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482 comments found!
Yep, it was why Deecey did not get the blue to show, that got me off track. Back to the drawing board.
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Oh, and my little test does not explain why the BLUE did not show in Deecey's test, so there is more going on.
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Only the RED on ALFA and WHITE is left over. => This would normally be expected as to be the "R" channel.
And on the BLACK and on the WHITE, you see both GREEN and BLUE removed.
Comments please?
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Tja, the ALFA above shows as grey, but it is Alfa channel.
With the "R" of this map connected you get the following result : The "R" is removed.
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
It is non expected result of the Separate RGB node. I made this map, Soft dots on BLACK, Alfa in the middle and WHITE on bottom.
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Here is my test render using your SSS proposal. In my test-render, with my test scene and lights, I think 4,6,6, is a bit on the strong side : 'too waxy".
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Tja, in the end when all is said and done, each rendered pixel gets a single RGB value. It does not care where that RGB value came from. So a lot of testing to get to the results desired.
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Normal AO calculations are already included in the SuperFly render engine so the only way to get more detail there is to "merge", (read that as enhance the detail) of the Diffuse texture. I would combine Cavity and Albeto map in a paint app.
Or? You could leave the Albeto alone, and use the Cavity map to control the Specular and Bump.
The Roughness map I see? Open the backdoor and give it flying lessons. LOL. (Might serve if paint app merged with the Cavity map?)
For Translucency and Scatter, that's going to take some experimenting. Many apps and content creators use different workflows here. You (almost) never know what you are gonna get. I am out of my comfort zone here.
I see 2 Normal maps. What can I say? Chose one of them. => Remember => ! ! ! ! WARNING! ! ! ! SuperFly uses the normal map, but FireFly flips the green channel of a Normal map compared to other apps.
My setup would look like
-Cavity map to control Spec and Bump => Ply with the settings => Small changes can go a long way.
Normal map in Normal Map
SSS = experiment
On your remark about PoserRoot CustomScatter? => Less noise, but noise, and also requires higher render settings. There is no "cheap" trick for SSS.
Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL
Not completely sure about the question, but open the PhysicalSurface root node:
In the lower part you will find the SSS connections, in this case called ScatterDistR_mm for red, ScatterDistG_mm for green, ScatterDistB_mm for blue. The SSS 'Scatter is calculated in mm, and you can hang your red, green and blue SSS maps on them. Just like FireFly, the lowest option Scatter_Group is to separate the SSS with conflicting SSS groups. => Remember the dark blue area's when you got conflicting SSS groups in FireFly?
Here a simple skin setup where everything is build from the Diffuse texture. For SSS add the SSS maps on the Scatter RGB connections.
This is what you see in the renders in the other tread.
Remember to use very high render settings to get "believable" SSS renders because this adds lots of noise.
Best regards, Tony
Thread: Renderosity Acquires Poser Software | Forum: Poser - OFFICIAL
Oh, did I mention the hair was special with a combination of morphs and rigging?
Well, the hair has 20 (for now) all combinable morphs and is part of the head vertex group, and there are no hair specific vertex groups or bones.
The upper part is weightmap rigging controlled from the head and neck, and the lower part of the hair is weightmap controlled through the collar movement.
And, LOL, to keep things simple (ahum) the collar itself is controlled through the shoulder bone. I never "pose" a collar, because when we move our shoulders, the collars follows automatically. That is what this figure does too. => So? End result? ? ? ? ? When the arms are moved? ? ? ? The hair gradually follows and that is how we prevent intersections with movements. LOL.
That is how human anatomy, geometry, rigging and technology combines.
PS : The figure is a tech demonstrator, nothing more, nothing less.
Best regards, Tony
Thread: Renderosity Acquires Poser Software | Forum: Poser - OFFICIAL
Some examples of simple setups:
The pants only use the grey from the diffuse map to control Spec and Bump.
The shirt uses diffuse, spec and bump from the diffuse map.
The hair is special, It has lots of morphs, and the bangs have a life of their own. (combination of morphs and rigging). See that there are 2 Color Math nodes in there. I can draw the color from the Image Map, or from Color_Math or from Color Math 2.
And here a rendered example of some face and hair morphs and the 3 hair Diffuse color options used.
Best regards, Tony
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Thread: Physical Surface Root - complex skin? | Forum: Poser - OFFICIAL