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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Antonia - Opinions?


odf ( ) posted Mon, 20 June 2022 at 6:04 PM

While I'm name-dropping random media I might as well mention that JoePublic's teen Antonia reminds me of Maddy Crocco, who plays Lexis on Evil. Could just be the nose, though. :-)

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Mon, 20 June 2022 at 6:35 PM
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Fine then

svHNVjrEeyvC2hmVfNjCkSmSSYsvo05pa3hkFD3p.png


odf ( ) posted Mon, 20 June 2022 at 6:55 PM

NOW we're talkin.

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Mon, 20 June 2022 at 7:04 PM
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Antonia_Ponderous Honker INJ


The nose suggests 1 level of subdivision for fine appreciation.


odf ( ) posted Mon, 20 June 2022 at 7:26 PM

👍

-- I'm not mad at you, just Westphalian.


GeneralNutt ( ) posted Mon, 20 June 2022 at 8:02 PM
odf posted at 8:09 PM Sat, 18 June 2022 - #4440104

Honestly, I'm wondering if it wouldn't be better to move this thread to Character Creators or some other appropriate forum. Having it in Poser Official seems to be giving my occasional rambles about things I tried to improve on an old fringe figure way more weight (no pun intended) than they should have.

I think this is a perfect poser post. How to make a figure work with poser, how to use in-house tools, by someone seems to be learning. Most poser uses I suspect are not pros.



odf ( ) posted Mon, 20 June 2022 at 8:29 PM
GeneralNutt posted at 8:02 PM Mon, 20 June 2022 - #4440144
odf posted at 8:09 PM Sat, 18 June 2022 - #4440104

Honestly, I'm wondering if it wouldn't be better to move this thread to Character Creators or some other appropriate forum. Having it in Poser Official seems to be giving my occasional rambles about things I tried to improve on an old fringe figure way more weight (no pun intended) than they should have.

I think this is a perfect poser post. How to make a figure work with poser, how to use in-house tools, by someone seems to be learning. Most poser uses I suspect are not pros.
Thanks, that's a good point. 

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sat, 16 July 2022 at 4:48 AM · edited Sat, 16 July 2022 at 4:49 AM

Antonia's smile has been bothering me for some time, so today I finally made an attempt at fixing it. Here's a comparison, with the new version on the right. It gets rid of the excessive deformation of the nose, adds some movement in the upper cheeks, and thins out the lips a bit more.

I moved the upper lids down and the lower lids up a bit to make the expression look less weird, but that's not part of the "smile" morph which is really just meant to widen the lips in an anatomically correct way.

6CNlBHTANITGgm2ECzw8woDeHwnhtWFqxiDHjagg.png

-- I'm not mad at you, just Westphalian.


odf ( ) posted Thu, 21 July 2022 at 5:20 AM · edited Thu, 21 July 2022 at 5:20 AM

More work on the smile. The morph by itself on the left, and together with some lip and eye/brow action on the right.

Inhp7yCkgE8ma2VVlAgJf6YnWMIyymVPXRoFW3CU.png

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sun, 24 July 2022 at 12:18 AM

I’ve now started rereading “Stop Staring” by Jason Osipa which was effectively the Big Bang of the Antonia universe. I wanted to make my own head model to try out the animation principles he describes, but got distracted by not wanting to have just a disembodied head, and from there on, the whole project spiraled out of control…

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sat, 06 August 2022 at 4:59 AM · edited Sat, 06 August 2022 at 4:59 AM

Started weight-mapping Antonia's jaw movements. Still work to do, but coming along. Apparently, one can put joint settings and weight maps into injection poses, so when I'm happy with Antonia's improved expressions, I'm hoping to pack them all into one big pose file that people can inject into their Toni-1.2s and Toni-WMs.

9X0bmf3rgTXfACevr5hz1P1wWrfJZEGlht7vPPbC.png

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Sat, 06 August 2022 at 6:48 AM
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Looks good. You need to weight smooth that spikey vert on the top lip side, but you know this. Surprised you let that slip into the preview ;)


primorge ( ) posted Sat, 06 August 2022 at 7:10 AM
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...it seems to be a common problem you see in wm lips, eyelids, and lashes. 


odf ( ) posted Sat, 06 August 2022 at 7:29 AM

The spike reappears every time I mirror, so I gave up on fixing it until the whole thing is done. Sorry if it's causing visual distress. :-)

I've had similar problems with the morph tool. I'm suspecting it has something to do with vertices being too close together.

