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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: "Neutral" light for testing skins


vholf ( ) posted Fri, 10 May 2019 at 10:56 AM · edited Sat, 23 November 2024 at 3:13 AM

I looking for advice on what is considered a "neutral" light for testing different skin textures and shaders. What is the standard setup for this? 1 white light? 2? 2 in front and from behind? Any input is appreciated

Thanks.


SamTherapy ( ) posted Fri, 10 May 2019 at 1:28 PM

Single white light and Envirosphere without texture is going to give a relatively even white light. That's how I'd do it, anyhow.

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dlfurman ( ) posted Fri, 10 May 2019 at 2:56 PM

Tweak the light intensity also. It will not be 100% 55-67% works pretty well, Play around to what your eyes says is good.

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ironsoul ( ) posted Fri, 10 May 2019 at 3:50 PM

BB had somekind of Gamma and Exposure meter to help with getting the exposure correct but my Googlefu is failing, maybe someone still has the link.



Miss B ( ) posted Fri, 10 May 2019 at 8:38 PM · edited Fri, 10 May 2019 at 8:38 PM

ironsoul posted at 9:36PM Fri, 10 May 2019 - #4351535

BB had somekind of Gamma and Exposure meter to help with getting the exposure correct but my Googlefu is failing, maybe someone still has the link.

If you're referring to his BBGammaMeter, you can find it, and whole lot more of his goodies, in his File Cabinet

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caisson ( ) posted Sat, 11 May 2019 at 8:57 AM

Pretty much what SamTherapy said.

The standard lighting I use to test all materials I make is a single white infinite light set to 100% intensity on the grounds that it's the simplest possible setup that works well. As I use Poser 11 with Superfly, which comes with free reflections on everything all the time, I use the Poser Ground with a simple material for indirect reflected light - White and Blackout materials are in the Construct folder in Poser 11 Materials. Changing one of those materials to a mid-grey colour will give a nice neutral test setup (for speed when test rendering I switch off Visible in Camera in the Ground Properties too).

I check exposure like a digital photo - render a low quality test, save it, then look at the Histogram in an image editor.

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