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Poser 12 F.A.Q (Last Updated: 2024 Dec 22 9:02 pm)
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ghostship2 posted at 8:43 PM Thu, 14 April 2022 - #4437200
Good to know, so will make a note of this when I pick up your Hair Shader in the next day or two.One thing I did not say in my documentation but was implied is that you can use your own texture maps or the ones that come with the hair if you like those better. There aren't any rules. Maps by Biscuits or OutOfTouch are pretty good without much highlights or shadows to deal with. Another option would be to add a HSV node after the map to change colors.
Oh, and sorry to hear you had been "under the weather" and in the hospital. I hope you're back to 100% now.
_______________
OK . . . Where's my chocolate?
S-s-s-Sophia Loren... woah my platonic love of all time... Thank you!Still playing with Ghostship's hair shader and lights. Used my Sophia morph on V4.
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A better Sophia (not by much, but better).
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I finally got around to playing with Ghostship's Hair System and I have to say that I am very impressed with the results. It took me a while though, I realized I didn't have a Superfly-ready SSS skin shader ready to go so I needed to prep an appropriate model. I asked this lovely actress (guess who?) to model the hair and show off her charms in this render.
I finally got around to playing with Ghostship's Hair System and I have to say that I am very impressed with the results. It took me a while though, I realized I didn't have a Superfly-ready SSS skin shader ready to go so I needed to prep an appropriate model. I asked this lovely actress (guess who?) to model the hair and show off her charms in this render.
Beautiful! woah..
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@hborre
Beautiful. She looks angry.
We need a skinshader, agree. I created one for my self, but the nails and teeth, gumm are not really a succes. Try to find some shader connections for them, but still, no succes.
La vie est éternelle. L'amour est immortel.
“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,
TheAnimaGemini posted at 3:34 AM Wed, 20 April 2022 - #4437419
for teeth, mouth, gums and tongue, I'm still using the EZSkin3 version.@hborre
Beautiful. She looks angry.
We need a skinshader, agree. I created one for my self, but the nails and teeth, gumm are not really a succes. Try to find some shader connections for them, but still, no succes.
For the nails, ghostship has show a simple setup to use:
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hborre posted at 9:02 AM Wed, 20 April 2022 - #4437424
All materials for my characters are setup this way, it comes from the fact that at one moment, Poser's slowness in the Material Room was dependent of the number of displayed nodes (at least that was my feeling) and also from the fact that I like things clear, with all the technical details hidden in kind of black boxesI like the way you set up the EZSkin3 shader nodes into one compound node, very convenient. I do have a teeth shader I put together based on what I found on the web I don't mind sharing. I think it is better than what is currently offered anywhere else.
For what concerns the mouth parts, teeth included, I was decided to search for blender mat setups but I haven't taken the time to do it yet
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Okay, this is the Teeth Shader I put together based on what I have found on the web. Someone wanted a close approximation of teeth enamel for a model he was constructing. Modify it any way you like, personally, I think that the roughness on the Glossy node should be slightly increased, the teeth will appear too reflective. I'm including the RGB for the colored chips although, again. modify it to personal taste. The Mapping and Texture Coordinate nodes are present but are not necessary.
As a side note, I think the SubsurfaceScattering scale is too high, you will get self-illumination if you leave it as is. I recommend bringing that value down to 0.015 to start and work your way up incrementally until you're satisfied. The SSS Radius is set to 1 which gives you a white color value, play with it if you want a different color transmission.
If you decide you want to plug in a color map, run the node through an HSV for better color control. I might play with Ambient Occlusion with this shader because you might want some darkening between the teeth but I can't guarantee it will work as expected.
hborre posted at 10:08 AM Wed, 20 April 2022 - #4437434
Thank you for that, as I often have to bring a screenshot into PS to figure out what the colors are, and I never know if I'm even getting close to the RGB used in the setup.I'm including the RGB for the colored chips although, again. modify it to personal taste.
At least this way I have a good starting point.
_______________
OK . . . Where's my chocolate?
