Darchind opened this issue on Apr 06, 2014 · 17 posts
aRtBee posted Mon, 07 April 2014 at 10:36 AM
Quote - > Quote - As a result, surfaces which face tha camera are brighter than surfaces which make a skew angle,
Lambertian surfaces which face the light source are brightest, not the camera. This is the deal with diffuse.
With specular, surfaces that face halfway between the light source and the camera are brightest.
which of course is a correct observation. In addition:
* at the bottom line, specularity (aka highlights) is a trick used in various 3D software to represent the (blurred) reflections from direct light sources only. Poser reflections do not deal with direct lights themselves, and ImageBasedLigts (IBL) as well as IndirectLighting (IDL) do not produce specularity. So specularity and Reflectivity in Poser are two sides of the same coin, and you might want to balance them accordingly.
In nature, you've only got reflections of everything.
* most advanced material setups in Poser do not export very well to external renderers or other 3D software, like Vue, Reality/LuxRender, Octane or any OBJ/MTL-like format. But as long as Poser is the end of your 3D workflow, all is well and tools like EZSkin are pretty handy indeed.
happy rendering.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though