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Subject: Cycles based SSS skin shader


ghostship2 ( ) posted Tue, 25 April 2023 at 11:21 PM
ghostship2 posted at 9:22 PM Tue, 25 April 2023 - #4463411

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.

it would also need a roughness map. It's bedtime now so maybe tomorrow.

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Rhia474 ( ) posted Wed, 26 April 2023 at 7:34 PM · edited Wed, 26 April 2023 at 7:34 PM

Yeah, it works on M4 too:

Lf3i0xrbNrrJFZ5FARehsM2avATA0cMP5fY2ZBBH.png


Y-Phil ( ) posted Thu, 27 April 2023 at 1:41 AM

Content Advisory! This message contains nudity

Does someone recognizes this character (started its career in 2004) dFHb8YZDKh00BIrSoxvbcyAFXFXzCAsNV6t4ntHU.gif

OS2nzGhU5sA3oZjbQk6SAMCfsdE9gY1zXCR5wLzc.jpg

I've updated their skin, those deserve it as well, as I'm using them as naughty dwarfs, as they make a joyful mess in the daily life of some humans (pure fantasy on da) 7WIkyqyiVQITzCe1VRJGYxWEb8znUsPT6M139DPS.gif

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RAMWorks ( ) posted Thu, 27 April 2023 at 9:21 AM

Is that "The Girl"  Those boobs are hilarious!  Like two balloons! 

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Y-Phil ( ) posted Thu, 27 April 2023 at 9:23 AM · edited Thu, 27 April 2023 at 9:23 AM
RAMWorks posted at 9:21 AM Thu, 27 April 2023 - #4463549

Is that "The Girl"  Those boobs are hilarious!  Like two balloons!


Indeed dIUxQDbGJBSCh92lPdRMcCeOeYCRPZ12qj1WYlzL.gif

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FVerbaas ( ) posted Thu, 27 April 2023 at 9:54 AM
Forum Coordinator

Balloon boobs are perfectly normal for naughty dwarves. They have no wings, so how else you think they can fly? 😋


RAMWorks ( ) posted Thu, 27 April 2023 at 10:06 AM

You mean sink.  They are built in floatation devices!  LOL 

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ghostship2 ( ) posted Thu, 27 April 2023 at 10:48 AM

The gvmt has them categorized as UAP's now.


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Y-Phil ( ) posted Thu, 27 April 2023 at 11:48 AM · edited Thu, 27 April 2023 at 11:49 AM

"flotation devices"  "UAP's"

yyKyK3fU49urkSOFhAvbz6LyRm0BqxkXkhwEz53r.gif

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ChromeStar ( ) posted Mon, 01 May 2023 at 1:57 PM

Y-Phil posted at 1:27 PM Mon, 24 April 2023 - #4463258

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)

Sometimes especially on older hair, I find the maps included in Ghostship's hair are too fine. If you replace the maps with something that has more contrast and thicker lines it may work better. Use the rest of the existing node arrangement as Ghostship has it. Just make sure you use a map that does not have highlights baked in.

On newer hair I haven't seen that. It probably has to do with the way the hair is UV mapped. Since the older models typically had lower resolution maps they may doing things differently to make them work.



Y-Phil ( ) posted Mon, 01 May 2023 at 3:57 PM
ChromeStar posted at 1:57 PM Mon, 1 May 2023 - #4463948

Y-Phil posted at 1:27 PM Mon, 24 April 2023 - #4463258

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)

Sometimes especially on older hair, I find the maps included in Ghostship's hair are too fine. If you replace the maps with something that has more contrast and thicker lines it may work better. Use the rest of the existing node arrangement as Ghostship has it. Just make sure you use a map that does not have highlights baked in.

On newer hair I haven't seen that. It probably has to do with the way the hair is UV mapped. Since the older models typically had lower resolution maps they may doing things differently to make them work.


