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2,500 comments found!
Yes, I reconnected all that. Last night I was messing around with ideas on how to eliminate the dark greenish circles so used the color chip and then saved the file and then forgot to reconnect when I made the screen grab. Sorry, not sleeping very well lately, my left rotator cuff is a mess and the pain at night has me fighting for sleep so not really with it.
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
All the eye surfaces have just simple setups so no SS used. I THINK Denise's suggestion may be the way to go with these maps. I know that the model that I got the eye detail from has some darkness around the eyes. He's a Latin man and many from the Latin culture have this darkness but that green hue was really not good. I think this looks pretty good now. Skin looks a little dry but I can tweak. Thanks for the suggestions folks!
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Still getting the dark discoloration around the eyes....
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
DCArt posted at 4:18 PM Mon, 10 April 2023 - #4461596
Ah, sorry about that, you are correct. I unlinked those two inputs for testing purposes to see if the feedback would be better without a map driving them. I'll hook them back to the Specular and Roughness channels.Changes:
As posted on page three the SS Radius numbers are: 0.110000, 0.030000, 0.015000
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Thank you. I'll see if that corrects the issue fullyyou may not want to use SSS on the EYE socket. I mean, it's hidden and you don't see it so why bother with SSS on it. That is one issue with the dark circles and sometimes the glowy rings around the eyes.
@ChromeStar I'm using the same shader on the gums, tongue, and inner mouth as I am for the skin. Just got to "bump" up the bump and gloss for those parts. It will be different for each texture/bump map you use.
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
hborre posted at 1:35 PM Mon, 10 April 2023 - #4461567
RAMWorks posted at 12:55 PM Mon, 10 April 2023 - #4461558I hate to disagree but it is not connected, there is no noodle connector visible, and it doesn't belong on the PoserSurface. The Radius settings are fine as presented by Ghostship although various other values may be more appropriate depending on the character and model. For those values, I would set the Subsurface to 0.01 to begin and increase incrementally until you get a render that looks to you. In your case, if you have the Redfilter node connected to the Subsurface channel and the figure renders fine, then your problem has been corrected.hborre posted at 12:11 PM Mon, 10 April 2023 - #4461552
The Gloss/Spec is being used for the Poser Surface Node that's collapsed.Yes, that is the recommended remedy for dark, baggy eyes. However, your SSS is too high, his face is glowing. What is your Subsurface Radius? If the values are high, you need to lower the Subsurface value to a minimum of 0.01. Plugging in the SeparateRGB node might control it but I doubt it. Also, the Clearcoat channel is in use, plug the bump into the Clearcoat Normal in addition to the Normal. The Gloss/Specular Converter compound node is not being used, either use it or delete it from the shader.
Radius settings are from the layout example from GhostShip (0.110000, 0.030000, 0.015000) What should it be set to? I'll move the Bump over to the Clearcoat. Thank you!
'Tis connected! *wink*
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
hborre posted at 12:11 PM Mon, 10 April 2023 - #4461552
The Gloss/Spec is being used for the Poser Surface Node that's collapsed.Yes, that is the recommended remedy for dark, baggy eyes. However, your SSS is too high, his face is glowing. What is your Subsurface Radius? If the values are high, you need to lower the Subsurface value to a minimum of 0.01. Plugging in the SeparateRGB node might control it but I doubt it. Also, the Clearcoat channel is in use, plug the bump into the Clearcoat Normal in addition to the Normal. The Gloss/Specular Converter compound node is not being used, either use it or delete it from the shader.
Radius settings are from the layout example from GhostShip (0.110000, 0.030000, 0.015000) What should it be set to? I'll move the Bump over to the Clearcoat. Thank you!
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Thread: Cycles based SSS skin shader | Forum: Poser 13
I recreated the suggested Cycles setup for my new character, Eliezer. I'm getting dark circles under his eyes and I'm wondering if there is any advice on how to alleviate that!
---Wolff On The Prowl---
Thread: Show your Poser 13 renders! | Forum: Poser 13
Playing around with my test scene, decided to flesh it out a bit more with filler plants, a custom star scene for the background, morphed the ground plane with the Morph Brush to make it bevel up to the huts little base, added in that bigger stepping stone in the front to finish it up seems to match the other large stone in the back of it so maybe it was made by the same published artist that made the fairy hut scene. Rendered in Superfly and then used the Bloom to bring out the lights and other bits from the post effects panel. Kinda like it......
---Wolff On The Prowl---
Thread: Show your Poser 13 renders! | Forum: Poser 13
BUT from what I've been taught you never have a color in the specular color chip, it's only meant to have black to white. There is a specular color option that I think Cycles has but not in the physical root node so I guess we are still faking it using the PRN then?And here's a screen cap after I adjust the roughness and pick up the specular color from the original MAT
The preview window shows the rendered result
---Wolff On The Prowl---
Thread: Does Poser 13 have micropoly displacement? | Forum: Poser 13
Hi Charles, can't you guys write up your own node to add to Cycles and/or for the Physical node? I mean all this code is open source, there should be a way!
---Wolff On The Prowl---
Thread: Attention moderators.... | Forum: Poser 13
Recently they did the website update so probably got borked at that time. My notifications are not taking me to the most recent post, they take me to the first page of the discussion so I have to then click the page, scroll down to find the newest post. Kind of annoying.
---Wolff On The Prowl---
Thread: Scenes render black | Forum: Poser 13
Silly me, didn't look.
Now that I've converted using the Go Physical though the flames for the candle flames are all rendering like blocks/ Transmaps are all connected so it's another weird moment! LOL
---Wolff On The Prowl---
Thread: Scenes render black | Forum: Poser 13
Just successfully rendered a really old scene from DM "Moon Cult" and it renders fine in both FF and SF. This is the SF render. This set is set up for Poser 6/7 so pretty old.
---Wolff On The Prowl---
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Thread: Cycles based SSS skin shader | Forum: Poser 13