Forum Moderators: nerd
Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2025 Jan 19 2:31 am)
Welcome to the Poser Forums! Need help with these versions, advice on upgrading? Etc...you've arrived at the right place!
Looking for Poser Tutorials? Find those HERE
That's weird !!
I've just re-loaded its PZ3, got exactly same lighting info, same render.
Only lights #1,#3,#4 in use, confirm #2 is Off.
Note #3,#4 have shadows switched off...
Could be I'd changed the shader nodes from Poser 11.3 defaults. Currently... #1,#3,#4 per above lights info.
( I do not understand shader nodes, so I leave them alone. Figures' 'Poser Content' material calls may step on them... )
I never touch the ShaderNodes on any lights at all, foreign territory for me. But based on your setup, the images below show something a different scenario.
Superfly:
Firefly:
These renders were done in P12 but there is no difference in lights between the 2 versions. Look at your Light Controls to see the number of lights present in your scene. I wouldn't be surprised if you have an infinity light also present that was never turned off.
Reloaded PZ3 from 'closed'. Scene has four (4) lights only, with three (3) lit.
Light #1 spot on, has shadows
Light #2 area off ( checked by switching on then off again: There's a small, but visible difference...)
Light #3 spot on, no shadows.
Light #4 spot on, no shadows
No other lights. No cycles emission sources such as lit room luminaires. 'Terminator' eye is super-ambient, too small to add significant lighting to scene.
This is weird...
I would rebuild all the lights in the scene. Use the delete all lights utility under scripts and introduce each light with the settings you posted above. I have duplicated those settings in P11 and P12 and their placements are identical and my renders are identical. You might be having a very serious lighting problem.
The thing about FBX ... Even it's creator isn't sure about what it does. If you create a figure in 3DS Max and export it via FBX to Maya. You get mostly garbage. If you round trip back to 3DS Max you get complete garbage. Given that Autodesk invented that format and that's the best they can get out of it, don't expect too much.
Getting a rigged figure is almost a miracle. Getting materials right is a virtual impossibility. Getting lights that work right is a chicken tooth.
A lot of this is because all these programs use different core concepts for lights, cameras and materials. Since a FBX can come from many sources we don't even know what to expect inside. What kind of lights were they to begin with and how does that equate to a Poser light? All Poser can do is guess and hope it sort of works.
When importing from an FBX it's unlikely all the lights cameras and materials will survive because of differences in the way the host programs work.
So if you are implying that this is an artifact of the FBX importation then that would explain the odd behavior of the Poser lights. It would make sense to delete all additional assets and reconstruct the scene as needed. The only concern is that the program could become corrupted to point that it may need to be reinstalled.
As far as I know, the Noesis FBX export 'flavour' does not include any scene or lighting information. It is not that 'clever'...
{ Small mercies !! }
Um, given can sometimes take several seconds for Poser preview to 'catch up' if you switch a light's modes, is it possible one has 'got stuck', is showing 'spot' but providing another ??
FWIW, I've spent much of evening wrangling another FBX figure, only to find my serial porting has produced 'rounding errors' such that gloves & sox suffer 'poke-through'. Yes, the 'trad' way of dealing with such is to make the offending garment opaque, then the underlying limb invisible. Like fitting feet to boots, 'just fake it !'
As yet, FBX being FBX, I can only hide the nice clothing, but not the affected limbs...
Thank you hborre & Nerd for your thoughts on the 'Chica-Bot' lighting. Who'd have thought resolving gradient-bump's minor 'Gotcha' would unearth something so strange ??
I'll investigate tomorrow...
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I found a free, rather buxom fan-version of FNAF's 'Chica-Bot' by ThHyperCombine12 etc, thought it would be fun to port from SFM / Garry's_Mod format.
Note default is NSFW: Due Care, Please ??
https://www.deviantart.com/thhypercombine12/art/Nightmare-Chica-by-NightBOT-Download-in-desc-920392313
Free Noesis in batch mode briskly converted the VTF texture set to PNG, though JPG export available.
The single MDL file exported cleanly to FBX.
To my surprise, this FBX loaded at 100% default scale at about 'people size'. Too often, figure is a red dot in the dust, straddles sky-dome like 'Colossus of Rhodes' or is a traffic hazard for LEO satellites. It auto-loaded 'default normal' and 'default spec' files, showed as dull grey, face down.
There were sixteen (16) sub-rigs, the 'master' being the first, 'Mesh0'. I used this to flip the figure upright, began plugging in the mapped diffuse and normal textures I'd ported. This was easy, as they had 'sufficiently matching' names. Yay !! I set the 'terminator' eye a-glow using super-ambience rather than wrangle a Cycles emission node. Figure was posed with care using the master 'Mesh0' sub-rig, to which I then parented the 15 'junior' sub-rigs to off-load Poser Hierarchy 'root' for greater stability.
First trial render showed scene needed lots more light. Second trial render showed some-thing else was wrong, as the tan/orange body texture was coming out dark brown. Tan/orange in preview, but dark-browns in Superfly renders despite, after several tries, enough light to grill 'Chica-Bot' unto 'PFC'.
Took me an embarrassingly long time to spot culprit(s), that 'default normal' texture, which had quietly attached itself to each 'gradient bump'.
With those detached and deleted, the body-parts rendered with their correct colours.
Note this was due P_11.3 Material room's Simple / Advanced split, would have been much more obvious in P_12...
Per original, I've 'taped' the render with free Irfan View to meet forum standards.
"This should keep that bin-dog fox out of my friend's chicken run..."