Tue, Jan 21, 11:47 PM CST

Renderosity Forums / Poser 13



Welcome to the Poser 13 Forum

Forum Moderators: nerd, RedPhantom

(Last Updated: 2025 Jan 21 10:36 pm)



Subject: Cycles based SSS skin shader


RAMWorks ( ) posted Sun, 23 April 2023 at 11:03 AM

Can you explain to me what the Distance dial does in the Bump or any other cycles node?  

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


ghostship2 ( ) posted Sun, 23 April 2023 at 11:05 AM

No worries. I don't know how to do modeling and rigging like you can. :)

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


FVerbaas ( ) posted Sun, 23 April 2023 at 3:27 PM · edited Sun, 23 April 2023 at 3:27 PM
Forum Coordinator

Beginning to get the hang of Cycles nodes, I think.

Antonia 1.3 was the victim this time.



ghostship2 ( ) posted Sun, 23 April 2023 at 3:57 PM

increase the roughness to knock down that wet look

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


FVerbaas ( ) posted Sun, 23 April 2023 at 4:13 PM · edited Sun, 23 April 2023 at 4:14 PM
Forum Coordinator

I know. She was running when i met her, though. Sweat al over.


hborre ( ) posted Sun, 23 April 2023 at 4:32 PM

The hair can use some work.  It's lit like a Christmas tree.


ghostship2 ( ) posted Sun, 23 April 2023 at 5:38 PM

my hair shader system works well on that old hair model.

UmXysvtIuLNSFd20pZonNBBp1h7rKLZYYbV6i2nO.jpg

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


primorge ( ) posted Sun, 23 April 2023 at 5:56 PM

Much thanks for the teeth shader ghostship...


ghostship2 ( ) posted Sun, 23 April 2023 at 6:07 PM

@primorge you are welcome!

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


ghostship2 ( ) posted Sun, 23 April 2023 at 6:10 PM

@RAMWorks distance does affect how big the bumps look. I don't know exactly how it works but the other control (strength) kind of does the same thing.

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


hborre ( ) posted Sun, 23 April 2023 at 6:25 PM · edited Sun, 23 April 2023 at 6:31 PM

This is what I pulled from the Blender manual:

m61leo8XskdsjQtVAd1uCGdRiuw9WwA2XeVTcTUq.png

The key word is Multiplier.  It does enhance the bump mapping but you would not want to plug in the same image you use for Height, it will double the effect between white and black.


hborre ( ) posted Sun, 23 April 2023 at 6:39 PM

Actually, thinking back on this, that is not absolutely true.  If you multiply a decimal value by itself, you get a smaller value, not a greater value as I thought.  I don't know if there are any additional, internal calculations involved in the formula.


RAMWorks ( ) posted Sun, 23 April 2023 at 11:27 PM
ghostship2 posted at 6:10 PM Sun, 23 April 2023 - #4463197

@RAMWorks distance does affect how big the bumps look. I don't know exactly how it works but the other control (strength) kind of does the same thing.

Ah, thank you.  I thought it must be something like that but wasn't all together sure.  

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


RAMWorks ( ) posted Sun, 23 April 2023 at 11:27 PM
hborre posted at 6:25 PM Sun, 23 April 2023 - #4463199

This is what I pulled from the Blender manual:

m61leo8XskdsjQtVAd1uCGdRiuw9WwA2XeVTcTUq.png

The key word is Multiplier.  It does enhance the bump mapping but you would not want to plug in the same image you use for Height, it will double the effect between white and black.

Thank you!  

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


Y-Phil ( ) posted Mon, 24 April 2023 at 1:22 AM

I may have understood the wrong way, but from what I remember: strength is... bump strength ( i.e. the height) and distance a parameter that controls the distance between bumps: smaller distance means smaller "holes" (in terms of surface)

𝒫𝒽𝓎𝓁


(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 ❤️


FVerbaas ( ) posted Mon, 24 April 2023 at 2:18 AM · edited Mon, 24 April 2023 at 2:19 AM
Forum Coordinator

hborre posted at 4:32 PM Sun, 23 April 2023 - #4463184

The hair can use some work.  It's lit like a Christmas tree.