In fact, in this particular case, it was the black texture that was missing enough differences, but you're right: sometimes thicker is better, it probably depends on the way the hair is designed / created / "don't know the right word - lol"

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hborre ( ) posted Mon, 01 May 2023 at 5:35 PM

Take into account, older hair was subjected to many Poser 'hackery' to make them look decent.  Baked-in specular/highlights, generating bump/displacement maps with math nodes from the original Diffuse texture, and active ambient channels were some of the techniques employed in the material room.  Shortcuts to simplify the production process and get it to market quickly.  

I do agree, there are significant differences between lighter-color and darker-color hair.  Darker hair requires more detail, and the contrast should be exaggerated so that you see a difference between the strands.  You either use math in the Material Room to accomplish this or take the maps to a third-party program for more manipulation.


Y-Phil ( ) posted Tue, 02 May 2023 at 1:47 AM · edited Tue, 02 May 2023 at 1:47 AM

hborre posted at 5:35 PM Mon, 1 May 2023 - #4463976

Take into account, older hair was subjected to many Poser 'hackery' to make them look decent.  Baked-in specular/highlights, generating bump/displacement maps with math nodes from the original Diffuse texture, and active ambient channels were some of the techniques employed in the material room.  Shortcuts to simplify the production process and get it to market quickly.  

I do agree, there are significant differences between lighter-color and darker-color hair.  Darker hair requires more detail, and the contrast should be exaggerated so that you see a difference between the strands.  You either use math in the Material Room to accomplish this or take the maps to a third-party program for more manipulation.

Noted, thank you! zD9RF0Xg8rBOsnA4373FjBo6XfQ0XR8W7cCBTWL9.gif

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unrealblue ( ) posted Wed, 03 May 2023 at 12:45 AM
ghostship2 posted at 11:02 AM Thu, 6 April 2023 - #4461013

@hborre kO1VKihif1hZEtT4Hc1z9mTDfgny1N1fuOf8tbvB.jpg

What character is this?   It's using your eye shaders as well, no?


unrealblue ( ) posted Wed, 03 May 2023 at 12:55 AM
ghostship2 posted at 4:21 PM Tue, 11 April 2023 - #4461804

the lines get harder to see when you subdivide the mesh. I have seen these lines before with the shader in mu store. The lines go away or get harder to see when you subdivide.

Would that not indicate something to do with the smoothing Poser uses?  The lines are, in fact, actual hard edges which would show up as a sharp transition from one plane to another without smoothing.  Subd actually smooths the mesh before rendering, no?  Smoothing might have a practical threshold limit which a subd'd surface gets you below.


hborre ( ) posted Wed, 03 May 2023 at 9:03 AM

Those lines actually disappear when Unimesh is activated without applying the subdivision depending on the model.


ghostship2 ( ) posted Wed, 03 May 2023 at 9:48 AM · edited Wed, 03 May 2023 at 9:52 AM

@thoennes that would be this https://www.renderosity.com/marketplace/products/99725/sabby-sisters-kimmi-kyrsi

I modified the face maps in Photoshop so it looks a bit different than the default character. Yes, using my eye shader.

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


unrealblue ( ) posted Sat, 06 May 2023 at 8:12 PM

hborre posted at 9:03 AM Wed, 3 May 2023 - #4464120

Those lines actually disappear when Unimesh is activated without applying the subdivision depending on the model.

Hmm.  In Poser 12, I had lines at actor edges, when using any sort of bump mapping and subd if the figure was NOT set to unimesh.

