Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
I think I ended up using 0.5, as well. Higher values did not work so well with this pose, they led to ugly folds and self-intersections in the hoodie.Looking good but what was the collision settings against the panties? Setting them a little higher could also do the trick.
-- I'm not mad at you, just Westphalian.
So, I added some detailing to the front pocket and made the hood a tad larger so that it covers the head better. Unfortunately, I messed up the OBJ export a tiny bit, which makes the rolled-up sleeve morph looks terrible with this version. I'll do it again in a minute, and then hopefully I can start trying out more poses. I'm increasingly happy with how this looks, so yay!
-- I'm not mad at you, just Westphalian.
Wait a minute....is he the only and only Apollo Maximus, by Anton Kisiel? I'd love to know what you did in the way of his skin texture as it's a HUGE improvement over the old ones!Hey Odf, I saw your renders of Antonia with a male figure....is he an offshoot/clone of Antonia or a new, made-from-scratch figure? Render me intrigued.....
Yes, that's Apollo. I just plugged the color and bump into a PhysicalSurface node and set the relevant values to whatever I had used in Antonia 1.3. The final shader looks like in the image below. The cascade of Spots and Blender nodes at the top was just copied over from Apollo's original material. I didn't use the displacement maps because they were too noisy and had too much striation on the pectorals, as if the poor guy was constantly flexing his chest. It might be nice to edit out the bad parts and use the displacement map for the nice veins, but I'm assuming the license would then not allow one to redistribute such a modified map.
-- I'm not mad at you, just Westphalian.
I don't know, odf, the Math-Functions node connected to the ScatterRadius of your RGB is technically not doing anything to enhance your SSS. And, personally, those values shouldn't be driven above one as in the case of your ScatterRadiusR value set to 1.4. I do believe that the range is from 0 to 1.
I don't know, odf, the Math-Functions node connected to the ScatterRadius of your RGB is technically not doing anything to enhance your SSS. And, personally, those values shouldn't be driven above one as in the case of your ScatterRadiusR value set to 1.4. I do believe that the range is from 0 to 1.
You're correct, the math node is just there as a multiplier so that I can finetune all the radii at once. It's entirely possible that the value above 1 doesn't do anything. But also keep in mind that the PhysicalSurface node uses different units for SSS than the Cycle P-BSDF node, at least as far as I can tell. My guess is millimeters, but one never knows with Poser.
While we're at it, the HSV node doesn't do anything as shown. Same story with that one, if one wanted to finetune the skin color...
-- I'm not mad at you, just Westphalian.
Hmm, there's a scatter scale now, so maybe they've adjusted the SSS settings in the PhysicalSurface node to the P-BSDF settings for Poser13? I'll leave it to the node whisperers to work out the details.
ETA: Anyway, the question was about the material settings I had used for a particular series of renders, not the *best* or *correct* settings. ;-) I've never claimed to know what the heck I am doing in the material room.
-- I'm not mad at you, just Westphalian.
Yeah, the added Scatter Scale is for fine-tuning SSS according to the model. I would say anything between 0.01 to 0.02 with the existing ScatterRadius should be fine. However, If you use smaller radius values then you would need to increase the Scatter Scale value to compensate, otherwise, you will not see any SSS effects. By the same token, the larger and denser mesh the model is, the higher the Scatter Scale should be to compensate.
Just popping my head in here briefly to say that I'm currently taking a break from making and sharing Antonia content and instead enjoy just rendering images. I'm sure that won't last forever, but in the meantime, I have two items that are almost ready for publication and if anyone's particularly keen on them, I might finish them up or just "unofficially" share what I currently have.
One is the dynamic hoodie that can be admired further up on this page or in my gallery.
The other is the little morph transfer kit I put together some time ago to simplify the conversion of morphs from Antonia 1.2 to Antonia 1.3 a little bit. Poser's morph copying tools have gotten even better with P13, so now might be the time. :-)
-- I'm not mad at you, just Westphalian.
Hmm, maybe I'll have another look at it then. Different parts of the original geometry touching or almost touching can be a problem - lips, eyes, brows, foot covers. It looks like this might have gotten worse in P13, but it could be dependent on the chosen subdivision level for the transfer. Some of those might be alleviated by tweaking the Antonia 1.2 geometry shipped with the kit (I have already made a small such change at her lips). Poser 12 also had some issues with the modified breast and crotch geometry, where a few vertices got misplaced and needed manual fixing. I'll see if that's been improved in the new version.The morph conversion kit is an interesting item. That should be very practical for bringing over additional existing morphs from the older version.
-- I'm not mad at you, just Westphalian.
hborre posted at 8:43 AM Sat, 8 July 2023 - #4469542Exactly the sort of resource we all need! Pleeeeze take a look at it, odf!Hmm, maybe I'll have another look at it then.The morph conversion kit is an interesting item. That should be very practical for bringing over additional existing morphs from the older version.