Yeah. I was just experimenting there. 



ghostship2 posted at 5:38 PM Sun, 23 April 2023 - #4463192

my hair shader system works well on that old hair model.

Ah. You recognised it. Kozaburo's Messy Hair. Still great stuff after all these years.

Looks like I need to get a copy of your shader so it can have a life extension.




Y-Phil ( ) posted Mon, 24 April 2023 at 2:52 AM · edited Mon, 24 April 2023 at 2:52 AM

And if you have one of OutOfTouch hairs, you may have fantastic hair bitmaps, without the single specular effect burned in.
Example here, with the U_scale's factor set to 0.5 instead of 1.0:

WqViYlnbS4M88OsWwUFm7nzMmjsLJj1cj3kXBdyI.png

𝒫𝒽𝓎𝓁


(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 ❤️


Rhia474 ( ) posted Mon, 24 April 2023 at 11:57 AM · edited Mon, 24 April 2023 at 11:57 AM
Online Now!

I think this works very well with darker skin too (adjusted subsurface radius):
mEniLh6e6FG4dbs6ci6ipF3OKB4JuBv2ECYkfPdC.jpg


Y-Phil ( ) posted Mon, 24 April 2023 at 12:10 PM
Rhia474 posted at 11:57 AM Mon, 24 April 2023 - #4463239

I think this works very well with darker skin too (adjusted subsurface radius):

Wow... Beautiful skin!



𝒫𝒽𝓎𝓁


(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 ❤️


Rhia474 ( ) posted Mon, 24 April 2023 at 12:12 PM
Online Now!

Thank you--now I just need to get the hair right, lol.


Y-Phil ( ) posted Mon, 24 April 2023 at 12:24 PM · edited Mon, 24 April 2023 at 12:24 PM

As simple as it can be, using Ghoship2's F2Ww37Hd4VuiHDrpGUdlCmZUmn1HyFY5zLCXJls0.gif

4faUUXttZ08z2viuHnvG6QVAzOvY1DUR9eDw2TuN.png

𝒫𝒽𝓎𝓁


(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 ❤️


Rhia474 ( ) posted Mon, 24 April 2023 at 12:35 PM · edited Mon, 24 April 2023 at 12:43 PM
Online Now!

I actually am not having a lot of success with those , as weird as it sounds. That hair on the render IS actually that shader. I'm probably missing something crucial, because he tried to help me with it a while back, and for some reason I just don't seem to find my way with it. Most likely user error.


zIbQBc2CxHTwpyqsuo8UBpKouwesbiLyC9qeUVE2.png


Y-Phil ( ) posted Mon, 24 April 2023 at 12:46 PM

Check:

- strength
- distance
- bump and transp maps: no filtering + gamma=1

𝒫𝒽𝓎𝓁


(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 ❤️


Rhia474 ( ) posted Mon, 24 April 2023 at 12:48 PM · edited Mon, 24 April 2023 at 12:53 PM
Online Now!

Yes, the gamma was checked first, it's all set to 1 except color map. I'll see what's up with the filtering, it I need to manually reset it every time it'll be a chore, lol.


Y-Phil ( ) posted Mon, 24 April 2023 at 12:57 PM

But you're right: there's something weird and I can understand what: same lighting, same environment

MwJkV9G6NWRoT9gcisk4wKyl0IASXRfUQeb5DgxX.pngpMIJAtzEXrfmwyImDpGG5FcBXtiPweliag9X4MVp.png

𝒫𝒽𝓎𝓁


(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 ❤️


hborre ( ) posted Mon, 24 April 2023 at 12:59 PM
Y-Phil posted at 12:24 PM Mon, 24 April 2023 - #4463243

As simple as it can be, using Ghoship2's F2Ww37Hd4VuiHDrpGUdlCmZUmn1HyFY5zLCXJls0.gif

4faUUXttZ08z2viuHnvG6QVAzOvY1DUR9eDw2TuN.png

I see you stripped out the Height and added the Sheen to the compound node.  Interesting, I should play with that.  I've changed the Mixclosure Node at the Diffuse/Translucent nodes for the AddClosure and swapped out the Bump Node for the NormalMapping Node.  I have been using an A.I. site to generate hair texture maps which include Displacement and Normal maps.  


