Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)
I rarely keep "Remove backfacing polygons" on, especially when working with the older P4 models with hair. So, I did NOT remove backfacing polygons in the above renders. I did notice that trans falloff gets set to 0.6 and lowering it 0.0 does make the hair look a little better around the edges but I still get the crop squares. I will try playing with Smooth polygons. Thanks, Rance PS: no one else out there working with WaveHair?
I imported this model in Cinema 4D and looked at it. The problem is that every polygon of this objects exists two times. So, this is a bug in the model.
The original P4 render doesn't care, but the new render is offended. :P
"I rarely keep "Remove backfacing polygons" on, especially when working with the older P4 models with hair. So, I did NOT remove backfacing polygons in the above renders" Uhm... do that and the problem is solved ;). (ie. make sure the "Remove backfacing polygons" is checked).
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
Oh and btw... "You'll also want to set the trans edges to 0 in the material settings and see how that goes." ..I think depakotez meant to say set the Transparency Edge to 1, not 0. Basically, if you set the Edge to 1, the Falloff value is irrelevent and if you set Falloff to 0, the Edge value is irrelevent (on transmapped items), so you can do one or the other, or both. P4 only looked at the Transparency Max value when a transmap was used, so a lot of people didn't bother setting a Transparency Min (Edge) value.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
Hey Spakni, I DID try to keep 'Remove backfacing polygons' checked but that didn't seem to help. With the WedgeCut hair if you remove backfacing polygons you see large gaps where there should be the underside of the hair object. I've also played with trans edge values and am used to using the Trans Min and Max. I haven't gone through my entire library of hair but I'm pretty sure this problem comes up again and again. The Princess Hair (that long braided pony tail thing) also shows irregularities, Koz's WaveHair, Shorthair, Mehndi Elfhair. Strange that other Koz productions seem to work fine. I just always liked the WaveHair package. You can shorten it up and it clears the shoulders for almost any pose. I've tried UV mapper to fix the object and played with some of the settings in the material room and when I couldn't get it to render right thought to post here. I love reading the chains here anyway;) Thanks all, Rance
I have experimented a bit and I get fairly good result when applying following for the hair material:
Mind you, you can still see the sharp edges (the squares in the mesh on the top of the head) if you zoom too near, but from a distance (if you can see the whole Victoria figure) the edges are smooth.
I guess you could drop a mail to Koz with the screen shots and ask for his advice. I think if he could update the wave hair geometry with smoother edges the problem could be solved.
I will check out your suggestions gstorme. Thanks. I've been by Digital Babes (digitalbabes2.com) to see if there might be a P5 update. Probably the last thing on his mind. I think were I a creator of meshes and the like I would prefer to forge new ground. I don't know. So much to do and only one processor;) Thanks again, Rani
Basically I just took it the way it loaded from my P4 directory, went into materials and set the specularity color to white (but left the texture node connected to it), set the transparency falloff to 0 (this is a MUST), then linked the displacement channel to the texture and dialled the amount down to about .15 or .2 and then rendered in Firefly, with poly smoothing off (important, it does weird things to certain geometries), remove backfacing polys off, cast shadows on (with raytracing shadows on for only the main bright light) and a gaussian filter of size 1. I find that using MAPPED shadows on just one light produces the most realistic shadowing... And it avoids a bug that exists with background nodes and raytraced shadows of foreground objects. But at the expense of more render time.
Here's the simplest material setting needed to overcome the rendering problems with Koz's WaveHair. Note that only a small amount of displacement is required.
I've no idea why this works but suspect it has something to do with the mesh construction. This method also works with Koz's ShortHair.
Ian
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