Here :-)Where can I get the newest ezskin?
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TheAnimaGemini posted at 12:07 PM Wed, 20 April 2022 - #4437442Merci beaucoup 😁Here :-)Where can I get the newest ezskin?
La vie est éternelle. L'amour est immortel.
“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,
Y-Phil posted at 12:18 PM Wed, 20 April 2022 - #4437443De rien... 😄TheAnimaGemini posted at 12:07 PM Wed, 20 April 2022 - #4437442Merci beaucoup 😁Here :-)Where can I get the newest ezskin?
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👿 Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gamng, Asus Tuf Gaming RTX 4070 OC Edition, 1 TB SSD, 6+4+8TB HD
👿 Mac Mini M2, Sequoia 15.2, 16GB, 500GB SSD
👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️
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(っ◔◡◔)っ
👿 Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gamng, Asus Tuf Gaming RTX 4070 OC Edition, 1 TB SSD, 6+4+8TB HD
👿 Mac Mini M2, Sequoia 15.2, 16GB, 500GB SSD
👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️
That's a nice one, simple and elegant. The one thing that was bothering me about my teeth shader is the enamel brightness even under varying light conditions. In other words, if you introduced warm lighting into the scene you still have white teeth which looks okay but very unnatural given the situation. I think I solved that problem with it. I'll pop this one into my collection. Thanks for the screencap.
hborre posted at 6:28 PM Fri, 22 April 2022 - #4437567
The reason for that is your SSS is too deep. That will make the teeth glow and not play nice with your lighting. Same happens with eye whites. I don't think I use SSS on eye whites at all to avoid the glowing eyes.That's a nice one, simple and elegant. The one thing that was bothering me about my teeth shader is the enamel brightness even under varying light conditions. In other words, if you introduced warm lighting into the scene you still have white teeth which looks okay but very unnatural given the situation. I think I solved that problem with it. I'll pop this one into my collection. Thanks for the screencap.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
Promo for a product that will have to be put on hold for a bit cause I stumbled into a Poser bug while on it - but I wanted to show this render anyway cause I'm in love with it a little <3
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
I agree, that's a lovely, sweet render Ohki.
_______________
OK . . . Where's my chocolate?
Lovely render, Ohki, and that teeth shader looks awesome, ghostship2. I keep learning new things all the time in this thread.
Here's a little experiment I did in Cycles, going all in (or out?) with the diffuse lighting. Put the character into a room-sized box and aligned a single large area light with the wall on her right and mostly behind her to simulate a window. The ceiling and all walls not visible in the render are white, and the number of diffuse reflections is cranked up to 10. Took a bit less than 8 Minutes on my GeForce RTX 3060 Ti, so I'd say it's not a bad option for environments that are a little too tight to sensibly use an HDRI.
-- I'm not mad at you, just Westphalian.
Thanks odf! And gotta say it's a lot of fun seeing good old Tony back to business. I'm loving all the clothes you've been making for her!
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.
You have the Subsurface Radius at 0.001, 0.001, 0.001. Was the bug fixed that caused equal values for all three dimensions to result in no SSS? Or should that be something like 0.001001, 0.001, 0.001?this is what I use.
Very cute. She look sad .Promo for a product that will have to be put on hold for a bit cause I stumbled into a Poser bug while on it - but I wanted to show this render anyway cause I'm in love with it a little <3
La vie est éternelle. L'amour est immortel.
“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,
Recently, I came across the Lucrezia character for V4 created by Syyd Raven at the defunct RDNA site sitting in one of my runtime folders. So I decided to bring her into P12 for a quick render and, to my surprise, I discovered that her skin shaders were a complete disaster. Node connections that were completely broken due to the revamps performed in P11, connections that didn't make sense, and, on top of that, it appeared that the shaders were based on some version of Snarley's EZSkin. The same can be said about the additional texture pack developed by the same vendor. IMO, totally useless with the current versions of P11/P12.
