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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 10:28 pm)
just to add to what hborre has said about mesh lights: Area lights ARE mesh lights in that they work exactly the same. When Poser 11 first came out I did a bunch of tests with area lights and square mesh lights of the same size. exact same lighting results in the render from either. They are interchangeable when you are using a square. The advantage of area lights is they show up in your lights list but mesh lights can be any object you want to emit light. I sometimes use light fixtures in room props as light sources or use a torus as a ring light attached to a camera.
Here is a bathroom prop that I turned the light fixtures into mesh lights to get a more real lighting.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
I can't remember. It wasn't hard to get them to look the same but I don't think it matters all that much.Just load up a mesh and make it emit light and crank up the value till it lights the scene the way you like/think it should look. I don't do any of that scientific numbers thing when setting up my lights. I just use the Poser root to make things simple and Superfly will calculate the inverse square for the light.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
Ohhh, it can't come soon enough!!ย Looking great, as usual!!ยYes. My hair shader system is coming soon. Thank you!
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OK . . . Where's my chocolate?
One proviso...
There seems a hard-limit to emission per unit area when using 'super-ambient'. Unlike a 'real' Poser light, you can't just dial brighter and brighter. It 'maxes out'.
This is not a problem foe eg big ceiling light panels, but may be a nuisance for slim 'strip lights' and is a pain if scene's 'luminaires' are but a few pendant bulbs or wall sconces.
I've tried sub-division, the unit-area limit still applies. I've resorted to 'hiding' eg point-source lights inside bulbs. Strip-lights are harder...
FWIW, this unit-area limit seems un-documented...
Just as a reminder: using Cycles nodes, everything can be turned into a light emitter, you can even control the temperature and the power.
Here an example using a lollipop:
-you can see the settings for the heart, while the stick is using "Daylight".
Oh and using the BrightContrast, the emitted light remains white.
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I've seen it here, but I don't remember who published it, was it you?Why does part of that shader look familiar to me?
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And if you want to attenuate the Inverse Square for the emission, use a LightFalloff node and connect the Quadratic channel to the Emission node Strength.
Thank you for the information about the LightFalloff.
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Great setting! Thank you.Yeah, that was me, and you're very welcome.
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NikKelly posted at 7:14 AM Sat, 12 March 2022 - #4435810
I'm not getting that result. I used TrekkirGrrrl's render room and a cube that I set to 20% size (pretty small) and cranked the ambient to 10000 and got it to blow out the lighting to almost pure white in the room. I'll try with some other objects.One proviso...
There seems a hard-limit to emission per unit area when using 'super-ambient'. Unlike a 'real' Poser light, you can't just dial brighter and brighter. It 'maxes out'.
This is not a problem foe eg big ceiling light panels, but may be a nuisance for slim 'strip lights' and is a pain if scene's 'luminaires' are but a few pendant bulbs or wall sconces.
I've tried sub-division, the unit-area limit still applies. I've resorted to 'hiding' eg point-source lights inside bulbs. Strip-lights are harder...
FWIW, this unit-area limit seems un-documented...
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
What are you referring to as โsuper-ambiantโ? Many of us donโt seem to have a problem with ambient lighting, while you do. Are we comparing apples to oranges, or just using different words for the same thing. You can see y-Philโs example of one that has no limits. Can you post a screenshot of yours. So we can compare and see where the issue lies? If youโre using the same setup, maybe post you render settings. That might affect it too.One proviso...
There seems a hard-limit to emission per unit area when using 'super-ambient'. Unlike a 'real' Poser light, you can't just dial brighter and brighter. It 'maxes out'.
This is not a problem foe eg big ceiling light panels, but may be a nuisance for slim 'strip lights' and is a pain if scene's 'luminaires' are but a few pendant bulbs or wall sconces.
I've tried sub-division, the unit-area limit still applies. I've resorted to 'hiding' eg point-source lights inside bulbs. Strip-lights are harder...
FWIW, this unit-area limit seems un-documented...
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
Props, primitives, box (box_1), Material room, Advanced, ambient colour white, ambient value ~9 is brightest will go as-is.
I took it up in x10 stages to umpteen millions, did not become brighter.
