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Poser 12 F.A.Q (Last Updated: 2024 Oct 22 2:54 pm)
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The PrincipledBSDF has its own Alpha Channel for transparency map that is set to one as a default value. I suggest that you plug your trans map into that connector and delete the TransparentBsdf node. Otherwise, set the Alpha Channel to 0 on the PrincipledBSDF and retain the TransparentBsdf node. Without expanded node images, it's hard to tell what your settings are for each channel. Also, I'm not sure if my suggestions will fix the issue, my assumptions are based on the image you posted.
I'll give that a try. I was originally trying to emulate Caisson's double-sided leaf materials but decided it didn't add enough to justify it in this case, so I might have been left with some unnecessary complexity in the shader.
That said, it works perfectly well within Poser. So, a fix might improve performance or clarity of the shader, but it sure looks like there is a bug in how the queue manager is handling something.
Wait, if I put the transparency map on the PrincipledBSDF node's alpha channel, how do I apply it to the translucency?
You also said "Otherwise, set the Alpha Channel to 0 on the PrincipledBSDF and retain the TransparentBsdf node." But that would result in a fully transparent image, alpha = 1 for an opaque image. https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html (I do have alpha = 1 currently.)
In caisson's examples, there is no transparency node associated with the Translucency node. I haven't devoted time to explore that aspect involving the PrincipledBSDF node. I am currently recreating a project using PrincipledBSDF for most of the models and trying to finish another one where I will be playing around with the Translucency Node.
I plugged the transmap into the alpha channel of the PrincipledBSDF node, deleted the TransparentBSDF node, and plugged the TranslucentBSDF and PrincipledBSDF nodes into the MixClosure node (deleting the AddClosure node).
Ok, so that clearly doesn't work. The alpha input may really need to be used for what it is intended for, which is accepting the alpha channel from an ImageTexture node that is loaded with a transparent image (e.g. PNG). And not a transmap image pretending to be an alpha channel.
Anyway... it basically has nothing to do with the original issue, which is that the Poser and Queue Manager outputs are not the same, and the QM appears to be wrong, at least some of the time. No one else testing out the Queue Manager yet?
ChromeStar posted at 10:26PM Thu, 03 December 2020 - #4406385
...the Poser and Queue Manager outputs are not the same, and the QM appears to be wrong, at least some of the time. No one else testing out the Queue Manager yet?
I am. But TinkerBell is the only machine I have which could reasonably do GPU rendering, and she's down for maintenance. I'll watch for discrepancies between Poser/Queue renders.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
I had an issue with the Hair BDSF not working in Queue Mgr like it is in Poser, and reported it. My support person mentioned an issue with Transparency, but could not find that bug report. Root cause on my bug could have been a transparency issue. Try to render the same object alone in a scene. If it does not work the same in queue manager, report it along with the two rendered images.
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The issue with superfly renders in the queue manager not using the GPU appears to be resolved, but I'm still getting inconsistent results. Anyone else trying out the queue manager?
Render within Poser:
Render with Queue Manager:
Here's a shader for those leaves that are coming out white (which actually span several materials). But note the shaders for the leaves that are in color is almost identical.
It looks like everything else is rendering correctly, there are just a couple materials that have lost their color (maybe due to losing their color maps?). (I don't think this has to do with the front/back of the mesh.) The scene is a little lighter with the white leaves which looks like it is just due to the reflections off those leaves.
These trees are from 2nd World's swimming lake scene, BTW, but the shaders are new.