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Poser 12 F.A.Q (Last Updated: 2024 Nov 26 7:00 am)
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@hborre: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.
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.
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?
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
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.
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.
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Love the pool room. I've taken your advice. and aside from a little graininess here and there ... here is where I am.
Boni
"Be Hero to Yourself" -- Peter Tork