So, I just transferred and tested the extensive morph set by DieTrying, and that worked perfectly, including mouth, brow, breast and genital morphs, with the little caveat (which I already mention in the readme) that the eye actors can be influenced in weird ways so that morphs that change the eye shape or size may need some manual corrections.
Given that, I might just add some thumbnails and such and submit to FreeStuff as is. There's always the option of making a version 2 later, should the necessity arise.
-- I'm not mad at you, just Westphalian.
Would love to be able to transfer in the Die Trying morphs; every method I've tried so far has crashed and burned.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
That's good to hear. If anyone has morphs they'd like to transfer that don't work for some reason, let me know. I can't promise that I'll be able to fix the problem, but I can at least take a look.The Morph Transfer kit works well. I like the idea of using stripped-down models for the transfer, it makes it easier to isolate and select the morphs.
-- I'm not mad at you, just Westphalian.
Don't mind me while I make my first, very feeble attempts at makeup layers. Her left eye shows my first attempt at kohl, her right is where I'm at now. I may need to watch some tutorials on YouTube, though, because I've never worn makeup and have no idea what I'm doing.
-- I'm not mad at you, just Westphalian.
really like the freckles. eye makeup looks realistic. lips are a bit too sharp at the edges, maybe need a mask?
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
better! i think though what bugs me most is the thin light line just outside the lips, which may be a side effect of a separate lips zone, since v4 has the same problem. (see this thread)
i have doodled around with lip masks and haven't been able to get rid of that with Antonia either. maybe i need to look at the face texture instead.
-jan-
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Much better indeed.
Thanks!
I couldn't agree more.
I think lips as a separate material zone is a bit outdated. Lips are best just part of the face, with suitable masks or layers for the extra color, gloss, and all that.
-- I'm not mad at you, just Westphalian.
By the way, here is a closeup of Antonia's lips for anyone who'd like to go hunt for any issues at UV or material zone boundaries. My personal take is that it's just the shape of the lips and how they catch the light. If you search the web for closeups of human lips, preferably without makeup, you will see two things: number one, the edges of the lips can be quite sharp. That's something Antonia has been criticized for in the past, but I think she's well within the range of what those ridges look like in actual people. Number two, unless it's covered by lipstick, those ridges tend to create a slightly brighter outline around the lips. It might not be as obvious because there's much more detail in the face of an actual human, but it's there. Then again, realism isn't an argument. If those outlines bother you, they bother you. I just don't think there's an easy way to get rid of them except maybe by applying lipstick on top of the ridges, which indeed would be much easier hadn't the lips be made a separate material zone.
-- I'm not mad at you, just Westphalian.
that sure looks good
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Some progress (I think) on the blush, and also Antonia's first Poser 13.1 render. The SSS settings have changed in confusing ways, and I'm not sure if what I'm using here makes sense, but on the plus side, I fought with really annoying layer artefacts the past two days that the new Poser version has now fixed. Yippie!
-- I'm not mad at you, just Westphalian.
I agree with everyone about how she's looking but that lighter line around the lips looks a bit odd. What does your lip mask look like? Could that be the culprit?
---Wolff On The Prowl---
Okay, here's a new render with some tweaks that - I think - address both the SSS and lip issues.
@ghostship2:
My Poser build is 13.1.449, the first publicly available P13 build. Because, you know, I'm just an ordinary person, not someone fancy. :-) In P12 and P13.0, I'd been using the "Walk" mode for SSS on a PhysicalSurface node, which got results I was happy with. Now after switching to P13.1, I suddenly saw weird bluish shadows with that. I tried Burley instead and also dialed down the SSS amount, which made for a better-looking image, but had the typical Burley glow. Now the below is "Walk Fixed", also with a reduced overall amount, and I'm quite happy with that now.
@RAMWorks: I don't think it's the mask, but since the lips are a separate UV island from the head (thanks MikeJ ), it's possible that there's a slight mismatch between the "head" and "lips" skin in the texture map. In the image below, I've darkened the lip skin a bit, which I think does a decent job of reducing the light outline. As I said earlier, there's also probably some extra light caught by the edge of the lip that makes it brighter, so personally I'd be happy to leave in a slight outline like here, but that's a matter of taste.
-- I'm not mad at you, just Westphalian.
Rhia474 posted at 11:26 AM Sat, 19 August 2023 - #4472960
Was it time to eat for you, at that moment? "... look food"That lip is nice and softly transitioned now, I think you got it; the freckles look food (a bit overlarge for what I have and know regarding face freckles, may be wrong) it's the hair that breaks the immersion with those highlights...
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Looking good but what was the collision settings against the panties? Setting them a little higher could also do the trick.