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482 comments found!
Expect an answer in about 2 hrs from now. Then I"ll be behind my Poser PC's. best regards, Tony
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
Ach, with a scene like this? => It is all about finding the right balance between direct and indirect light.
I use a single Infinite light that I set between 65 and 80% depending position. => Also => Set the Infinite light to Raytrace shadows. And the Ambient_Value on the sphere between 0.5 and 5 => (I remember at one time BB needed to go up to 800 to show something... LOL.)
Did you see the blue feet? LOL.
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
Oh, and see that I only use the Diffuse texture.
I use the Math_Functions node to create the greyscale map inside the material room. => Faster and less memory.... LOL.
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
And if you want to play with the skin color, add a HSV node between Diffuse¨_Color and the texture. Here 2 examples, one more red, the other more yellow. => HUE => And you can change the Saturation and the Value too if you like. That's why it is called the H-S-V node.
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
As I wrote on the other site : Your issue is not with Firefly. You are rendering old node setups that use TONS of faking, (including that "sorry" stupid light blue) in a newer render engine that does not need that faking at all.
Any other render engine would give you the exact same result.
Your figure is in the shadow, and the figure is tinted light blue, and that darkens the figure more then required.
Hope this helps? Have a nice day.
To correct your issue? => Most of what I did was delete nodes that are no longer required.
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
The scene you uploaded is not the scene you showed. The light is coming from another direction.
Your issue is not with Firefly (that is doing a very good Job) but your issue is rendering OLD and obsolete material room nodes with newer render settings. => See the feet? => that is what the light blue in your Diffuse_Color is doing.
Use a node setup like above on V4 materials. => Remember to load the lashes at GC 1.000 and the color maps at GC 2.2
For the sphere use this setup. => Ambient at WHITE and value somewhere between 3 and 5. (Or follow BB's instructions, add a picture, and then play with his HSV node in his setup. )
Thread: Waiting for Poser 2016 PBR (physically based rendering engine) | Forum: Poser - OFFICIAL
Content Advisory! This message contains nudity
Here a quick draft render using extremely low render settings.
Now you tell me what I did. => There is a hint left in the picture I uploaded.
Thread: Skin color correction according to light | Forum: Poser - OFFICIAL
Like you see in rokkets example. Skin that is in the direct light is almost white, and it darkens and deepens with shadowing and when IDL takes over from the direct light. Oh, and for outside renders? There is only ONE sun out there. A single Infinite light is all the light you will ever need. And use BB's sphere, and fill the scene to create the IDL.
Thread: Skin color correction according to light | Forum: Poser - OFFICIAL
I have absolutely NO idea who makes or distributes these material room setups, but EVEYTHING between the Diffuse texture and the Posersurface has to go.
In the render settings? Is there a mirror somewhere? Glass? No? Then Raytrace bounces can stay at 1. Uncheck Irradiance Caching. Min Shading Rate => Set to 1 for draft, and 0/5 for medium, and 0.2 for extra sharp renders. Bucket size at 32 is the best default. (You can use 64, 128 for single naked figures) But lower bucket size when the scene fills up. Post filter size set at 3 and Filter Type at Sync. Always render with IDL to ON and GC at 2.2. That part is good.
But for IDL to work properly, you have to have a filled scene. The extra diffuse light has to come from somewhere. When you have an empty scene, with only a naked figure, there is no "extra" diffuse light for IDL to work as it should.
Actually, a figure skin is SUPER simple to set up and requires only a few basic nodes. (all what you see in the Mat room screengrab above is faking, and all that faking has to go out when you render with IDL.)
The rest of the light has to come from the rest of the scene. (as it does in the real world) => That is DIFFUSED light. => That is what we see in the real world.
The last render does not look like skin. It looks like wax.
Thread: Where did it all go wrong? | Forum: Poser - OFFICIAL
Thread: Where did it all go wrong? | Forum: Poser - OFFICIAL
Well, I rarely go to the galleries, so I did today.
What happened???
Thread: Skin color correction according to light | Forum: Poser - OFFICIAL
Ach, here we come with that blue again.....
Thread: bumps ,displacements ,normals ? | Forum: Poser - OFFICIAL
A displacement map does exactly what the word says. It "displaces" and it is a "map".
Displacement = It moves the texture outwards following the direction of the normals. And it depends on the units you are using in Poser.
It is a map = Pixels. => And Pixels are little squares.
So: A displacement map, displaces pixels to an amount set by the node and the units used.
To get rid of what you see you can do 2 things.
a) Reduce the amount of the displacement
b) Make the pixels smaller. => Use a larger map.
Maps can be:
512x512 => Large pixels, heavy saw tooth effect
1024x1024
2048x2048
4096x4096
8192x8192 => Small pixels, little to no saw tooth effect.
The larger the map size, the smaller the rendered pixels will be, and the smaller the saw tooth effect will become.
So?
•Reduce the amount of displacement in the node
•Blur the edges on the map
•Or use a larger size map
Thread: Jagged Displacement Maps | Forum: Poser - OFFICIAL
A displacement map does exactly what the word says. It "displaces" and it is a "map".
Displacement = It moves the texture outwards following the direction of the normals. And it depends on the units you are using in Poser.
It is a map = Pixels. => And Pixels are little squares.
So: A displacement map, displaces pixels to an amount set by the node and the units used.
To get rid of what you see you can do 2 things.
a) Reduce the amount of the displacement
b) Make the pixels smaller. => Use a larger map.
Maps can be:
512x512 => Large pixels, heavy saw tooth effect
1024x1024
2048x2048
4096x4096
8192x8192 => Small pixels, little to no saw tooth effect.
The larger the map size, the smaller the rendered pixels will be, and the smaller the saw tooth effect will become.
So?
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Thread: Need help rigging conforming clothing for V4 | Forum: Poser - OFFICIAL