Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 28 11:34 am)
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
The atmospheric lighting will add on to the current lighting. It adds up as you step through space. You'll probably get better results just lowering the atmosphere color value to make it darker in the atmosphere node, or by setting the density to a lower number. You can also plug a 3D texture (like turbulence) in to the color input of the atmosphere node. This helps a lot. Scale up the turbulence to scales of 8 looks pretty good. Currently, all lights in the scene will add in to atmosphere, so too many lights will quickly blow out the scene. You can adjust rendering time of atmosphere by taking larger steps through the space (stepsize). If step sizes get too large, you'll start seeing banding. Then you can add noise to it (1 or 2) to make that better. This can speed up atmosphere. But, in general, for many renders, the atmosphere computes relatively quickly (for what it's doing). Larry
Hi all.... It appears, as Larry stated, to lower the density... The renders I did above definitly washed out the character. It seems difficult to not do that and still see any atmospheric effect. Also, you have to have an object for the light to hit....or will affect visible light???
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
This looks really cool. What I would REALLY like though is if you guys added a simple point source light so I could put a lightbulb in the centre of a ceiling and light up a whole room. Another great lighting feature that wouldn't be too had to implement would be a universal ambience setting that adds a user chosen amount to the ambience of every material on every object in the scene. That would make lighting much easier to fake in room interior scenes.
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hmmm. I can't get the above at all...the light cone does not show up.... My parameter dials are different as well...dist start/end are below the angle setings..also, no point at function... or do you have an invisible primitive cone in the scene
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
Another hmmmmm.... Then I can't see the light :) I must be doing something wrong... could someone run through step by step...render settings and so forth ???
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
nope...if I put a primitive...make it about 98% transparent, I get light on it....can add turbulence etc..some cool effects, but the light itself does not show any volume....
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
you have to have a backdrop or something else in the scene ???? Sorry...just keep trying..I do have a cool one about to pop out :)
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
I really begin to think that CL sent me an earlier version of p5 and that the patches just won't work...why are my panels different from the ones I see here? Also I can't get any volumetrics at all...just on the object...not around it...I only get the flat background color? Anthony?? is it possible that some of us have not the same p5 version as the others??
No one said to use a backdrop...but in the readme it says that it only affects objects...in my early, terrible renders, I used a transparent cone, but I had the volume density too high, so it washes all out as its too bright. that last one has a backdrop, and you can see it in the one by alamanos. BUT, Anthony stated you only need the light..so I'm still not sure about the whole deal :) I have another rendering with turbulence in the volume color channel...but when you look at it, the light appears to be only at the backdrop, not enveloping the character.
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
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Wouldn't it be cool if Poser 5 offered atmospheric/volumetric effects? Your wish is our command! The beta Poser 5 Service Release 2 includes an all-new Material room root node, which allows you to create atmospheric effects such as fog, haze, clouds, smoke, etc. in your Poser 5 scenes. To select it, use the OBJECT pull-down menu in the same manner as if you were selecting the Background node. The Atmosphere node has the following attributes: - DepthCue_On: Checking the DEPTHCUE_ON checkbox enables depth cueing, which varies all surface material colors from their original lit colors to the specified depth cue color (see below). This gives an effect similar to enabling the Depth Cueing option in the Document window as described in your Poser 5 Reference Manual. - Volume_On: Checking the VOLUME_ON checkbox enables volumetric effects. You can enable depth cueing and/or volumetric effects individually. - DepthCue_Color: The color to use when applying the depth cueing. - DepthCue_StartDist: Distance from the current camera at which the depth cueing effect begins. This distance distances is not necessarily displayed in Poser distance units at this time. - DepthCue_EndDist: Distance from the current camera at which the depth cueing effect ends. This distance distances is not necessarily displayed in Poser distance units at this time. - Volume_Color: Color of the volumetric effect. - Volume_Density: Strength of the volumetric effect. - Volume_StepSize: Distance between rendering samples taken through the volume. Lowering this value increases render quality and increases render time. - Volume_Noise: Random factor added to the sample. This attribute can help balance out the effect of larger step sizes (see previous attribute). You can connect nodes to the color and density attributes for more complex effects. Note: Bright infinite lights can wash out volumetric effects unless you use a very low density. Volumetric effects are most successfully used with both spotlights and carefully controlled density numbers. Also, Volumetric lighting effects only appear over a rendered object. They do not appear over an empty background, even when a background shader is in place. You need at least one object in on screen in order for volumetric lighting effects to be visible. Note: This is a "bonus" feature that is not yet fully implemented or documented. As such, we are unable to offer technical support, although we always welcome bug reports. Anthony Hernandez Curious Labs