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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 01 5:26 pm)



Subject: Gamma Correction Woes with Transparency maps


jura11 ( ) posted Tue, 12 May 2015 at 1:18 PM · edited Wed, 11 December 2024 at 2:29 AM

Hi guys

Not sure if this has been covered over here,but here are my last woes with GC and Transparency maps

Here are attached the pictures of two renders,both has been rendered with same textures and same V4  and same light setup

This one has been rendered with GC on with no postwork

2s0ygba.jpg

Second render has been rendered with GC off with no postwork

25km07l.jpg

As you can see on the attached renders,there are differences with transparency maps on the Emotional II,textures are from R3D(Temptation for Emotional II http://www.renderosity.com/mod/bcs/temptation-for-emotional-ii/92897 ),this does happen with several other textures not only with those when you are using GC

I've tried to lower transparency to 0.4-0.5 or even lower,which doesn't helps at all 

Not sure what is best way to cure this or what is best way how to deal with those issues 

Thanks,Jura


WandW ( ) posted Tue, 12 May 2015 at 1:26 PM · edited Tue, 12 May 2015 at 1:27 PM

If you are using Poser 10/PP2014, the latest SR is supposed to automatically correct the gamma for transparency maps. One can also use theChangeGamma script under MaterialMods on the Scripts menu; enter a value of 1.0 for all props and figures and "all of the above"...

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vilters ( ) posted Tue, 12 May 2015 at 1:41 PM

Render settings should Always be with IDL and GC ON, and at 2.2

Color maps like diffuse textures loaded with "Render settings" or GC at 2.2

Black and white textures like transparancy, bump, and displacement maps, HAVE to be loaded in the material room at Gamma Correction set at 1.000

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
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jura11 ( ) posted Tue, 12 May 2015 at 1:42 PM

If you are using Poser 10/PP2014, the latest SR is supposed to automatically correct the gamma for transparency maps. One can also use theChangeGamma script under MaterialMods on the Scripts menu; enter a value of 1.0 for all props and figures and "all of the above"...

Hi WandW I'm using PP2014 with latest SR and those renders has been done in PP2014 and all trans maps have 1.0 what I know and what I've check'd last time when I've done those renders

But on other hand I've tried to postwork those GC renders and looks like adding more contrast will cure this issue,strange

Thanks,Jura


jura11 ( ) posted Tue, 12 May 2015 at 1:44 PM

Render settings should Always be with IDL and GC ON, and at 2.2

Color maps like diffuse textures loaded with "Render settings" or GC at 2.2

Black and white textures like transparancy, bump, and displacement maps, HAVE to be loaded in the material room at Gamma Correction set at 1.000

Hi there I'm only rendering with IDL,GC 

Color maps are with GC 2.2 and all trans and bump maps are set 1.0

Thanks,Jura


jura11 ( ) posted Tue, 12 May 2015 at 1:47 PM

Hi guys

Is possible something like contrast control per texture ?

Hopefully Bagginsbill knows how to control contrast 

Thanks,Jura


vilters ( ) posted Tue, 12 May 2015 at 1:52 PM

You can add a HSV node between the texture and the channel.

H = Hue
S = Saturation
V = Value

Or add a Color_Math node to increase or reduce contrast? 

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"!


primorge ( ) posted Tue, 12 May 2015 at 2:36 PM · edited Tue, 12 May 2015 at 2:42 PM

Maths:Gain for contrast. AFAIK. 

BB might have a more correct solution.

http://www.castleposer.co.uk/articles/maths_gain.html


jura11 ( ) posted Tue, 12 May 2015 at 4:37 PM

Maths:Gain for contrast. AFAIK. 

BB might have a more correct solution.

http://www.castleposer.co.uk/articles/maths_gain.html

Thanks that's worked pretty well Thanks,Jura


jura11 ( ) posted Tue, 12 May 2015 at 4:44 PM

OK here are few renders 

First one is Sexy Dress II with R3D textures as you can see transparency are again over the place 

1621mde.jpg

Here is same render but postworked with PS(I've adjusted only levels)

10xefiw.jpg

Third render and there I've plugged between the transparency map Math_Function ,set this to Gain and under Value_2 I've put 0.8 and transparency now looks like should 

t4u74p.jpg

Same above(3rd) render,but now has been postworked in PS(levels only)

sbhg6a.jpg

Thanks,Jura


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