richardson opened this issue on Dec 06, 2004 ยท 64 posts
richardson posted Mon, 06 December 2004 at 1:01 PM
richardson posted Mon, 06 December 2004 at 1:03 PM
Message edited on: 12/06/2004 13:04
kuroyume0161 posted Mon, 06 December 2004 at 1:09 PM
Who wrote the script and why are you mentioning it here? ;) Are you beta-testing it or just admiring the product examples? Would be nice to have more info.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
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Lawndart posted Mon, 06 December 2004 at 1:46 PM
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PabloS posted Mon, 06 December 2004 at 2:20 PM
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Berserga posted Mon, 06 December 2004 at 2:23 PM
(waits for the forum police to rappell in)
richardson posted Mon, 06 December 2004 at 2:27 PM
Ajax posted Mon, 06 December 2004 at 2:29 PM
kuroyume0161 posted Mon, 06 December 2004 at 2:38 PM
You keep mentioning 'nodes' and 'shaders'. These are only available in Poser 5. Is this a 3rd party noded shader for Poser in general, Mr. Vague? ;)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
randym77 posted Mon, 06 December 2004 at 2:40 PM
bookmarking so I'll be able find it when it's moved to Product Showcase ;-)
ronstuff posted Mon, 06 December 2004 at 3:03 PM
Looks good - pretty much like a P5 shader I developed over a year ago - I'd be extremely interested in how this is accomplished in P4 or ProPack.
gillbrooks posted Mon, 06 December 2004 at 3:16 PM
.
Gill
richardson posted Mon, 06 December 2004 at 3:19 PM
Amendment...my typo. The 1st 2 were rendered in firefly and the last in P5 using p4draft.
Tiny posted Mon, 06 December 2004 at 4:09 PM
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Thorgrim posted Mon, 06 December 2004 at 4:49 PM
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pisaacs posted Mon, 06 December 2004 at 5:26 PM
& .
duanemoody posted Mon, 06 December 2004 at 5:47 PM
I have psoriasis bad enough that I'm starting a twice-weekly injectable regimen of Enbrel. Subsequently I spend a lot of time looking at my skin in different places on my body. My skin is olive and reflects Mediterranean ancestry. My wife's is much paler, reflecting her French/Scandinavian/Lithuanian ethnic background. I also have a 3 year old daughter whose skin coloring is somewhere inbetween colorwise. To put some friendly criticism on the larger version of the nude render in your gallery, only babies have uniform skin texture and coloring. I think if I owned this product I'd be inclined to plug it into a node which applied it to a separate transparency map. No one's body freckles or bumps that evenly across all surfaces. Every year or so someone finds a new bump map or texture to apply to the entire body and it gets oohs and aahs. I can remember when it was applying the Ground Plane texture as a bump map.
PappShmirr posted Mon, 06 December 2004 at 7:10 PM
bookmark
dlfurman posted Mon, 06 December 2004 at 8:24 PM
Bookmarking as well. This looks good. Suggestion. Can you try a darker skin tone as well?
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
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pdxjims posted Mon, 06 December 2004 at 9:11 PM
..bookmark with the rest.
operaguy posted Mon, 06 December 2004 at 9:40 PM
Systematic time trials? Effect on render time, please, compared with other types of shading. ::::: Opera :::::
richardson posted Mon, 06 December 2004 at 10:24 PM
operaguy....a small resourse increase. I'm using all highres skins here, too. I cannot do much more timewise although I'm trying to get a spectacular version using Suelma. I unfortunately shifted things before the last save. This is due out soon.
Kalypso posted Tue, 07 December 2004 at 4:19 AM Online Now! Site Admin
lynnJonathan posted Tue, 07 December 2004 at 6:04 AM
Moebius87 posted Tue, 07 December 2004 at 7:51 AM
Apologies for stepping in and having to make this relocation from the Poser Forum to the Product Showcase Forum. Please be aware that previews of a commercial nature need to be posted to the Product Showcase Forum, as clearly stated in your forum banner. Thank you very much for your understanding and cooperation. Moebius87 Renderosity Moderator just filling in for karen1573)
Mind Over Matter
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Arien posted Tue, 07 December 2004 at 9:29 AM
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richardson posted Wed, 08 December 2004 at 12:00 PM
Hope you have as much fun as I did... Real Skin Shader/ face_off
operaguy posted Wed, 08 December 2004 at 1:27 PM
useless post. Richardson, what are you, the postmodern deconstructionist/mimimalist marketing guru? Give specifics. ::::: Opera :::::
Ajax posted Wed, 08 December 2004 at 2:17 PM
Attached Link: http://market.renderosity.com/softgood.ez?ViewSoftgood=33382
Took a couple of minutes of detective work, but here's a link.
