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Poser 12 F.A.Q (Last Updated: 2024 Oct 22 2:54 pm)



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Subject: Principled BSDF - some examples


Boni ( ) posted Tue, 12 July 2022 at 10:22 PM

Love the pool room.  I've taken your advice.  and aside from a little graininess here and there ... here is where I am. 

D9X1d9euxlT1klkkx9tOF1Du3liatdiAvpqeEj9r.png

Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Tue, 12 July 2022 at 10:41 PM

Definitely looks much better, more natural.


Y-Phil ( ) posted Wed, 13 July 2022 at 1:38 AM
Boni posted at 10:22 PM Tue, 12 July 2022 - #4441201

Wow gorgeous! ❤

𝒫𝒽𝓎𝓁


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Boni ( ) posted Wed, 13 July 2022 at 3:46 PM

Success.  Thank you everyone!!


Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Tue, 01 November 2022 at 6:33 PM

Can the Principle Bsdf shader be used to create master character staders?  Looking for new techniques. 


Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Tue, 01 November 2022 at 7:12 PM

What do you mean?  An example, please.


Bastep ( ) posted Fri, 04 November 2022 at 4:54 AM
hborre posted at 11:26 AM Tue, 10 May 2022 - #4438405

Presently, we don't have any way of adjusting emission control on the PrincipleBsdf node but I came across a Blender trick that works very well in P12.  By connecting a Color mix node to the emission input on the PrincipleBsdf node, setting it to multiply, and connecting a Value node to its Color2 input you create an effective way of controlling emission intensity.  Plug a color or a map to the Color1 input.

                                                   fRnecp27KQQNAHPeeFhxxxJVInD9ZrqkaV5i0CqN.png

You can also use these nodes in Bastep's Background Controller to control HDRI illumination intensity rather than adjusting the Gamma value.  I have found that using Gamma to intensify the HDR results in fireflies in the render; this arrangement eliminates that.

                  kl7PSAyTcOde9zKnM08WwflLU7XeJKjPpBIlziOV.png

@hborre:
Thanks for the mix node idea. Works great!



Boni ( ) posted Mon, 07 November 2022 at 3:15 PM

Sorry, been AFK for a while.  Here is the core setup I'm starting with.


gFm5eNxfkIxiQhIhr1zf7DckjBD6yc8fYHOiXPai.png

Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Mon, 07 November 2022 at 3:46 PM

I have seen a thread that points out that there is a problem with the Normal Map plugged directly into the PrincipledBsdf.  Add a NormalMap node between those two and see if it makes a difference.


Boni ( ) posted Tue, 08 November 2022 at 3:56 PM

As suggested.  The Head is the only map I've worked with so far.  Note that I improved the Subsurface settings at a .03.  Otherwise it looks very dark and flat.  


AEzT2q7QM3TDB9E57QwXBOi4Ds4TBuxF8Vy2ZpFM.png

Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Tue, 08 November 2022 at 5:01 PM · edited Tue, 08 November 2022 at 5:01 PM

The Subsurface scaling value of 0.03 is good enough, a higher one will cause a glowing effect.  I usually use a value of 0.015 - 0.02.  The Subsurface Color can vary depending on what type of color you want as a scatter.  On the NormalMap node, change the space to Tangent.  What is your Subsurface radius?

Question: Why is your roughness so low?


ghostship2 ( ) posted Tue, 08 November 2022 at 6:13 PM
On white skin I use a roughness of .71 and dark skin looks better with a little more shine so I set roughness to about .6 Just guidlines

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


hborre ( ) posted Tue, 08 November 2022 at 7:50 PM

I agree with those values.  I never try to go below 0.4, the skin becomes too unnaturally specular.


Boni ( ) posted Mon, 14 November 2022 at 5:06 PM · edited Mon, 14 November 2022 at 5:12 PM

CVnOHNmbV0amGnzU6a3gQ19WZdbWagYMtECHuM9e.png

Using settings you all suggested.  My question here is for Ghostship2  (I used your eye shader)... The sclera seems way too bright and doesn't seem to allow a natural shadow from the lids and lashes ... how might I fix that? There is some ... but it seems too light. 

Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Mon, 14 November 2022 at 5:26 PM

What does the Material Room shader look like?


Boni ( ) posted Mon, 14 November 2022 at 6:01 PM

Added grey tint to eye surface and beige to sclera.  

RO8WLilGCDvnR7yjg7L2LvCLOgR5SvGUpkzId44r.png

Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Mon, 14 November 2022 at 6:07 PM

This is my suggestion

Eye Surface:

                           zZuzmgrbeNjYDEkKZwpdGkbUnDSRiW4Gb0dMZJgT.png



hborre ( ) posted Mon, 14 November 2022 at 6:12 PM

Sclera:

                6Rnh4Fy4Z2nTXhMiofuwGw8FCCuEi0xEcamsbsJH.png


hborre ( ) posted Mon, 14 November 2022 at 6:14 PM · edited Mon, 14 November 2022 at 6:14 PM

This is what I render for Superfly.                   PTfM1cLqtqeSYU5QYBSax97AgvJSyJrbzg3nUZzn.png


Boni ( ) posted Mon, 14 November 2022 at 6:22 PM

Here you go ... a minimum of nodes ... and the SSS radius is: .1, .01, .01


GgshumwZm39yQ9IFwJcN1PC3L6vIYeYfM0EhsNWH.png

Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Mon, 14 November 2022 at 6:26 PM

OH, oh! I will do that eye setting.  Thank you!!


Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Mon, 14 November 2022 at 6:43 PM

Ignore the Glossy node for the Eye Surface, I replaced that with the GlassBsdf node.  The LayerWeight node blend value can be modulated between Fresnel and Facing; you can experiment with either combination.  I use this with the cornea if it is available but I use the Fresnel connector.

For the Sclera, I added the HVS node between the Diffuse map and the PrincipledBsdf node.  Also note, that the same map is plugged into the transmission channel to give it a glassy appearance, use the transmission roughness to modulate the transparency.  On the HVS node, experiment with the value channel, that will brighten/darken the map.  As you can see from the quick render, you preserve the eyelash shadows on the eyes.


Boni ( ) posted Mon, 14 November 2022 at 6:45 PM

Better eyes.  Thank you!!

lYkv5XExaylivoyQAyotiOV7F2cqPexxPy2Vb8An.png

Boni



"Be Hero to Yourself" -- Peter Tork


hborre ( ) posted Mon, 14 November 2022 at 7:17 PM

I normally don't add SSS to the Sclera because you would require very low-value settings to prevent self-illumination but this render shows off what it would look like if adjusted correctly.  The lacrimal in this image was also SSS adjusted for Superfly using the PrincipledBsdf and other tweaked settings.

                                                                 rSSEin8YWqRtlyuxwfGJ29LMWEVRY9kw29iu9dJk.png


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