no Ambient or Transluscence on the materials.

"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

 

 


Latexluv ( ) posted Fri, 22 November 2013 at 6:07 AM

My suggestion is to turn off HSV Exponential in your render settings. Someone may suggest a better setting for it, but I never liked how it looked.

"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

 

 


LaurieA ( ) posted Fri, 22 November 2013 at 7:21 AM

Try unchecking Light Emitter in the hair objects properties panel (IIRC Poser 8 had that).

Laurie



gaff ( ) posted Fri, 22 November 2013 at 8:21 AM

Quote - Try unchecking Light Emitter in the hair objects properties panel (IIRC Poser 8 had that).

Laurie

 

Sorry Laurie, but there´s no such thing in P8.


hborre ( ) posted Fri, 22 November 2013 at 8:37 AM

According to the PoserSurface, you are routing both an Alt Specular and Specular_value thus multiplying that channel much higher than it needs.  Use either one, not both.  If you elect to use the node connected to the Alt_Specular, translate the values from the Specular_value to the node, zero the Specular_value and disconnect the map to it.


LaurieA ( ) posted Fri, 22 November 2013 at 9:03 AM

Quote - > Quote - Try unchecking Light Emitter in the hair objects properties panel (IIRC Poser 8 had that).

Laurie

 

Sorry Laurie, but there´s no such thing in P8.

Sorry about that...wasn't sure ;).



gaff ( ) posted Fri, 22 November 2013 at 10:09 AM

Quote - According to the PoserSurface, you are routing both an Alt Specular and Specular_value thus multiplying that channel much higher than it needs.  Use either one, not both.  If you elect to use the node connected to the Alt_Specular, translate the values from the Specular_value to the node, zero the Specular_value and disconnect the map to it.

Thank´s for the advice but that didn´t solve it, the hair still looks smudge when rendering with "Casts shadows" on. This problem occurs whenever I try to render a transmapped hair figure/ prop, with Casts shadows on.


hborre ( ) posted Fri, 22 November 2013 at 11:26 AM

Texture Quality, set that to none or crisp on the maps.  


stewer ( ) posted Fri, 22 November 2013 at 11:34 AM · edited Fri, 22 November 2013 at 11:35 AM

Since you're seeing a bad quality in the indirect light, have you tried turning up the slider named "Indirect Light Quality" in the render settings?


gaff ( ) posted Fri, 22 November 2013 at 12:01 PM

Quote - Texture Quality, set that to none or crisp on the maps.  

Actually, I did that before and it looked worse... :-(


gaff ( ) posted Fri, 22 November 2013 at 12:17 PM

Quote - Since you're seeing a bad quality in the indirect light, have you tried turning up the slider named "Indirect Light Quality" in the render settings?

Yes, i did that also but... no improvement.


gaff ( ) posted Fri, 22 November 2013 at 12:38 PM

Well...I solved the problem by increasing the "Raytrace Bounces". For some reason I once lowered it to 1, probably for saving time with some test renders...now i pulled it up to 4.

That made the trick:-)

Thank you all for the advices, it´s nice to see that you people still like to help!

You´re great!

Cheers/

Mike


meatSim ( ) posted Fri, 22 November 2013 at 12:44 PM

I'm not 100% sure... but for scenes lit with IDL & GC shouldn't specular + diffuse strengths not exceed 1....  I was never clear on exactly how this worked but I remember something about it screwing up the light math if the values were too high.. effectively more light bouncing off the surface than what hits it.   Maybe somebody with a keener understanding can explain what I'm getting at...

At any rate I notice your specular value is at 1.3 AND you have an alternate specular... could this be where the problem lies???

Also are you using a GC of 1 for your grayscale maps (Trans, Bump, displacement etc)


gaff ( ) posted Fri, 22 November 2013 at 1:15 PM

Quote - I'm not 100% sure... but for scenes lit with IDL & GC shouldn't specular + diffuse strengths not exceed 1....  I was never clear on exactly how this worked but I remember something about it screwing up the light math if the values were too high.. effectively more light bouncing off the surface than what hits it.   Maybe somebody with a keener understanding can explain what I'm getting at...

At any rate I notice your specular value is at 1.3 AND you have an alternate specular... could this be where the problem lies???

Also are you using a GC of 1 for your grayscale maps (Trans, Bump, displacement etc)

There´s no Gamma Correction in Poser 8.

But thank´s anyway!


caisson ( ) posted Fri, 22 November 2013 at 1:39 PM

I'm sure I read somewhere that IDL needs a minimum of 2 raytrace bounces in order to 'see' transmapped objects correctly - and I see that you've fixed the issue by increasing bounces ...

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Miss Nancy ( ) posted Fri, 22 November 2013 at 1:45 PM

poser 8 could fake GC using HSVexpTM 1.66 and gain 1.33 (d3d FFRender script).  svl. yrs ago, bagginsbill showed some curves for hsv/gain combos were almost linear (as in GC).



meatSim ( ) posted Fri, 22 November 2013 at 1:45 PM

Quote - I'm sure I read somewhere that IDL needs a minimum of 2 raytrace bounces in order to 'see' transmapped objects correctly - and I see that you've fixed the issue by increasing bounces ...

 

that would make some sense.. one bounce being a direct light and the 2nd and subsequent bounces being the idirect light


gaff ( ) posted Fri, 22 November 2013 at 1:48 PM

Quote - I'm sure I read somewhere that IDL needs a minimum of 2 raytrace bounces in order to 'see' transmapped objects correctly - and I see that you've fixed the issue by increasing bounces ...

Caisson, you´re absolutely right :-)

Cheers


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