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Sat, 06 August 2022 at 7:36 AM · edited Sat, 06 August 2022 at 7:39 AM
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odf posted at 7:29 AM Sat, 6 August 2022 - #4442356

The spike reappears every time I mirror, so I gave up on fixing it until the whole thing is done. Sorry if it's causing visual distress. :-)

I've had similar problems with the morph tool. I'm suspecting it has something to do with vertices being too close together.

That's a good theory. It's like the weight from the vert at the bottom is being applied similarly or at similar coordinates to the one at the top or something, or vice versa actually, causing it to stick close to that vert when the rotation happens.


odf ( ) posted Sat, 06 August 2022 at 8:03 PM
primorge posted at 7:36 AM Sat, 6 August 2022 - #4442357
odf posted at 7:29 AM Sat, 6 August 2022 - #4442356

The spike reappears every time I mirror, so I gave up on fixing it until the whole thing is done. Sorry if it's causing visual distress. :-)

I've had similar problems with the morph tool. I'm suspecting it has something to do with vertices being too close together.

That's a good theory. It's like the weight from the vert at the bottom is being applied similarly or at similar coordinates to the one at the top or something, or vice versa actually, causing it to stick close to that vert when the rotation happens.
Yes, my methods for making Antonia and her morphs symmetric did not rely on matching up vertex coordinates between the left and right side, so I would have never realized if there was a vertex on her upper lip coinciding with one on the lower lip. It feels a bit like I am now punished for trying to be too clever. :-)

-- I'm not mad at you, just Westphalian.


Liquid_Ice ( ) posted Sat, 06 August 2022 at 8:19 PM
odf posted at 7:29 AM Sat, 6 August 2022 - #4442356

The spike reappears every time I mirror, so I gave up on fixing it until the whole thing is done. Sorry if it's causing visual distress. :-)

I've had similar problems with the morph tool. I'm suspecting it has something to do with vertices being too close together.

This is exactly the case. I had private conversations about this with several people. it helps when you have sub-d off but it doesnt always work 100%. I try to avoid the mirror function of the morph brush because of this.


primorge ( ) posted Sat, 06 August 2022 at 9:14 PM
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The brush tools in Poser need to be updated with toggled live symmetry in general. It's standard.


Liquid_Ice ( ) posted Sat, 06 August 2022 at 10:10 PM
primorge posted at 9:14 PM Sat, 6 August 2022 - #4442422

The brush tools in Poser need to be updated with toggled live symmetry in general. It's standard.

Yes to that


odf ( ) posted Sun, 07 August 2022 at 4:23 AM · edited Sun, 07 August 2022 at 4:24 AM

Liquid_Ice posted at 10:10 PM Sat, 6 August 2022 - #4442423

primorge posted at 9:14 PM Sat, 6 August 2022 - #4442422

The brush tools in Poser need to be updated with toggled live symmetry in general. It's standard.

Yes to that
I third that motion.


Getting pretty close with the jaw x-rotate, I think. Open wide! :-D

VUbTmxmhoOkjIKn8uoKQISn6aEWY3dywclKpKNyp.png

Getting more comfortable editing denser mesh portions with the Poser tools in the meantime. Also nifty: I already had a morph for narrowing the mouth that works nicely as a JCM for this channel.

-- I'm not mad at you, just Westphalian.


Liquid_Ice ( ) posted Sun, 07 August 2022 at 8:55 AM

looks good to me


FVerbaas ( ) posted Sun, 07 August 2022 at 10:56 AM
Forum Coordinator

Maybe make the side edges (mouth corners) a tad more narrow. The skin and tissue is stretched so will contract to maintain volume.


odf ( ) posted Sun, 07 August 2022 at 5:38 PM

FVerbaas posted at 10:56 AM Sun, 7 August 2022 - #4442437

Maybe make the side edges (mouth corners) a tad more narrow. The skin and tissue is stretched so will contract to maintain volume.

Good point! I'll need a new morph for that, but that should be an easy one.

The texture is probably accentuating the problem with its sharp edge between lips and skin.

-- I'm not mad at you, just Westphalian.


adp001 ( ) posted Sun, 07 August 2022 at 6:13 PM

odf posted at 5:38 PM Sun, 7 August 2022 - #4442456

The texture is probably accentuating the problem with its sharp edge between lips and skin.

