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75oroboy | 25 | 2501 |
9 comments found!
Quote - That is awesome. Thanks for all the hard work. I can see this item getting quick a bit of usage.
Indeed. Seachnasaigh, you've gone up and above the call of duty on this one... I didn't expect this sort of support; thank you very much for all the work you put into this, and for helping me. I will definately be downloading your file! Too bad this forum doesn't have a rep system, I'd definately send some rep points your way... cheers!
Thread: V4-WM is Here! | Forum: Poser - OFFICIAL
Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL
Nice work Seachnasaigh! Seriously though, take your time; I'm in no rush to finish anytime soon on the project, as it is just a hobby. So don't feel like you to rush to get it to me as quickly as possible... and I really do appreciate your help!
Thread: V4-WM is Here! | Forum: Poser - OFFICIAL
Just wanted to let you guys know that the download links over at Poser Place are broken... or at least they were for me. Regardless of which link I clicked on (Victoria 4.2WM Update or Shaders/Pose set), I got this error message:
General Error
Could not get style data
Looks like some good stuff from the posts I've been reading, appreciation goes out to the dev team for taking the time to create this tool and for making it free to the public. Cheers.
Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL
Seachnasaigh, thanks for the tip about the glow; and sorry for the slow reply back. I did as you instructed, and loaded 2 primitive capsules (my torch prop locks like a matchstick), and followed your suggestions; it's just that I don't know which shaders I should assign to each capsule (inner & outer).
I appreciate you taking the time to go through all the trouble of explaining the glow method to me, it was quite interesting, thanks!
Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL
Quote - I appreciate you taking the time to show those renders. Regarding Flames... This actually works quite well, instead of having to add the flames in the scene, you can just add them afterwords in photoshop or something.
I appreciate you folks giving me help, it's the least I could've done... cheers!
Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL
Thank you everyone! I finally have achieved more or less the look I was after... now it's just a matter a fine tuning the settings. That tip about the inverse square solved pretty much the problem I was having. I'll probably end up photoshoping some flames in, but overall effect on the walls on floor is what I was truly after. I really appreciate all of your help!
Zanzo, to answer your questions:
No ambient, just a point light (30% intensity):
Just ambient, no point (ambient value:100)
Just ambient, no point (ambient value:500)
Combination of both (Point, 30% intensity; Ambient Value: 100)
Both just the point light, and the combination of both appeal to me; or rather, specifically the way the torch head looks. I'll probably go with the combination, and do a little post Photoshop work. Thanks for the help guys, especially you Laurie!
Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL
Doric, thanks for that extra tip... I wasn't sure what Laurie meant by inverse square, but your little hint of it being in the properties tab got me searching; finally finding it in the Attenuation drop down menu. Thanks for that, and the tip about putting the dialed falloff back to zero. I'll try adjusting the point light with those attributes changed.
Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL
Laurie and Zanzo, thank you both very much for replying very quickly; I really appreciate it!
Laurie, being new to Poser, I wasn't sure what you meant by "inverse square falloff," but I already do have a point light situated above the torch; so I lowered that down to 50% intensity, and did a render with indirect light turned on like you suggested. Once again, I'd like to note that I have also have a point light in the ceiling of the cave (@ 40% intensity w/blueish hue)... I don't know if that extra bit of info is useful or not.
This is the result I got with just a Point light w/50% intensity:
Next, I did as you recommended Laurie, and mapped the texture of the torch tip to the ambient color node; and gradually adjusted the ambient value. The point light is still situated on top of the torch, so I'm using both light sources at this point, as you suggested... and this is what I got:
I wanted to try the amb. value at a higher number, so I kept going up by 50 everytime; after hitting a value of 200, I got a look that I liked from the torch, but now there were shadow artifacts (splotchy spots) being emitted everywhere on the wall, ground, and other objects in the scene. It looks as if I put a multiplied layer of an indifference cloud from Photoshop over the scene:
The above render has an amb. value of 500. I really like the way the torch came out, but now the surrounding area has a 'splotch' look to it... almost the same look as flashing a light through a camaflouge net onto a wall. Is there anyway to get rid of the shadow artifacts, but keep the intensity of the light/ambient light? If not, I guess I'll have to try a happy medium, and do some post work in Photoshop.
I'm getting closer to the look I want though... thanks for the help Laurie!
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Thread: How do I simulate torch light in an inclosed space? | Forum: Poser - OFFICIAL