Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 10 10:34 am)
The colors are accurately reflecting the environment, which is excessively blue. One obvious approach is to make the environment less blue.
But I assume you wish to keep it that way.
Well - it follows simply enough - don't use the environment dome for the lighting.
Turn off "Light Emitter" on the env sphere or dome.
Now add an IBL that is more to your liking.
There are a few posters here who are confused about IBL + IDL and incorrectly tell people to never use these together. Remember, many people post with certainty and conviction while remaining utterly unclear on certain things.
It (IBL) works EXACTLY the same as a source of diffuse light. The only difference is when you use the IBL as your light source, you can't "see" it in the camera or specular reflections - you only see it in the effect it has on your diffuse lighting.
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)
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)
No more blue cast. But I still "see" the EnvSphere and it still responds to the shiny objects.
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)
My EnvSphere image has a sun in it and the photographic evidence of the landscape agrees with the presence of the sun. Without getting into a lengthy discussion of reasons why one does this or not, I need a Poser infinite here for the sun. (I allude to issues of user+Poser willingness/ability to sufficiently sample the environment as well as incorrect construction of many HDRI, leading to missing lighting info when using an EnvSphere alone.)
The missing lighting info, now supplied by the sun (infinite), reveals there is nothing wrong with the blue cast in the shadows. They are correct. What was wrong before was that everything was "in shadow".
For a more complete coverage of the topic, have a look at this thread:
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)
If you're curious what my "intentional misconfiguration of my lighting setup" was ...
I used a JPG instead of an HDRI, and I set the gamma = 1 (should be 2.2) on it.
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 is my render with IBL light. Still pretty much blue, but let me try that holy light thingie.
Eternal Hobbyist
Bah.
If dome is not light emitter, entire scene goes blue and dim. If dome is made invisible, water becomes black with reflecting surface waves. If I use just a fake background sky, water also renders as in preceding sentence.
I tweaked the procedural shader for the P8Hemisphere.PP2 ( that's the background skydome I am using ), and unchecked it as a light emitter. I added both an IBL and a distant light. I adjusted the shader settings for the heavenly glow parachute thingie.
GRRR. Honestly, why does making a simple (#@!?!) render with Poser take so much trouble to do..... grumble.
Eternal Hobbyist
I don't understand what you said above.
Quote - I have spent 2.5 hours trying all the alternatives but I don't like light bouncing off a non-light emitting dome surface. I am using a procedural shader on the dome surface, and the water reflects the light so much better when the dome is an emitter.
I don't know how you have your shader set on the dome, but my dome shader does not bounce light. So if you're talking about light bouncing off a non-light emitting dome surface, I'm confused. The dome surface does not bounce any light at all, whether it is an emitter or not, if it's set as mine is. Mine is a pure emitter - not a light bouncer at all.
Now the water is reflecting the dome, and it does so regardless of how the diffuse part of the water is lit. If you have the water picking up diffuse lighting from the dome (because the dome is light emitter, and not just a source of specular reflections) then it would appear to be more blue because it is getting the blue tint, which you're trying to remove.
If you switch the dome off for being a light emitter, and instead, you use an IBL for your light emitter (diffuse - for IDL we're always talking about diffuse) then you'll get rid of the blue diffuse tint for everything - figure, clothes, and water. You can't have it both ways. Either you have lots of blue environmental diffuse light or you don't.
You can always dial in more blue diffuse on the water itself, if you want it to be diffusely blue even with a white diffuse light source (IBL).
As I showed in my picture, if your diffuse light source (IBL) is white, the reflections of the sky will still be blue. Diffuse reflections and specular reflections are combined on all materials independently.
The general blue tint that you want to get rid of will be gone if your IBL is white and your dome is not set up as a light emitter. It will still glow (be self lit and unresponsive to other sources of light as well as the lack thereof), and still supply the same amount of reflection brightness, regardless of whether or not you have it as a light emitter.
Quote - If dome is not light emitter, entire scene goes blue and dim.
Entire scene going dim is simply because whatever you're using instead of the dome to supply the general lighting (IBL?) is dim. Make it not dim.
Quote - If dome is made invisible, water becomes black with reflecting surface waves.
Here it would seem you're again saying that the diffuse aspect of the water is weak. Which is directly the result of having a dim diffuse light source (IBL), and/or having a weak diffuse reflection in the water.
If you set the diffuse color of the water to dark blue and you have a dim diffuse light source, it will be dimmer than dark blue in the diffuse component, i.e. nearly or actually black, while still having the strong reflections of the sky dome.