There also seems to be a problem with SSS. Especially visible on Antonia's right side of the mouth (the bright glow). Furthermore, it looks to me like the mouth and the rest of the head are not in the same scatter group.

When can we expect a downloadable update/upgrade to Antonia? :)




primorge ( ) posted Sun, 07 August 2022 at 6:29 PM · edited Sun, 07 August 2022 at 6:37 PM
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adp001 posted at 6:13 PM Sun, 7 August 2022 - #4442458

odf posted at 5:38 PM Sun, 7 August 2022 - #4442456

The texture is probably accentuating the problem with its sharp edge between lips and skin.

There also seems to be a problem with SSS. Especially visible on Antonia's right side of the mouth (the bright glow). Furthermore, it looks to me like the mouth and the rest of the head are not in the same scatter group.

When can we expect a downloadable update/upgrade to Antonia? :)

I think he was just being fancy.

Pretty decent result on the jaw though, I've seen way worse mouth opens on figures. Most of them need work in fact.

Pretty certain scatter groups were implemented in Poser to get rid of blue green shading artifacts brought about by coincidental and close proximity polygons. Not so much glowing. Probably a deliberate effect on his part.


odf ( ) posted Sun, 07 August 2022 at 6:48 PM

adp001 posted at 6:13 PM Sun, 7 August 2022 - #4442458

When can we expect a downloadable update/upgrade to Antonia? :)

Never?

More seriously, though: I've now pretty much given up any ambitions of being a content creator. I'll build what I need for the renders I want to make. If and when an injection pose emerges that I think might be useful to others, I'll share it.

Like I said above, that is pretty likely to happen for my revamped expression rig. I'm not sure when, exactly, but probably in the not too distant future.

If injecting weight-mapped joint re-rigs works well, I might also release individual updates for other body parts. The hips have been bothering me for a while, so I might get to that next. Again, if it works out to my satisfaction, I'll share it.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sun, 07 August 2022 at 6:51 PM
primorge posted at 6:29 PM Sun, 7 August 2022 - #4442460

Pretty certain scatter groups were implemented in Poser to get rid of blue green shading artifacts brought about by coincidental and close proximity polygons. Not so much glowing. Probably a deliberate effect on his part.

Nah, I just tend to use too much SSS and haven't reduced it enough here.

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Sun, 07 August 2022 at 6:56 PM
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Lol. Me and my big mouth.


odf ( ) posted Mon, 08 August 2022 at 2:35 AM

Come to think of it, I might also make a CR2 with the new head/expression rig pre-injected, call it Antonia 1.3.0 and try to get it into Rendo FreeStuff. No idea what hoops one has to jump through to do that these days, but if I manage and keep very quiet about it in the following weeks, I might just escape being run out of the village with pitchforks for offering such a deficient item. And then I could just publish add-ons to that item henceforth and tell anyone who asks to "look in free stuff."

-- I'm not mad at you, just Westphalian.


FVerbaas ( ) posted Mon, 08 August 2022 at 2:48 AM
Forum Coordinator

odf posted at 5:38 PM Sun, 7 August 2022 - #4442456


The texture is probably accentuating the problem with its sharp edge between lips and skin.

Let's hope one day SF support for layers will be improved so lip material can be applied as a mask. 



FVerbaas ( ) posted Mon, 08 August 2022 at 2:58 AM
Forum Coordinator
odf posted at 2:35 AM Mon, 8 August 2022 - #4442474

 No idea what hoops one has to jump through to do that these days, 

They are easy on freestuff. Main conditions are on the thumbnail image. It should follow TOS and it must have the right file type and size.  


odf ( ) posted Mon, 08 August 2022 at 3:37 AM · edited Mon, 08 August 2022 at 3:37 AM

FVerbaas posted at 2:58 AM Mon, 8 August 2022 - #4442476

odf posted at 2:35 AM Mon, 8 August 2022 - #4442474

 No idea what hoops one has to jump through to do that these days, 

They are easy on freestuff. Main conditions are on the thumbnail image. It should follow TOS and it must have the right file type and size.  
Coolio!

Here's another test render, this time seeing how the new mouth open combines with a wide smile. Not perfect, but looks fixable.

I noticed that I somehow messed up in the previous render and had left the SSS way too high. There was still some glowing with the reduced settings, so I had to ask Antonia for assistance with that. Oh, and adp001 was correct, I had the inner mouth on a different scatter group. Also fixed here.