From what I recall, the "unimesh" in Poser is a sort of hack to allow subd to work at all.  Not sure what they're doing but just giving it a quick thinking... it can't be easy :)


oz_tangles ( ) posted Tue, 09 May 2023 at 7:16 AM

Thank you for your excellent tutorial on using the Cycles PBSDF shader!  I have been using SnarlyGribbly's EzSkin to convert "legacy" (i.e. ancient) textures to Superfly.  The results are OK but the PBSDF shader gives much better results.  
Something you haven't mentioned is vascular maps.  EzSkin ignores vascular maps when converting shader trees to Superfly, and trying to connect a vascular map to the displacement input of the Physical Surface Node doesn't produce very realistic results.  
Vascular or vein maps have been discussed elsewhere in the Renderosity Forums, but I want to show how they can be easily added to Ghostship2's Cycles shader tree.  
1. Open the vascular map in a standard image_map node, using a gamma of 1.0.  
2. Open a Cycles Mix shader (Cycles>Color>Mix) and connect the Color output of the image_map to Color1 on the Mix shader.  Set Color2 to BLACK.  
3. Blend Type should be set to Mix.
4. Connect the Color output of the Mix shader to Displacement on the root CyclesSurface node.  
5. The strength of the vascular effect is determined by the Fac parameter in the Mix node.  Fac = 0 corresponds to the maximum vascularity and Fac = 1 to no vascularity.  I have found that a value of 0.7 or 0.8 looks pretty good, but this is a matter of taste and the subject matter (eg pumped body builders).  


Rhia474 ( ) posted Tue, 09 May 2023 at 8:21 AM

YESSS!! Bless you! I have been trying to hack those for ages... saving this for posterity and trying out tonight.

Thank you for your generosity in sharing this!!


ghostship2 ( ) posted Tue, 09 May 2023 at 9:34 AM

@oz_tangles you'll probably want to set subdivision fairly high for good results.

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Y-Phil ( ) posted Tue, 09 May 2023 at 1:22 PM · edited Tue, 09 May 2023 at 1:22 PM

Thank you so much. I used to have an old Vascularity pack for Vic4, and even though I managed to have the vein appearing on Vic4's skin, I was missing the displacement.
So using this:

3bsV9mDqMH4miQQfu269j97f6AJZG59FmMK4MUbY.png

I have this:

jplsJLabonJ4qY2GntULlBvQjNTOiAGPmF0JmGG7.png

Awesome 🤩


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oz_tangles ( ) posted Wed, 10 May 2023 at 5:37 AM

As ghostship2 points out, you may need to subdivide the figure's mesh to improve the appearance of the vascularity.

On something completely different, male genitalia are usually an add-on to most figures.  When using the PBSDF node for a gens figure I found that there was an objectionable  seam between the genital figure and the hip of the parent figure.  The textures for male gens usually include a transparency map which blends the boundary so it matches the texture of the parent.  PBDSF doesn't have a transparency input, but it does have an alpha channel input, but connecting the trans map to the alpha channel didn't work.  RTFM!!  The Poser documentation states that you must use the Cycles image map, not the Poser image map!  This node can be found at Cycles>Texture>Image Texture.  When the transmap is opened in Image Texture node and connected to the alpha input, it works perfectly.


ghostship2 ( ) posted Wed, 10 May 2023 at 8:35 AM

@oz_tangles Use a mix closure with one side going to your PBSDF and the other going to a transparency shader. This will be driven by your transparency map. The collision lines can be mitigated by using a different SSS group number on each PBSDF node (down near the bottom of the shader)

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MNE ( ) posted Wed, 10 May 2023 at 8:51 AM · edited Wed, 10 May 2023 at 8:51 AM

POSER 12 and 13 SSS

Is SSS not functioning in POSER 13?


The SSS material that is working in POSER12 is not working in POSER13.

I do not know where it is wrong.

Can someone please advise?


Material used in this case.

2V6SUJwDN86KPWDOLRrCKxMQJsHdVBTrLjhlJh9D.jpg


Rendering in POSER12.

sgCvw1nfd7C4X4K1DIQKUnKnIBuQhrz6vG8l1STd.png


Rendering with POSER13.

