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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
If I recall correctly, the physicalsurface root node was built for specific types of mapping associated with certain game engines ... but I've found it to be excellent for doing some great basic textures. I even made a set of shaders in freestuff from bubblegum to bronze.
Boni
"Be Hero to Yourself" -- Peter Tork
I think the parameter to experiment with in the scatter node is the Scale. IIRC it relates to the size of the object where lower values result in more scattering - I used to set something around 1.5 to 1.8 for a human figure, though it has been quite a few years since I've used it ;)
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1.6 is a good scale
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Boni posted at 7:25PM Thu, 04 June 2020 - #4390900
If I recall correctly, the physicalsurface root node was built for specific types of mapping associated with certain game engines ... but I've found it to be excellent for doing some great basic textures. I even made a set of shaders in freestuff from bubblegum to bronze.
Thanks, Boni!!!
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OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
OH, I will in my next project.
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OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
Thanks Caisson :)
caisson posted at 3:08AM Sat, 06 June 2020 - #4390908
I think the parameter to experiment with in the scatter node is the Scale. IIRC it relates to the size of the object where lower values result in more scattering - I used to set something around 1.5 to 1.8 for a human figure, though it has been quite a few years since I've used it ;)
Yes, Scale is the value you change. I know why they called it Scale but it's dumb. The right parameter name for it would be Attenuation Multiplier. For each preset (chicken, ketchup, etc.) the implementation of the attenuation was created by the programmer against an arbitrary dimension of object. Because Poser doesn't even agree with itself as to what an inch is, we have the need to tweak this "nominal" attenuation. That's what Scale does.
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)
Do note that the parameterization on the Cycles "SubsurfaceScattering" BSSRDF node is opposite. Increasing Scale on that node increases the scatter distance, meaning it is the opposite of attenuation.
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)
Thanks bagginsbill - and for your excellent skin/surface tutorials over the years. Yeah I guess 'scale' makes programming sense but there could be a bit of a job done inside Poser in terms of user ergonomics / plain english. That said, I do find the UI about as ergonomic as it could be - one of the things that first attracted me to Poser was its simple/quick camera and animation controls :)
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OK I'm using Superfly and Poser 11 pro. I love the subsurface options in the poser rendernodes, but without resorting to Physical nodes I don't have much control over the amount of subsurface scattering in skin ... or do I?
The most skin-like options are: Skin1, Skin2, Chicken1, Chicken2 (then there are others like Milk, Marble, Cream, Potato, Skimmilk etc) ... so I have a Goldilocks problem - what I want is somewhere between Skin1 (not much subsurface), and Chicken1 (too much subsurface!). Any advice on how to achieve this? I couldn't find a cheat-sheet on HOW much scattering each option provides.