There's no obvious limit to setting (eg per 'displacement'), it just will not shine any brighter. Which is silly, yes ?
Wow. Sorry to go off-topic, but I take it this shader for modelled hair, rather than hair room strand-based hair?Yes. My hair shader system is coming soon. Thank you!
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
I hate to admit it - but I don't understand very much of this, and yeah, I've been using poser for a long time.
I need simplicity - click - the thing now casts light - slide "this" to make it brighter - kind of stuff.
just like Ghostship2's materials - click - it's silver! and move on to making my image :)
I came, I rendered, I'm still broke.
sturkwurk posted at 8:01 AM Sun, 13 March 2022 - #4435853
To get objects to light up in superfly, it's a little more complicated than click and slide. The very simplest is just add a cycle surface root node. Make sure you check the superfly root box (or maybe I'm the only one who forgets that sometimes) add an emission node and plug it into the surface plug on the root node. then you can change the brightness by changing the strength.I hate to admit it - but I don't understand very much of this, and yeah, I've been using poser for a long time.
I need simplicity - click - the thing now casts light - slide "this" to make it brighter - kind of stuff.
just like Ghostship2's materials - click - it's silver! and move on to making my image :)
Plugging the blackbody node into the the color helps it mimic the color of real world lights. The extra nodes in Y-phil's example are sample numbers to use for different light sources. You don't need those if you don't want. You can also look it up online. The lightfalloff node in hborre's example helps the light not look flat. I think it's more needed if the light source is going to show, but I could be wrong.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
The fact that the intensity of light decreases with distance is consistent with reality, that's why Poser's spots and point lights have this setting. Area light don't have it as they mimic this. Inifinite light "seems" to keep its intensity, as even the Earth'd diameter is nothing compared to the distance Sun-Earth.
The hborre's mat setting is the one that is the best.
That being said, it's relatively easy to use: setup the node as shown above, select the middle ones, right clic-> collapse to compound node:
Afterward, your setup will look like this
And from a scene like this:
You'll get this:
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That's weird: My post + pic didn't appear. Must have timed-out...
Okay, thank you, thank you, I got 'Emission' to work.ย
First part of problem was it took me best part of an hour to find the referenced nodes. Needs alphabetical lists, directory and map.
Second, only lit at render.
Upside, I've learned something today.
Downside, I'm going to be plagued by umpteen revenant trial-renders that won't stay deleted...
Again, thank you.
Downside, I'm going to be plagued by umpteen revenant trial-renders that won't stay deleted...
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This may be a friend, ready to help you with your... "ghosts" ๐
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The Emission node set ups were shown multiple times and at length, including emission masking, by myself and others, in threads that you participated in over on the Poser 11 Technical forum. Just reminding you.That's weird: My post + pic didn't appear. Must have timed-out...
Okay, thank you, thank you, I got 'Emission' to work.ย
First part of problem was it took me best part of an hour to find the referenced nodes. Needs alphabetical lists, directory and map.
Second, only lit at render.
Upside, I've learned something today.
Downside, I'm going to be plagued by umpteen revenant trial-renders that won't stay deleted...
Again, thank you.
ghostship2 posted at 3:15 PM Fri, 11 March 2022 - #4435790yes, it's for modeled mesh hair. I've tried it on strand hair and it does not work on it.Wow. Sorry to go off-topic, but I take it this shader for modelled hair, rather than hair room strand-based hair?Yes. My hair shader system is coming soon. Thank you!
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
I've noticed that the larger the area light or ambient surface is the more grain in render.I think it has more to do with the ambient light bouncing off of objects in the scene. If it's larger it might be closer to an interior wall and the noise is coming from the bounce light from the wall.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
I'll be waiting for that hair shader, young man
Beautiful picture! ๐
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Yer a sick b*****d. lol back to your room.I'll be waiting for that hair shader, young man
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is there a way to make the shape of the area light round or ovoid?
I know it seems silly, but it would be nice to have for some of my shots. I'd like the option to be able to hide an area light in a source that's round.
I'm very new to the whole "area" light thing and superfly - so I'm sure it's a silly question.
thanks,
sturkwurk
I came, I rendered, I'm still broke.