Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)
ISTR Bagginsbill posting about this subject, ages ago.
See what a search turn up.
Coppula eam se non posit acceptera jocularum.
Not only did Sam find it, but I told Anthony about that thread twice since it was written, in the last few months, AND Anthony actually POSTED in that thread.
He seems to be refusing to read it. Not sure what the problem is. The thread contains discussion AND a link to the actual, free scene file which can be downloaded and is ready to use.
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)
The 11th member of the dropdown menu at "Display" is an option to switch on/off "Depth Cued". It would be EXACTLY what I want :: except that it only operates in displaying and not in rendering, and if I could vary its strength and color at will.
Perfect underwater fog effect -- but only in display mode.
I seem to have ordinary Poser 11 and not Pro.
Looks right. Is there any chance of you emailing or otherwise sending to me a copy of the .pz3 file used to make it? Then I could examine it and see how it works.
The thread contains discussion AND a link to the actual, free scene file which can be downloaded and is ready to use.
and finally I shall quote the actual thread - I posted the following in March 2016
I don't have time to ever finish this thing to perfection. I have uploaded all the work I did -- caveat emptor. Go get it -- BBUnderWaterRuntime.zip.
https://sites.google.com/site/bagginsbill/free-stuff/tutorial-scenes
Note: I do not get notified here about replies so I don't come here to talk anymore.
As I wrote back then I've gotten NO ebots about replies to this thread. I was manually checking. I'm going away for the weekend now and will not be checking again until probably Monday.
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)
(Hereinafter, / should be backslash)
The files that I unzipped from BBUnderWaterRuntime.zip :: where should they go? When I installed my Poser 11, I told the installer to put it at C:/Poser11/ , but the Poser11 installer put part of it there and part of it at C:/Users/Public/Documents/Poser 11 Content/Runtime/
If you're going to be doing many undersea pictures, it might be an idea to look at getting a copy of Vue. Poser 11 -> Vue 2016 is really easy and automatic, and it would give you access to all Vue's one-click presets for atmospheres and underwater realism.
Learn the Secrets of Poser 11 and Line-art Filters.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
"gimps free ya could paint the fog ya self" :: I can program in C++ and Python; I could write a bit of image-post-processing software myself, but whatever post-processes the image to add the fog, would need to know how far away is the object that each image pixel's line-of-sight hits (plus complications caused by each line-of-sight passing through any objects which are somewhat (but not 100%) transparent). Is there a quick way for a Poser Python script called on the scene to output a table of numbers, saying for each image pixel how far away is the object that that image pixel's line-of-sight hits? (Or a special value to say "This pixel's line of sight hit the background".)
Anthony Appleyard posted at 6:19AM Mon, 21 August 2017 - #4312617
"gimps free ya could paint the fog ya self" :: I can program in C++ and Python; I could write a bit of image-post-processing software myself, but whatever post-processes the image to add the fog, would need to know how far away is the object that each image pixel's line-of-sight hits (plus complications caused by each line-of-sight passing through any objects which are somewhat (but not 100%) transparent). Is there a quick way for a Poser Python script called on the scene to output a table of numbers, saying for each image pixel how far away is the object that that image pixel's line-of-sight hits? (Or a special value to say "This pixel's line of sight hit the background".)
oh you want realistic ,physically correct real world fog. Don't know if that with in the realm of Python. I'm sure C++ could but getting a render engine to calculate earths gravity ,temp,wind,,etc etc. I don't even think Vue or Max even does all that.
I'm thinking you would need NASA super computers n software for all that n all that is beyond are reach.
Where CGI Artist .Art is a illusion ,where Mages. Just create the illusion of fog.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
No need to be that exact. If I knew that:
Pixel Q is looking at a part of an object, which is P inches away from the camera.
My chosen maximum visibility in the fog is V inches.
Pixel Q without fog has color C.
The color of the fog is F.
Then I could calculate: set R=P/V; if R>1 then set R=1; set pixel Q to color (F * R) + (C * (1-R))
Anthony Appleyard posted at 12:54PM Mon, 21 August 2017 - #4312655
No need to be that exact. If I knew that:
Pixel Q is looking at a part of an object, which is P inches away from the camera.
My chosen maximum visibility in the fog is V inches.
Pixel Q without fog has color C.
The color of the fog is F.
Then I could calculate: set R=P/V; if R>1 then set R=1; set pixel Q to color (F * R) + (C * (1-R))
That sounds something like how a light n shadows works in a way. maybe the lights could work as fog.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
There is no reason to continue guessing how you might do this. I provided a scene that does everything.
We should have seen 50 renders from Anthony by now.
Here I just did another one - it rendered in 15 seconds. This is the LOWEST, WORST quality you get with my setup. It can do far better if you want to make extra effort but this is a load-and-render solution that should not be generating any more concern about how to do this.
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)
bagginsbill you are the Undisputed Champion of Poser shaders. your caustics n all look killer. makes me want to model Jaws.
maybe Anthony Appleyard is just checking out different ways to crack that egg n to get different looks or planes on making a fog plugin or something.
but don't take it personally ,where just exploring options n all ways value your input n expertise even if we don't follow it to the letter. Thanks a lot for all your help over the years.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
I have installed your package and I have got it to work. Here is a run with my dredger-submatine added; here it is about 240 feet long (60 feet x 400% scaling).
But, what caused the black leaf-shapes among the refraction caustics?
Is there a way that I can switch the caustics off? In my experience in Red Sea diving I usually did not see caustics, and never in low-visibility British water.
Thank you for your efforts in writing this package. But queries arise:
In this render I set the PM:Half Distance to 5 feet, but details can be seen much further away. In my experience in low-visibilty-range British sea scuba diving, I see the visibility limit as a blurred opaque wall at a set distance L, which is the visibility range. I tried resetting the PM:Scatter Value, but likely in the render the light is scattered only by objects declared as props and characters; but in real sea the light in passage through water (including light which has already hit an object) is also scattered by millions or billions of silt particles and/or plankton organisms; likely the visibility limit "wall" is where the nearest large solid object is so far away that nearly all lines of sight from the camera hit first a silt particle or a plankton organism.
To make this scene, I went into one of my previously-made underwater scenes, parented all props and characters to one character, and saved that character "with all child characters and props" to library, so I could load the whole setup bodily into a run of UnderWaterScene.pz3 .
As regards underwater optics, I have noticed on land that at night, lit only by monochrome sodium lights, I can yet see green leaves as green. I suspect that plant chlorophyll (including in green phytoplankton) actively emits green light as it absorbs blue and yellow and red light.
For me, the "depth cued" would be useful, if I could set the depth cue color, if I could make depth cuing also happen on rendering, if I could set the maximum distance rather than it being automatically set at the mesh vertex farthest from the current camera.
In former years I made this underwater fog effect by filling the space around the posed objects and the camera with a big cube of 64 parallel one-sided planes set up so the line of sight went through all the planes; each plane's texture is diffuse color cyan (red=127, green=blue=255), transparencies=0.94
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
To get fog effect in Poser, I have been advised to texture the Atmosphere :-
But in the resulting render, the resulting fogging is about the same all over, as if the camera's lens front was dirty, and does not get much more with distance to each object depicted as if the air (or here, water) was dirty or foggy. The relative sizes of the scuba divers (left) and the ditched jet fighter (right) show difference of distance.