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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 01 1:48 pm)
Rhia474 posted at 4:36 PM Sat, 19 August 2023 - #4473003
Omg, *blushes* yes, in fact, I was making lunch...
*looks 'GOOD'*
fine: I'm not alone
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Rhia474 posted at 11:26 AM Sat, 19 August 2023 - #4472960
Thanks Rhia! I'll have to go look at some references for the freckles to understand the sizes, shapes and colorations better. Just for research purposes, obviously, nothing weird about staring at lots of freckled people on the interwebs.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...
Also, Antonia definitely needs better hair for her future adventures. Any recommendations?
-- I'm not mad at you, just Westphalian.
Rhia474 posted at 9:05 PM Sat, 19 August 2023 - #4473047
Thanks, I'll have a look. Ohki makes great stuff.I absolutely love all the hairs Afrodite-Ohki makes, but you'd need to fit them to Antonia. They are great in Poser 12 and 13 Superfly.
I've also been thinking about trying out the new Blender tools to make an original hair piece for Toni and import it into Poser. Has anyone tried something like that before?
-- I'm not mad at you, just Westphalian.
So, I made a simple material layer that darkens the lip material just enough to make the bright outline disappear. The current version does not use a mask, so it makes the lips themselves a little darker, too, not just the narrow strip of skin around them, which is okay for me personally. If someone would prefer to leave the lips as they are, it should be easy enough to make a mask for that.
Now my question is whether I should publish that layer on its own or just pack it up with the freckles and makeup when I freestuff those.
My other question is whether it's worth the effort to support FireFly in those layers. I don't really use it, so my materials are probably rubbish in FF, but so far at least I tend to make them so that they render something resembling what I had in mind. I think only supporting SuperFly for layers is a bit easier because I can use a MixClosure with a mask (not tested, I just *seem* to remember that that's a thing) instead of applying the same mask to a number of individual channels in the material root, which if one is me means one invariable forgets some.
-- I'm not mad at you, just Westphalian.
I'd say best keep lips and freckles apart, unless of course the limits of OpenGL start playing havock. If anyone for any other reason wants to reduce the number of texture maps, they can simply merge them in any graphical editor.
I would not pain on FF anymore. Just use a basic shader, no faked SSS etc.
I'd say best keep lips and freckles apart, unless of course the limits of OpenGL start playing havock. If anyone for any other reason wants to reduce the number of texture maps, they can simply merge them in any graphical editor.
I would not pain on FF anymore. Just use a basic shader, no faked SSS etc.
Oh, I didn't mean to put the lips and freckles on the same layer, just inside the same FreeStuff item. Everything will of course be on a separate layer loaded by a separate file: lip fix, lipstick, eyeliner, eyeshadow, blush, freckles.
Anyway, here's the full glow-up, as I believe the cool kids call it these days. I bought Catarina hair by Afrodite-Ohki today, and I'm in love.
-- I'm not mad at you, just Westphalian.
You may get a hint for a rather good-looking FF material set, using EZSkin.So, I made a simple material layer that darkens the lip material just enough to make the bright outline disappear. The current version does not use a mask, so it makes the lips themselves a little darker, too, not just the narrow strip of skin around them, which is okay for me personally. If someone would prefer to leave the lips as they are, it should be easy enough to make a mask for that.
Now my question is whether I should publish that layer on its own or just pack it up with the freckles and makeup when I freestuff those.
My other question is whether it's worth the effort to support FireFly in those layers. I don't really use it, so my materials are probably rubbish in FF, but so far at least I tend to make them so that they render something resembling what I had in mind. I think only supporting SuperFly for layers is a bit easier because I can use a MixClosure with a mask (not tested, I just *seem* to remember that that's a thing) instead of applying the same mask to a number of individual channels in the material root, which if one is me means one invariable forgets some.
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(っ◔◡◔)っ
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You don’t understand. I have exactly zero interest in FireFly materials. Ever since I returned to Poser, I’ve effectively been making Superfly materials while restricting myself to nodes that I assume FireFly will also render, and that feels increasingly pointless. What I’m considering is giving up on that half-arsed FF support and just using whichever node gets me where I want the easiest.
-- I'm not mad at you, just Westphalian.
odf posted at 8:25 AM Sun, 20 August 2023 - #4473103
You don’t understand. I have exactly zero interest in FireFly materials. Ever since I returned to Poser, I’ve effectively been making Superfly materials while restricting myself to nodes that I assume FireFly will also render, and that feels increasingly pointless. What I’m considering is giving up on that half-arsed FF support and just using whichever node gets me where I want the easiest.
I wasn't trying to push you back into FF's world, I don't use it anymore too
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hborre posted at 10:27 AM Sun, 20 August 2023 - #4473111
Thanks for reminding me of my other reason for avoiding Cycles nodes so far, namely that they tend to make the preview unusable. I'll have to see how things look now. So far I've seen two different hair pieces with SuperFly shaders show up pitch black (but with highlights) in Poser 13.1, so render my optimism cautious.Switch from the PoserSurface node to the PhysicalSurface node which is simpler and easier to use. And now that P13 Preview will display the texture map in Superfly there will be no guessing at how your final render will look.
Oh, and yes, PhysicalSurface all day every day.
-- I'm not mad at you, just Westphalian.
I didn't think I would love Cycles but once you get your head around things renders look even better concerning skin and other organic surfaces. We now, in Poser 13, have sort of preview of the color info. It will continue to be worked on to get all the maps to give a more "What you can expect" viewport preview in time but it takes time. I'm just happy I'm not looking at a pure white figure any more! LOL
---Wolff On The Prowl---
RAMWorks posted at 9:15 AM Mon, 21 August 2023 - #4473168
Let's say that with my skin setup, there are not pure white anymore, indeed...I didn't think I would love Cycles but once you get your head around things renders look even better concerning skin and other organic surfaces. We now, in Poser 13, have sort of preview of the color info. It will continue to be worked on to get all the maps to give a more "What you can expect" viewport preview in time but it takes time. I'm just happy I'm not looking at a pure white figure any more! LOL
But I don't really mind as I've setup a script to switch to the PoserSurface node when it's needed
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When I'm working with Cycles nodes, I turn off the hardware shading and have a poser surface with an image map or color chip. Then I don't have white or black
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I use Poser 13 and win 10
Right, I remember trying that at some point. I think the problem was that hardware shading provided a better preview of lights and shadows, and that's something I spend a lot of time on in my renders. But it's true that for texture work it would make sense to turn it off and then back on when the texturing is done, so thanks for the reminder!When I'm working with Cycles nodes, I turn off the hardware shading and have a poser surface with an image map or color chip. Then I don't have white or black
-- I'm not mad at you, just Westphalian.
I think I've achieved sparkly eye shadow. Now I just need to work on fancier lighting to make it come out better.
(Also, incidentally, Afrodite-Ohki's hair looks really great with Ghostship2's SuperFly shaders. Like chef's kiss great.)
Wow, nice!
And... my first thought has been for Pauley Perrette
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Pink hair with a touch of pink / light magenta around the eyes, plus an according color on the nails
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, Sonoma 14.6.1, 16GB, 500GB SSD
👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️
Wow, very nice work on the morphs! Are you going to make them available to us Poser peeps? I sure hope so......Antoinette for Antonia. Something I've been working on. I think Antonia is one of the best visual 3d Models that Poser has (or that I've seen).
So, I am starting to make characters and morphs based around her. I just wish someone would make Viseme Map Mouth Morphs for her.
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Omg, *blushes* yes, in fact, I was making lunch...
*looks 'GOOD'*