Overall, it sounds very much that you don't have a handle on the overall light levels, and you're simultaneously guessing at how the water should be set. This is exactly the case where you should be using:
My light meter to tell you, objectively, how much diffuse light is offered to your props and figures and
Any one of the numerous water materials for lake/ocean that I've posted in various threads.
Once you have the overall light level set, and the color is confirmed to be neutral by a test prop set to simply Diffuse_Color=white, Diffuse_Value = 1, and it looks white and bright, then you can stop adjusting the lights at all, and move on to the shaders.
Trying to guess how to set the lights and the shaders at the same time is exactly why you're frustrated. Get to an objective and neutral color for your diffuse light and then stop adjusting that and tweak the other aspects.
If your dome is turned invisible and you have the IBL set right, you should still clearly see your figure and the general low-level blue of the water (diffuse blue or green or brown water as you see fit, but not reflection blue). After the basic diffuse levels are set, turn the dome back on, and the water should be right.
Don't guess about the water. If you have recent Poser, use Fresnel_Blend with IOR 1.33. If you don't have that node, then use one of the water shaders I've posted.
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)
@BB - thanks for taking the time to provide your latest comments; much appreciated.
Quote - If you switch the dome off for being a light emitter, and instead, you use an IBL for your light emitter (diffuse - for IDL we're always talking about diffuse) then you'll get rid of the blue diffuse tint for everything - figure, clothes, and water. You can't have it both ways. Either you have lots of blue environmental diffuse light or you don't.
Indeed, as I've found out....
Quote - You can always dial in more blue diffuse on the water itself, if you want it to be diffusely blue even with a white diffuse light source (IBL). As I showed in my picture, if your diffuse light source (IBL) is white, the reflections of the sky will still be blue. Diffuse reflections and specular reflections are combined on all materials independently.
The general blue tint that you want to get rid of will be gone if your IBL is white and your dome is not set up as a light emitter. It will still glow (be self lit and unresponsive to other sources of light as well as the lack thereof), and still supply the same amount of reflection brightness, regardless of whether or not you have it as a light emitter.
scratches head it's a white IBL at 100% intensity. But I am following.
Quote - Entire scene going dim is simply because whatever you're using instead of the dome to supply the general lighting (IBL?) is dim. Make it not dim.
Ah, OK. Noted. Shall try that.
Quote - If you set the diffuse color of the water to dark blue and you have a dim diffuse light source, it will be dimmer than dark blue in the diffuse component, i.e. nearly or actually black, while still having the strong reflections of the sky dome.
I think that's part of my problem. I'll have to go fix that.
Quote - Overall, it sounds very much that you don't have a handle on the overall light levels, and you're simultaneously guessing at how the water should be set. This is exactly the case where you should be using: 1) My light meter to tell you, objectively, how much diffuse light is offered to your props and figures
I've read about that item, but never actually got round to applying it. Right then. Cannot escape the inevitable here. Have to haul the light meter out for this scene.
Quote - 2) Any one of the numerous water materials for lake/ocean that I've posted in various threads.[/unquote] With due respect, I am getting strange tiling effects after rendering the water. I can't locate discussion regarding a fix, except folk writing about a mesh UV adjustment for large planes.
Quote - Once you have the overall light level set, and the color is confirmed to be neutral by a test prop set to simply Diffuse_Color=white, Diffuse_Value = 1, and it looks white and bright, then you can stop adjusting the lights at all, and move on to the shaders. Trying to guess how to set the lights and the shaders at the same time is exactly why you're frustrated. Get to an objective and neutral color for your diffuse light and then stop adjusting that and tweak the other aspects.
If your dome is turned invisible and you have the IBL set right, you should still clearly see your figure and the general low-level blue of the water (diffuse blue or green or brown water as you see fit, but not reflection blue). After the basic diffuse levels are set, turn the dome back on, and the water should be right.
Don't guess about the water. If you have recent Poser, use Fresnel_Blend with IOR 1.33. If you don't have that node, then use one of the water shaders I've posted.
OK. I follow that too. Hummmm. Need to muster some energy as we approach mid-week, and fire up Poser. More later.
Eternal Hobbyist
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![file_502297.png](https://live.cdn.renderosity.com/forum/threads/2878648/file_502297.png)
(Dude 2, Sshodan M4 Cloak, Cybertenko gemmae (Acta Sanctorum), my own props.)No lights added. Rendering using IDL and ray-tracing only. Too much blue tint. How to reduce the blue, please ?
( and that's not a sacred parachute !)
Eternal Hobbyist