SK4LL3yy5T8cVl4rBlrkDd0CN88z3kkmhhYtt8mo.png

-- I'm not mad at you, just Westphalian.


adp001 ( ) posted Mon, 08 August 2022 at 4:46 AM

Found a similar photo. According to this, Antonia is doing pretty well ;)

closeup-of-womans-mouth-wide-open-D0R0F6.jpg




primorge ( ) posted Mon, 08 August 2022 at 6:04 AM · edited Mon, 08 August 2022 at 6:13 AM
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"Oh, and adp001 was correct, I had the inner mouth on a different scatter group. Also fixed here."

Didn't stop the glowing?

The scatter group fix isn't perfect. I still see the discoloration artifacts in my sss renders even with multiple obsessive scatter groups. Bagginsbill suggested you only need a few for the fix. Lips (if applicable) from the face and mouth interior materials groups. You most commonly see it occuring on the mouth, nose, and fingers. The only real fix is higher scatter scale settings. 1.3 and above is what I use.

Probably not worth mentioning. Actually, definitely not worth mentioning in this instance. But there it is.




adp001 ( ) posted Mon, 08 August 2022 at 7:32 AM

The easiest way is to use a SSS mask. The simplest form (grayscale) is usually already sufficient. It is probably the simplest, most universal and fastest solution.




adp001 ( ) posted Mon, 08 August 2022 at 7:51 AM

FVerbaas posted at 2:48 AM Mon, 8 August 2022 - #4442475

odf posted at 5:38 PM Sun, 7 August 2022 - #4442456


The texture is probably accentuating the problem with its sharp edge between lips and skin.

Let's hope one day SF support for layers will be improved so lip material can be applied as a mask. 


But this has been possible for a long time. Mankahoo's "Bella" has had this for years. A few others as well.

It can be added to any figure where the UV map of the lips is not detached and distorted or enlarged.

It works for Antonia.

Create a new group with the Grouping Tool ("NewHead" for example). Add the materials "skinFace" and "lips" to the new group. Then click "Assign Material" and give the material a name. I also named it "NewHead".

Then create a mask for the mouth, with a smooth transition to the rest of the face. Now copy the content of the old material "skinFace" to "NewHead" and create a layer for the mouth.

The new material overwrites the material "skinFace". So you don't have to delete it. At least that was the case in my test 5 minutes ago.




primorge ( ) posted Mon, 08 August 2022 at 8:13 AM · edited Mon, 08 August 2022 at 8:18 AM
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adp001 posted at 7:32 AM Mon, 8 August 2022 - #4442485

The easiest way is to use a SSS mask. The simplest form (grayscale) is usually already sufficient. It is probably the simplest, most universal and fastest solution.

You're right of course. Probably very easy to paint too. I imagine a modified/ tweaked AO or cavity map would be a good starting work layer for that.

At least for that problem. Probably not for a general " realistic" scatter map


FVerbaas ( ) posted Mon, 08 August 2022 at 8:21 AM
Forum Coordinator

Surr. Tried that but found the present public version has a few issues with saving materials with layers. Rumour has it the issue is being worked on. 


adp001 ( ) posted Mon, 08 August 2022 at 9:21 AM
FVerbaas posted at 8:21 AM Mon, 8 August 2022 - #4442488

Surr. Tried that but found the present public version has a few issues with saving materials with layers. Rumour has it the issue is being worked on. 

With a little bit of tweaking you can do it without layers. It's just more confusing (until you get used to it).




hborre ( ) posted Mon, 08 August 2022 at 11:36 AM
primorge posted at 6:04 AM Mon, 8 August 2022 - #4442484

"Oh, and adp001 was correct, I had the inner mouth on a different scatter group. Also fixed here."

Didn't stop the glowing?

The scatter group fix isn't perfect. I still see the discoloration artifacts in my sss renders even with multiple obsessive scatter groups. Bagginsbill suggested you only need a few for the fix. Lips (if applicable) from the face and mouth interior materials groups. You most commonly see it occuring on the mouth, nose, and fingers. The only real fix is higher scatter scale settings. 1.3 and above is what I use.

Probably not worth mentioning. Actually, definitely not worth mentioning in this instance. But there it is.