But I like challenges so I untangled the spaghetti connections, rearranged a few nodes, deleted and corrected several other nodes, and upgraded the shaders to Cycles PBR. Basically, it's an ongoing improvement project, ATM. Below is the first of several updates to those character skin shaders and I hope I do them justice. I present the Demon, not quite as red as the original icon depictions in the Poser Library, but I was going for a more plausible render.
Recently, I came across the Lucrezia character for V4 created by Syyd Raven at the defunct RDNA site sitting in one of my runtime folders. So I decided to bring her into P12 for a quick render and, to my surprise, I discovered that her skin shaders were a complete disaster. Node connections that were completely broken due to the revamps performed in P11, connections that didn't make sense, and, on top of that, it appeared that the shaders were based on some version of Snarley's EZSkin. The same can be said about the additional texture pack developed by the same vendor. IMO, totally useless with the current versions of P11/P12.
But I like challenges so I untangled the spaghetti connections, rearranged a few nodes, deleted and corrected several other nodes, and upgraded the shaders to Cycles PBR. Basically, it's an ongoing improvement project, ATM. Below is the first of several updates to those character skin shaders and I hope I do them justice. I present the Demon, not quite as red as the original icon depictions in the Poser Library, but I was going for a more plausible render.
It's true that these old shaders are sometimes quite bad surprises, and not only from rdna, but wow: great result till now!
𝒫𝒽𝓎𝓁
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👿 Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gamng, Asus Tuf Gaming RTX 4070 OC Edition, 1 TB SSD, 6+4+8TB HD
👿 Mac Mini M2, Sequoia 15.2, 16GB, 500GB SSD
👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️
Sweet!Recently, I came across the Lucrezia character for V4 created by Syyd Raven at the defunct RDNA site sitting in one of my runtime folders. So I decided to bring her into P12 for a quick render and, to my surprise, I discovered that her skin shaders were a complete disaster. Node connections that were completely broken due to the revamps performed in P11, connections that didn't make sense, and, on top of that, it appeared that the shaders were based on some version of Snarley's EZSkin. The same can be said about the additional texture pack developed by the same vendor. IMO, totally useless with the current versions of P11/P12.
But I like challenges so I untangled the spaghetti connections, rearranged a few nodes, deleted and corrected several other nodes, and upgraded the shaders to Cycles PBR. Basically, it's an ongoing improvement project, ATM. Below is the first of several updates to those character skin shaders and I hope I do them justice. I present the Demon, not quite as red as the original icon depictions in the Poser Library, but I was going for a more plausible render.
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
That's a great light effect, well done. I might add some displacement on the trees to make their outlines feel a little more real.Trying to link from gallery:
ChromeStar posted at 10:21 PM Sun, 22 May 2022 - #4438946
It would be better, I agree. But, I would need for Superfly to get micropoly displacement; the cracks between bark chips/blocks would require fine detail that would need a *lot* of subdivision otherwise. And as @hborre noted, actual displacement wouldn't be a huge improvement over bump.
That's a great light effect, well done. I might add some displacement on the trees to make their outlines feel a little more real.
-AppleJack-'s Futuristic Train, with meshlight modifications for Superfly. A bit of Stonemason's Urban Future 3 in the background.
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
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
seachnasaigh posted at 4:48 AM Tue, 24 May 2022 - #4439028
What I'm seeing is that the outlines of the trees are perfectly smooth. The fog exaggerates that rather than hiding it. But you might be right about the amount of subdivision needed, depending on the model.ChromeStar posted at 10:21 PM Sun, 22 May 2022 - #4438946
It would be better, I agree. But, I would need for Superfly to get micropoly displacement; the cracks between bark chips/blocks would require fine detail that would need a *lot* of subdivision otherwise. And as @hborre noted, actual displacement wouldn't be a huge improvement over bump.
That's a great light effect, well done. I might add some displacement on the trees to make their outlines feel a little more real.
I have nothing to suggest about the other two renders, which are great.
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Hope you are fine now. Yes, very disrupting to the spirit. I meditate a lot and when not meditating, then annoy my family with phone calls and sms .
La vie est éternelle. L'amour est immortel.
“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,