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321 comments found!
Thread: Update to BB's Max Scatter Trick for Poser Pro 11 SuperFly? | Forum: Poser - OFFICIAL
Thanks! Here's a cropped render. The problem is clearest on the thumb tip around the nail. The scatter node on the hand zone is also included.
Thread: Transfering Enslaved Morphs to Clothes for Genesis | Forum: Poser - OFFICIAL
I'm using Poser Pro 11, and I've already asked for help at Daz. The first response there asked if I was sure that my master dial isn't controlling anything else, which I'm quite sure it's not. It's all body morphs that the DSON morph transfer utility seems to handle just fine if dialed directly.
Thread: Grainy Eyes in High-Quality SuperFly Renders | Forum: Poser - OFFICIAL
Thanks, Ghostship2! Your tip actually helped me get rid of fireflies in the eyes too. Here's an example of what my latest settings can produce.
Thread: Grainy Eyes in High-Quality SuperFly Renders | Forum: Poser - OFFICIAL
UPDATE: As I continue to tinker with render settings, I'm noticing that the bright speckles also show up on some non-glossy/non-SSS materials. It seems to have something to do with distance from the camera and perhaps the size of area and/or point lights. As far as I can tell, converting an area light to a point light creates more speckles, whereas shrinking an area light makes more speckles in the background and fewer in the foreground.
Thread: superfly renders? | Forum: Poser - OFFICIAL
I'm rather new to SuperFly, having just spent the first three or four weeks updating my shaders/textures to work well with it and experimenting with render settings to find that perfect balance between speed and quality. I've also been working on a Christopher Reeve face morph for Genesis 1, and this is me testing it out with a straight-on portrait of him. I applied a slight Gaussian blur to even out the slight graininess that GPU rendering tends to yield even at fairly high quality, at least in scenes with a significant amount of indirect lighting.
Feedback is welcome!
Thread: Genesis 3 in Poser 11 - Almost | Forum: Poser - OFFICIAL
UPDATE: If I re-select the Body after posing, the geometry snaps into place! Much better, but still not quite there (I still have no morphs).
Thread: Genesis 3 in Poser 11 - Almost | Forum: Poser - OFFICIAL
I've followed Willdial's instructions, but when I went to create the Poser companion files from a subset I'd saved in my Poser runtime, it said "A source path could not be determined based on the currently selected container in the Content Library." Basically, it wouldn't let me make companion files unless I saved the subset to the default DS runtime directory. I've managed to circumvent this somewhat by creating the companion files in the default library and then copy-pasting everything into the corresponding directories in my Poser runtime (including the DSF file).
Now, I get a complete and visible figure (which is further than I got before learning not to cross runtimes), but in the middle of loading, it asks me to locate a PMD file which I don't seem to have. After I tell it to stop looking for missing files, the figure nevertheless appears, but when I try to pose it, I see an outline of it move as expected, but the actual geometry stays still as a statue. Any advice will be much appreciated!
Thread: Grainy Eyes in High-Quality SuperFly Renders | Forum: Poser - OFFICIAL
If you're still interested, Ghostship2, here's the eye surface shader that I use on a simple primitive sphere prop with a custom morph to bulge out the cornea. The only reason I use the Alternate Diffuse and Specular channels is because my OpenGL preview goes totally blank if I use the Reflection and Refraction channels (even with the preview map plugged into the regular Diffuse channel). The masked multiplication of refraction indexes is intended to mimic the effect of light going through both the cornea (IOR = 1.38) and the aqueous humour (IOR = 1.34), a watery secretion that fills the space between the cornea and lens.
Interestingly enough, Jura111's Cycles shader gives me at least roughly the same result with caustics that the above shader gives me without caustics. If I ever need to render something involving both eyes and something for which caustics is more critical, Jura111's shader will probably be very helpful. Thanks, Jura111ǃ
Thread: DSON "Transfer Active Morphs" on New Computer | Forum: Poser - OFFICIAL
Thanks. Unfortunately, limits are already disabled, and my PP2014 is already updated to 5.2. Any other ideas?
Thread: Making Specular Nodes React to Light Emitting Objects? | Forum: Poser - OFFICIAL
Thanks, BB! One last question: without the Anisotropic node, are there any options for at least approximating mesh-lit hair?
Thread: Making Specular Nodes React to Light Emitting Objects? | Forum: Poser - OFFICIAL
That answer doesn't particularly surprise me, but how then do I modulate the reflection between the anisotropy of hair, the gloss of metal, and the much softer shine of fabric? Is that all done with math nodes?
Thread: Trouble with V6 Eyes | Forum: Poser - OFFICIAL
Thread: Trouble with V6 Eyes | Forum: Poser - OFFICIAL
Thread: Trouble with V6 Eyes | Forum: Poser - OFFICIAL
Thanks for the input so far, guys! I've already tried turning the Cornea invisible and just using the EyeReflection zone. Still got the ring. It's weird, because the makeshift cornea/eye-surface combos that I made out of sphere primitives for Genesis 1 worked just fine, and they presumably hugged the eyeballs just as closely.
For the moment, I'll see if I can tinker with the bias again. Higher or lower?
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Thread: Update to BB's Max Scatter Trick for Poser Pro 11 SuperFly? | Forum: Poser - OFFICIAL