I will need to see your SSS setup to make an assessment of what's going on with the glowing.  A screencap of the nodes will help.  However, using a 1.3 value on the scale is, considered, too high.  This also depends on the Scatter Radius setting used by most Scatter nodes.


primorge ( ) posted Mon, 08 August 2022 at 2:15 PM
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I use BB's Scatter/Blinn set up. You see it any time you use EZSkin. My scale lately has been 1.8. It's mild SSS, much lower strength than most peoples I image. Depending on the lights or HDRI I mihht go as low as 1.3, BB's findings on the RDNA forums indicate that the Blue/ Green occlusion artifacts generally begin to appear at a scatter scale of 1.5 or lower.

Glowing is an entirely different problem. One that I rarely encounter.


primorge ( ) posted Mon, 08 August 2022 at 2:18 PM
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hborre posted at 11:36 AM Mon, 8 August 2022 - #4442504

primorge posted at 6:04 AM Mon, 8 August 2022 - #4442484

"Oh, and adp001 was correct, I had the inner mouth on a different scatter group. Also fixed here."

Didn't stop the glowing?

The scatter group fix isn't perfect. I still see the discoloration artifacts in my sss renders even with multiple obsessive scatter groups. Bagginsbill suggested you only need a few for the fix. Lips (if applicable) from the face and mouth interior materials groups. You most commonly see it occuring on the mouth, nose, and fingers. The only real fix is higher scatter scale settings. 1.3 and above is what I use.

Probably not worth mentioning. Actually, definitely not worth mentioning in this instance. But there it is.



I will need to see your SSS setup to make an assessment of what's going on with the glowing.  A screencap of the nodes will help.  However, using a 1.3 value on the scale is, considered, too high.  This also depends on the Scatter Radius setting used by most Scatter nodes.


I use BB's Scatter/Blinn set up. You see it any time you use EZSkin. My scale lately has been 1.8. It's mild SSS, much lower strength than most peoples I imagine. Depending on the lights or HDRI I might go as low as 1.3, BB's findings on the RDNA forums indicate that the Blue/ Green occlusion artifacts generally begin to appear at a scatter scale of 1.5 or lower. Actually 1.3 is too low from all indications.

Glowing is an entirely different problem. One that I rarely encounter.


primorge ( ) posted Mon, 08 August 2022 at 2:20 PM
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I will add that I haven't seen it lately.

ODF is the one having scatter issues.


primorge ( ) posted Mon, 08 August 2022 at 2:30 PM
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I think it may be a problem of semantics. When you say too high you are referring to strength. So agreed. When I say too high or too low I'm referring to value.


hborre ( ) posted Mon, 08 August 2022 at 3:45 PM
I am referring to values also.  BB's SSS solution addresses the blue tint that occurs when object surfaces are too close together, i.e., inner mouth parts, around the eyes, etc.  Although I like EZSkin results, I have completely broken away from using the PoserSurface node for anything relating to Superfly rendering.  I don't agree with the internal setup of the SSS node and how it interprets its math.


hborre ( ) posted Mon, 08 August 2022 at 4:18 PM

Well, well, I just ran EZSkin 3 on 2 V4 models, turning off BB's SSS trick, and varying the scaling, on one model leaving it on default and the other changed to 0.2.  And to my surprise, the V4 with the lower scale value exhibited perfect SSS with HDRI lighting and the other V4 none.  That does not seem right.


hborre ( ) posted Mon, 08 August 2022 at 4:19 PM

I think the node is broken.


FVerbaas ( ) posted Mon, 08 August 2022 at 4:25 PM · edited Mon, 08 August 2022 at 4:28 PM
Forum Coordinator
adp001 posted at 9:21 AM Mon, 8 August 2022 - #4442492

With a little bit of tweaking you can do it without layers. It's just more confusing (until you get used to it).
Sure you can build everything into a single material. Layers, when implemented correctly are just more versatile. It is a material that you can slap on and take off rather than go editing the face shader. Same as with the traditional lip material zone but without the hard edge.


hborre ( ) posted Mon, 08 August 2022 at 4:30 PM

Nope, my bad, scaling in the Scatter node interprets the size of the object based on real-life scaling which is not exactly how the Cycles SSS interprets scatter.  EZSkin scatter needs to be adjusted accordingly to object geometry or else no SSS.  There's a fine range between high and low and the default setting is not correct for V4.


odf ( ) posted Mon, 08 August 2022 at 5:48 PM

Okay, only wireframes from here on out. At least as long as her mouth is open. ;-)

-- I'm not mad at you, just Westphalian.


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