Rhia474 ( ) posted Mon, 24 April 2023 at 1:03 PM
Online Now!

Something something darker color maps?


ghostship2 ( ) posted Mon, 24 April 2023 at 1:19 PM

I don't see the problems you guys are having. Can you explain the issue you are having with the shader?


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


Rhia474 ( ) posted Mon, 24 April 2023 at 1:26 PM
Online Now!

If you look at the render I posted above, the hair looks flat and rather artificial to me. Also, on YPhil's example while the blonde hair looks excellent , the same 'washed-out flat' look is present on the darker one.

The skin looks fine on my render so it's not the lighting, or I don't think so, neither are the render settings.


Y-Phil ( ) posted Mon, 24 April 2023 at 1:27 PM · edited Mon, 24 April 2023 at 1:27 PM

I won't blame your shader Ghostship2 - lol - I would rather blame the user (me): the blonde hair looks better than the dark one.
But I  just found now that the dark one didn't had enough differences, I've used one with more subtilties in it as well as increased the effect of the sheen (slightly brighter)

R7nevpYVIutg6k7gPblJHllYZq5ce4XL01S477xu.png

𝒫𝒽𝓎𝓁


(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 ❤️


ghostship2 ( ) posted Mon, 24 April 2023 at 1:39 PM

I think it comes down to the geometry. Those old hair styles use real simple flat cards for large parts of the hair.

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


Rhia474 ( ) posted Mon, 24 April 2023 at 1:50 PM
Online Now!

That would totally make sense, yes; the hair on my render was a newish hair for La Femme tho (will have to check which). In principle I totally agree with you about older hairs, no question.


hborre ( ) posted Mon, 24 April 2023 at 1:55 PM

AI-generated hair textures, Moira Hair

Xtz2fAJ3B65sFqMTHctEQev0tTKfbAQBsiwqASZS.png


Y-Phil ( ) posted Mon, 24 April 2023 at 1:58 PM

Moira hair is.... AI generated? (I have it)

𝒫𝒽𝓎𝓁


(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 ❤️


ghostship2 ( ) posted Mon, 24 April 2023 at 2:26 PM · edited Mon, 24 April 2023 at 2:26 PM

My hair shader in black on a newer hair model. Two lighting methods.

R1yC7Tj5J0jY47cPLUoDU6BGCBciO9TvAoherhjS.jpg

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


RAMWorks ( ) posted Mon, 24 April 2023 at 4:19 PM
Rhia474 posted at 12:12 PM Mon, 24 April 2023 - #4463242

Thank you--now I just need to get the hair right, lol.

If you want a more strandy effect that catches the light better up the bump or normal maps!  

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


hborre ( ) posted Mon, 24 April 2023 at 4:38 PM
RAMWorks posted at 4:19 PM Mon, 24 April 2023 - #4463281
Rhia474 posted at 12:12 PM Mon, 24 April 2023 - #4463242

Thank you--now I just need to get the hair right, lol.

If you want a more strandy effect that catches the light better up the bump or normal maps!  
You would be better off with a displacement map to expose more hair geometry to the light.


Rhia474 ( ) posted Mon, 24 April 2023 at 4:56 PM
Online Now!

I thought Superfly does not do displacement? How would I do that?


hborre ( ) posted Mon, 24 April 2023 at 5:12 PM · edited Mon, 24 April 2023 at 5:12 PM

You can do displacement, the technique is not obvious.  As illustrated below, take your displacement map and plug it into a math node and set the type to multiply.  Plug the math node into the CyclesSurface.  Play with the value1 until you get a good displacement without distortions.  Use the node preview to judge how much displacement is occurring.

CC9WlEtOqDD50vcMqhPZ26v2i8tfIShEO1t7g435.png

Ignore the Value3 on this node, it's a Cycles Math node and the Value3 is reserved for other functions. 


Afrodite-Ohki ( ) posted Tue, 25 April 2023 at 8:07 AM
hborre posted at 5:12 PM Mon, 24 April 2023 - #4463296

You can do displacement, the technique is not obvious.  As illustrated below, take your displacement map and plug it into a math node and set the type to multiply.  Plug the math node into the CyclesSurface.  Play with the value1 until you get a good displacement without distortions.  Use the node preview to judge how much displacement is occurring.

