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Poser 12 F.A.Q (Last Updated: 2024 Oct 22 2:54 pm)
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As if the ambient light was a negative one: kind of "eating" the outside lights.... Here is a test with 2 boxes, the left one with ambient, and in front of it a point light with a negative intensity:
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Building on this idea I tried using a negative value for Ambient. To my great surprise the preview showed all black for the impacted areas but the rendering worked perfectly.
Tried this in Poser 11 and setting a negative value on ambient had the same effect on the preview but did not suck out all the light (the ambient simply didn't work).
Again trying this out on a primitive (positive and negative value for ambient) showed the same result for Poser 11 and Poser 12.
Conclusion: Under some unknown conditions a negative value for ambient shows as expected in preview (all black) but works perfectly in a render while a positive value also works as expected in preview (brightly lit) but works as a light suck in a render. Something is wrong here.
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Very strange problem with ambient light in Poser 12. I have only found it in one particular product and have not been able to reproduce it in any other scene. With the Polygon City center product on 2nd world I noticed some strange behavior in SuperFly renders. After some research i isolated the problem to a single setting in a material.
With Ambient set to any value other than 0.
I have a nearly black render. All light rays are sucked in by the material.
When I set the ambient to 0 the render behaves as expected.
FYI I left only a single building visible in Raytracing and set all other parts to invisible and invisible in Raytracing. I did try this ambient setting on primitives and in other products and did NOT find the same problems. I'm not able to figure out what makes this situation unique. If anybody can recreate this problem with free products please tell us so we can try to get to the bottom of the problem. Thanks.