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Poser 12 F.A.Q (Last Updated: 2024 Nov 27 7:24 pm)



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Subject: Poser 12 Bug Report: Diffuse Value not working


Necromuncher ( ) posted Mon, 07 December 2020 at 8:00 PM · edited Thu, 28 November 2024 at 6:01 AM

Hi, I've searched the forum but couldn't find anybody else reporting this problem, so I'm creating this thread.

Operating System: Windows 10 (20H2)

Poser Version: 12.0.276

Problem: Material Room -> Poser Surface

"Diffuse Value" has no function. Everything greater than 0,00 will show the same value as 1,0 See screenshot for evidence.

Diffuse value bug.png

I noticed that while rendering one of my characters. I use to adjust the brightness of her hair by turning on the animation for the diffuse value and then using the slider, that pops up in the parameters section, while posing.

Weirdly enough, the preview shows a change in brightness of the texture / color, but when rendered, there is no change. Diffuse value bug 2.png

would be nice if someone else could check if they're able to reproduce the problem. Thanks for reading.

I hope Bondware resolves this quickly...


ghostship2 ( ) posted Mon, 07 December 2020 at 9:01 PM

Firefly or Superfly?

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Necromuncher ( ) posted Mon, 07 December 2020 at 9:49 PM

Sry, forgot to mention. Superfly


ghostship2 ( ) posted Tue, 08 December 2020 at 8:57 AM

I can confirm that that is what it is doing. There is no value between 1 and 0, it is either or. I think this is how it should be for superfly as that is how the Cycles DiffuseBSDF works. There is no value between 1 and 0. The Physical root works the same way. There are no values between 1 and 0. In PBR something is either diffuse or not. Workaround would be to use Cycles mats only for this. Cycles root with a mix closure then a diffuse plugged into one of the ports on the mix. You now have values between 1 and 0.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Necromuncher ( ) posted Tue, 08 December 2020 at 10:04 AM · edited Tue, 08 December 2020 at 10:07 AM

Why did it work in Poser Pro 11 then?

this is also not the only issue I found.

I have some bumpmaps set up to change (skin folds / wrinkles) through an animated "blender" node (new node -> math -> blender) and added dependencies to certain bodyparts. i.e. if the character smiles or raises their eyebrows, the bumpmap stregth goes up and the wrinkles become more visible. These behave wonky as well now. Even though they should be at minimal strength, they're on full strength.

I mean, are you saying that I have to rework all the mats for my 30 or so character models to make them work in Poser 12 ? Oo


ghostship2 ( ) posted Tue, 08 December 2020 at 10:43 AM

Some Cycles nodes changed as well. Just have a look at my thread about the glossy bsdf node. I don't know if the diffuse issue is by design or a bug. You could report a bug to devs but if it's not a bug then that's how it works now. The way you were using it was a hack anyway. Not that hacks are bad. I use a blank cycles node with nothing plugged in for eye pupils so that you will never see any geometry in the pupil ever. That is a hack that I use.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


caisson ( ) posted Tue, 08 December 2020 at 6:42 PM

The version of Cycles in P11 is from 2014-2015. The version in P12 is current, so that's around 5 years worth of difference - so quite a lot of change under the hood. The development work is constant though, albeit with a smaller team than back then, so just keep reporting the bugs and issues ;)

----------------------------------------

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ChromeStar ( ) posted Tue, 08 December 2020 at 9:37 PM

It's useful to identify what those changes are and list them out. To the extent that shaders need to be updated, we need to know which parts broke so we can fix them without starting over from scratch. It's useful to submit it as a bug, even if the only result is that we find out it is deliberate.

GlossyBSDF seems like a deliberate one. On the other hand, the non-cycles version of Glossy was a bug.


Necromuncher ( ) posted Wed, 09 December 2020 at 1:34 PM · edited Wed, 09 December 2020 at 1:37 PM

Alright, I've sent a bug report as a Poser support ticket. I hope that's the correct way.

Also: is there a general bug report thread here in the forum? There is another bug I've noticed back

in Poser 11 already and it's still present in Poser 12. If anybody could see if they're able to reproduce that, would be awfully nice.

Bug: when there is an animated value inside a node (the little key icon being activated) and a custom parameter dial is set up to manipulate that through a dependency, all dependencies to all present animated values inside the selected material are being removed when you undo any action by pressing ctrl-Z.

how to reproduce:

  • add any object into your scene. (for this example, a simple cube)

  • inside the material room, create any node (example: cycles -> color -> mix; make one channel white, the other black)

  • set any value to "animated" (example: Fac-value)

  • create a new master parameter in the parameters section

  • edit dependencies on the new master parameter

  • "teach" the parameter to change the animated shader node value (example: if parameter at 0 = Fac at 0; if parameter at 2 = Fac at 1)

  • stop "teaching" and change anything inside the material (like moving /dragging a node a few pixels to the left)

  • hit ctrl+Z to undo the action

  • use the master parameter dial and set to any value

= you will notice that the dependency you've created a moment ago is gone.

this is very annoying because i had to learn to NEVER undo any action inside the material room unless i want to reprogramm all the dependencies i've created, which i do a lot. I have dependencies for bumpmaps, texturemaps, SSS values, specular values and so on (in some cases up to 7 dependencies in one material)

thanks in advance to anyone who tries that out. should i create a seperate thread for this bug, please tell me and i will do so. if at least one person can recreate this bug, i'll report the bug the same way i did the first bug.


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