F7Uu3gTbqUV94TVujlhxZPzH452vjGW5lULRCeSF.png


hborre ( ) posted Wed, 10 May 2023 at 9:16 AM

Change the SSS Method to Random walk fixed radius on the PrincipledBsdf at the bottom.  Also, your surface value is too high; start the value at 0.01.


ghostship2 ( ) posted Wed, 10 May 2023 at 12:20 PM · edited Wed, 10 May 2023 at 12:20 PM

Content Advisory! This message contains nudity

@oz_tangles Here is what that setup and render would look like

lRy3RX7ydm9x7QxnLtqxdPMh9SFPtEFpSPXAs8bg.jpgEQK0xVwFJHmo7Vjb6oUc57QjLrYCsdvNZS6KMNBI.jpg

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MNE ( ) posted Thu, 11 May 2023 at 12:42 AM
hborre posted at 9:16 AM Wed, 10 May 2023 - #4464888

Change the SSS Method to Random walk fixed radius on the PrincipledBsdf at the bottom.  Also, your surface value is too high; start the value at 0.01.

Thanks, I will test that area.


oz_tangles ( ) posted Thu, 11 May 2023 at 2:59 AM
ghostship2 posted at 8:35 AM Wed, 10 May 2023 - #4464884

@oz_tangles Use a mix closure with one side going to your PBSDF and the other going to a transparency shader. This will be driven by your transparency map. The collision lines can be mitigated by using a different SSS group number on each PBSDF node (down near the bottom of the shader)

Thanks!  Again, I should have read the Poser Manual as it has a section on "Connecting the Nodes for the Transparent Materials."




Boni ( ) posted Mon, 15 May 2023 at 5:37 PM

I cannot seem to get the wonderful ear glow I'm looking for that you all have ... I'm sing ghostship's original settings.  I'm not sure what I'm doing wrong. I am guessing it is the lighting.  what lights did you all use and position?  Gotta go.  I'll work on this tomorrow.,

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Mon, 15 May 2023 at 5:56 PM

@Boni

It also matters what figure you are using. V4 has a proper modeled ear others may not. It matters how thick the ear is and in what places. You can use the light set that I made for P13 that comes with the program. LIBRARY/LIGHTS/Included/Basic Lights

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hborre ( ) posted Mon, 15 May 2023 at 6:00 PM · edited Mon, 15 May 2023 at 6:01 PM

Under normal environmental conditions, you typically won't notice the SSS through the thinner skin layers.  Position your lighting from behind and have it at a higher intensity.  If SSS is correctly set up, you will see a difference.  However, it is mesh depend; if the figure is too large or the mesh too thick, settings need to be adjusted accordingly to see an affect. 


hborre ( ) posted Mon, 15 May 2023 at 6:05 PM

Cross post.


RAMWorks ( ) posted Tue, 16 May 2023 at 10:42 AM

Hey Boni.  From my understanding if you are using La'Femme or L'Homme there lies the problem.  Hopefully LF and LH 2 will have this corrected!

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Boni ( ) posted Tue, 16 May 2023 at 6:07 PM

I was using V4, and had a setting off ... Now working great. As for LF/LH.  Found a set of SSS maps and setting to go with Ghostship's free SSS mat shader from ShareCG. Will post images tomorrow.

Boni



"Be Hero to Yourself" -- Peter Tork


Afrodite-Ohki ( ) posted Tue, 16 May 2023 at 6:26 PM

If it's LF or LH, go ahead and grab my ear tweaks from the freestuff area: https://www.renderosity.com/freestuff/items/83156/detail-ears-morph-for-la-femme

Their default ear shape isn't really realistic, is thicker than it should, so SSS doesn't go through well.

- - - - - - 

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.


Boni ( ) posted Wed, 17 May 2023 at 12:23 AM

Ohki, hi my friend. I will grab that tomorrow as well. Thank you.

Boni



"Be Hero to Yourself" -- Peter Tork


Afrodite-Ohki ( ) posted Wed, 17 May 2023 at 10:42 AM
Boni posted at 12:23 AM Wed, 17 May 2023 - #4465567

Ohki, hi my friend. I will grab that tomorrow as well. Thank you.

My pleasure, dear!

- - - - - - 

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.


