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2,500 comments found!
There is also this Rae.
http://cpetry.github.io/NormalMap-Online/
It's easy drag and drop interface and then the option to export one or all maps out. If you use the Normal map creation I'd set the default Strength down to 1.00. 2.5 is over the top!
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Yea, micro poly displacement is on everyone's wish list but it's probably not at the top of the list. At this point I think a good many of us are chomping at the bit for the Unimesh code to come into being. I think there is a node in the Blender Cycles for something similar to micro poly displacement but I think it was explained that it wasn't as easy to bring over to Poser. Can't remember!
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Hence why I suggested either Normal or Bump maps, they work as expected!
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Thread: Cycles based SSS skin shader | Forum: Poser 13
Thank you!This is what I pulled from the Blender manual:
The key word is Multiplier. It does enhance the bump mapping but you would not want to plug in the same image you use for Height, it will double the effect between white and black.
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Ah, thank you. I thought it must be something like that but wasn't all together sure.@RAMWorks distance does affect how big the bumps look. I don't know exactly how it works but the other control (strength) kind of does the same thing.
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Can you explain to me what the Distance dial does in the Bump or any other cycles node?
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
OK, teeth perfect now. I ended up putting the Specular Roughness up a bit to spread the light on the teeth. Looks right to me finally! Sorry to be a PITA! LOL
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
I found when I turned the Transmission off the graininess went away. Yea, the other values and plug ins were experiments, I forgot to put them back to your values!
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Here are three renders and the current teeth set up. I've even turned down the bump to zero with this happening so it's not that. Very strange..... at least this morning the shader I was playing with to fix the noise (which did work actually but even hooking up the bump didn't give me anything, which was strange). These are the three modes, Random Walk Fixed Radius, Random Walk (dig that blue hue) and Burley
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Tried various render settings from offerings on SLACK and here that work well with Poser 13 and this is the first that the desired result has looked really off. As I might have mentioned I recently did NVIDIA driver update and well I'm also having strange things happen in Photoshop like a lined overlay over my layers. I opened up the file in Affinity Photo 2 and they were not there so I updated the Specular map there to invert the white eyebrows to black so when plugged into the Specular input the brows wouldn't render with a sheen on them. That at least worked as expected but yea, the teeth. Very strange.That's strange. I've looked over Ghostship's teeth shader and do not see anything that would cause graininess to show while rendering. You could have bad render settings. The only correction you should with the shader is to disconnect the bump node from the Clearcoat Normal channel. Ghostship does not have Clearcoat nor the Clearcoat roughness active so there is no need to plug that in. However, if you want pearly white then increase the Clearcoat value. FYI, teeth are not naturally white.
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
I don't know if this is a bug in Poser 13 or my video card but the teeth shader, followed Ghostship's example on the other page to the LETTER. Grainy and weird. I then used one of their simple shaders, I believe it was PVC to get a shine on the teeth, loaded that, copied it, brought back the shader in the works, pasted the PVC shader and looked it over to see what I could do to perhaps get the teeth less grainy. I experimented with that for a little while and then ended up going back to the original shader but the PVC shader was held in memory and all the teeth would do was render out with that, even reloading textures didn't work so I saved and closed out. I'm so tired from lack of sleep with this damned rotator cuff issue I think I'm going to just watch some Netflix and get back to this tomorrow. I feel like my mind has gone upside down and not a fun way. Cheers
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
Sorry for the delay. Had a client over for a cut and chat. Well L'Homme IS La'Femme. He graduated to his own mostly stand alone figure setup rather than remaining a morph of LF to make making stuff for him less of a hassle. It's still a hassle but we are supposed to be getting new figures. I hope it's going to be the second generation of these figures as I hate when everything is scrapped and everything starts anew.
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
OK. I'll change things up again! LOL Always learning with my old addled brain! Thanks so much
---Wolff On The Prowl---
Thread: Cycles based SSS skin shader | Forum: Poser 13
So get rid of the Subsurface Scattering BSSRDF node?
---Wolff On The Prowl---
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Thread: Cycles based SSS skin shader | Forum: Poser 13