CC9WlEtOqDD50vcMqhPZ26v2i8tfIShEO1t7g435.png

Ignore the Value3 on this node, it's a Cycles Math node and the Value3 is reserved for other functions. 

That's still not true displacement on the render. It'll look like a bit of a jumbled bump in Superfly - the only way to do actual displacement in Superfly, so far, is to subdivide the figure or prop enough that the displacement map pixels have matching geometry polygons to displace.

- - - - - - 

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.


RAMWorks ( ) posted Tue, 25 April 2023 at 9:43 AM

Hence why I suggested either Normal or Bump maps, they work as expected! 

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


Rhia474 ( ) posted Tue, 25 April 2023 at 9:57 AM
Online Now!

Yup, If, say, I want a decent fur cap or cape, I  have to subdivide the snot out of the garment. Superfly is great, but is lacking for some specific elements. Now if the hair room tech could be updated.... wishful thinking I know.


RAMWorks ( ) posted Tue, 25 April 2023 at 10:37 AM

Yea, micro poly displacement is on everyone's wish list but it's probably not at the top of the list.  At this point I think a good many of us are chomping at the bit for the Unimesh code to come into being.  I think there is a node in the Blender Cycles for something similar to micro poly displacement but I think it was explained that it wasn't as easy to bring over to Poser.  Can't remember!  

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


AmbientShade ( ) posted Tue, 25 April 2023 at 11:12 AM · edited Tue, 25 April 2023 at 11:13 AM

There's a free app called Materialize that will create normals, bump, etc from a single texture. Might try that.

https://www.youtube.com/watch?v=2DhLnl_-4RY



Rhia474 ( ) posted Tue, 25 April 2023 at 11:18 AM
Online Now!

I tried it a while ago but lost the link, it worked like a charm.. thanks so much for posting it up!!! I will give it a whirl again tonight.


RAMWorks ( ) posted Tue, 25 April 2023 at 12:01 PM

There is also this Rae.

http://cpetry.github.io/NormalMap-Online/

It's easy drag and drop interface and then the option to export one or all maps out.  If you use the Normal map creation I'd set the default Strength down to 1.00.  2.5 is over the top!  

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


Y-Phil ( ) posted Tue, 25 April 2023 at 4:36 PM
RAMWorks posted at 10:37 AM Tue, 25 April 2023 - #4463350

Yea, micro poly displacement is on everyone's wish list but it's probably not at the top of the list.  At this point I think a good many of us are chomping at the bit for the Unimesh code to come into being.  I think there is a node in the Blender Cycles for something similar to micro poly displacement but I think it was explained that it wasn't as easy to bring over to Poser.  Can't remember!  

If I remember correctly the explanation, the micro poly displacement used in Blender is not a Cycles mechanism but rather a function from Blender itself.
Micro poly displacement is something remarkably complicated given the fact that it's for a PBR.
it seems to me that Nerd had given an explanation on this subject some time ago

𝒫𝒽𝓎𝓁


(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 ❤️


RAMWorks ( ) posted Tue, 25 April 2023 at 6:11 PM

Ah, Ok.  It's too bad the code team can't think of a work around for micro displacement  for SF / Physical Root node and or Cycles.  It's basically micronized noise

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


ghostship2 ( ) posted Tue, 25 April 2023 at 9:22 PM

I just realized that if I made a mask for the Metallic plug-in on the PBSDF I could make shiny, metallic eye shadow. The mask would be mostly black with some 128 grey for the lips and eye shadow regions.

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


Rhia474 ( ) posted Tue, 25 April 2023 at 9:50 PM
Online Now!
RAMWorks posted at 12:01 PM Tue, 25 April 2023 - #4463362

There is also this Rae.

http://cpetry.github.io/NormalMap-Online/

It's easy drag and drop interface and then the option to export one or all maps out.  If you use the Normal map creation I'd set the default Strength down to 1.00.  2.5 is over the top!  

Sweet, I bookmarked that as well. I got sidetracked with a render trying to fix some armor bits, but will def try!


Privacy Notice

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.