Boni ( ) posted Fri, 19 May 2023 at 5:00 PM

Took me a while to get this the way I wanted it.  Ohki's ear morphs ... The modified Ghostship shader and subtle but effective I think.  How's it by you?HJz1gfWzqOhJqNpe37cT4NMOhxX9z6djU8nHmsG7.png

Boni



"Be Hero to Yourself" -- Peter Tork


AmbientShade ( ) posted Fri, 19 May 2023 at 5:04 PM

ghostship2 posted at 5:56 PM Mon, 15 May 2023 - #4465433

@Boni

It also matters what figure you are using. V4 has a proper modeled ear others may not. It matters how thick the ear is and in what places. You can use the light set that I made for P13 that comes with the program. LIBRARY/LIGHTS/Included/Basic Lights

I don't have a directory called "basic lights" in my P13 included content.

Any clue which content pack those lights might be in?

I didn't download the older stuff since I already have numerous copies of it, but I did get everything tagged P13.



Y-Phil ( ) posted Fri, 19 May 2023 at 5:04 PM

Really cool picture, Boni 2rT3prPOft0KS2WzVVvEUmP2IqrpqJWCMdVDqZPL.png

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ghostship2 ( ) posted Fri, 19 May 2023 at 5:13 PM
AmbientShade posted at 5:04 PM Fri, 19 May 2023 - #4465821

ghostship2 posted at 5:56 PM Mon, 15 May 2023 - #4465433

@Boni

It also matters what figure you are using. V4 has a proper modeled ear others may not. It matters how thick the ear is and in what places. You can use the light set that I made for P13 that comes with the program. LIBRARY/LIGHTS/Included/Basic Lights

I don't have a directory called "basic lights" in my P13 included content.

Any clue which content pack those lights might be in?

I didn't download the older stuff since I already have numerous copies of it, but I did get everything tagged P13.

the only two things I downloaded was "core content" and "humans-other" It probably is in core content

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


ghostship2 ( ) posted Fri, 19 May 2023 at 5:15 PM

@AmbientShade

nmAOlxoNagR98fId4h0ZFomJhU1PTi6KbaeAfMHH.jpg

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


AmbientShade ( ) posted Fri, 19 May 2023 at 5:22 PM

Ok, it showed up after I re-installed core content.

Weird.

Thanks tho.



ghostship2 ( ) posted Fri, 26 May 2023 at 11:35 AM · edited Fri, 26 May 2023 at 11:35 AM

Y-Phil had a valid point about the eyebrows being to diffuse and not saturated enough. I think I've come up with a solution. The invert and Brightness/contrast nodes exclude/modulate the roughness for the eyebrows. Have a look

PhX9SbqdkRYN67AjREaMCjIofKqtIqwkhG6M3wxf.jpg

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


AcePyx ( ) posted Tue, 06 June 2023 at 9:07 PM

Thank you Ghost!


ghostship2 ( ) posted Tue, 06 June 2023 at 9:27 PM
AcePyx posted at 9:07 PM Tue, 6 June 2023 - #4467350

Thank you Ghost!

you are welcome!

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


lemebber ( ) posted Sat, 19 August 2023 at 4:05 AM

 If the "Basic Lights" content isn't in the "Included" or "Core Content" sections that you've downloaded, it might be worth checking if there are additional content packs available, either from the same source where you obtained the "core content" and "humans-other," or from third-party vendors. You might consider looking through the official Poser forums or community websites for more information, as fellow users might have insights into where to find this specific lighting set or whether it's available as an additional download.


Bastep ( ) posted Tue, 05 September 2023 at 3:33 AM

At this point a thank you to all who have written here. This is a lot of useful and helpful information. That's why it would be very useful to pin this thread.

4meBfLaCEUuOC4sICQB8OZxQ2bv0CddFkqGPTpzA.png
With best regards



RAMWorks ( ) posted Tue, 05 September 2023 at 9:38 AM

Looks really nice Bastep! 

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


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