View Ajax's Gallery - View
Ajax's Freestuff - View
Ajax's Store -
Send Ajax a message
operaguy posted Wed, 08 December 2004 at 4:00 PM
Thank ajax... Well, face_off/richardson? certainly is doing something interesting with skin and radisosity. And of course twelve bucks is nothing to try something. But it would be great to have some propagada about the thing...so I can guess if I should throw TIME into it! Does deployment of his product impact rendering time against other Poser-based render features and scripts. That's what I want to know. ::::: Opera :::::
richardson posted Wed, 08 December 2004 at 4:12 PM
Unless I've fallen off my medication and/or have started to talk to myself, I'm not face_off...lol. He was unaware of this thread, and not set up for all the IMs, hence my lack of clarity. I did not clock it but, I noticed little or no impact on rendertime. Enjoy If face_off posts here, you'll see the difference! lol
face_off posted Wed, 08 December 2004 at 4:20 PM
Hi All, I only just caught this thread. Thanks to Richardson for the info above. A couple of points.... 1) operaguy, I'm not sure you would call this "radiosity". The whole thing is built around faking subsurface scattering using some maths. There is a tutorial the concepts in the product readme (which you can download from the product page). This reveals all the secrets. And no, deployment of the product doesn't seem to add significant time to the render. Off the top of my head, maybe 10-20%. 2) duanemoody, good points. Firstly, this isn't a new texturemap. It's doing things to existing texturemaps. However, yes, if everyone uses it with the same settings, similar results will be posted. But hey, it's progress :-) Secondly, the uniform freckles. I absolutely agree with you, and originally I planned to provide a map for freckle intensity. However, I decided instead to add fresnel freckles, which are not uniform. So you can switch off the uniform freckles, and turn up the fresnel freckles and get some interesting effects. All the tech included in the scripts is the results of my testing different concepts over about a 6 month period. I'm sure this can go a lot further. It needs more people experimenting and discovering new techniques. Releasing the script (and the tutorial which I will post in the Poser forum today) is really about getting this in the public domain and hopefully other people will have new ideas about how we can get more realistic renders from P5.
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operaguy posted Wed, 08 December 2004 at 6:35 PM
Well, my apologies to richardson and a big howdy to face_off! Your post helps a lot. And I should have clicked open the read me. So, wow. Some of the images in the product page made me sit up straight. I am not worried about everyone producing images that look the same...if your tool can make photorealistic textures truly look like skin and highlights look like lights shining on it in reality! And if the cost is neligible in render time, that's something. I will buy the script and be a public experimenter, but slowly, as right now I am 24/7 submerged in Mimic, attempting to see how far I can get with it (far, it is a fine tool.) ::::: Opera :::::
operaguy posted Wed, 08 December 2004 at 8:33 PM
I decided to simply get and install the
script and see what results I would
get on default settings.
Model: Poser5Woman+EternalJudy+Nikki
Texture: Nikki
Hair: Egypt Hair (3Dream)
Render time 90 seconds, no difference script/noscript
Render settings:
To repeat: No attempt made here
to "go for" anything.
I just accepted the default settings.
Without script applied:
Script applied:
Obviously, the script applied an 'integrating' effect across the face and added noise in the form of skin-normal spots and flecks and imperfections. In general, i like this. I am going for realism, not the hyper-smooth look of many/most textures.
Well, I've decided to put some time into this tool over the next few weeks and see if I can give more verisimilitude to the flecking and work on the lighting effects promised. I am sure by working the controls of the script I will be able to make the flecking more random!
::::: Opera :::::
face_off posted Wed, 08 December 2004 at 9:00 PM
Opera - nice one with a std P5 figure. Since P5 figures don't come with bumpmap (nor does Judy I assume), you don't get the nice specular effects. The script simulates a bump with a noise node, which helps a little. In the images above, you can see the fake sss effect on the bridge of her nose and chin. With face shots you can reduce the amount of fresnel noise, but up the redness in the diffuse incidence (by around 15-20 units). Also in the image, she looks very yellow - use white lights (maybe you've used the default here). For a closer shoot, you may want to up the shading rate to 0.2 (from 0.5) in your FF settings. In this case, there will be a small render performance hit (because of the shading rate, not the nodes). Anyway, I shouldn't be giving up my settings! The idea is for people to use it the best for themselves. Case-in-point is richardson, who has used totally different lighting and settings on the script and got a very different (better) look....dammit.
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operaguy posted Wed, 08 December 2004 at 10:55 PM
face-off, Glad that you lost control and are giving us tips! I will start with your recommendations and most likely will wander off like richardson into my own realm, as usual. Perhaps I will then earn a few curses from you! I will be working with this particular model extensively. She 'got the part' in a film I am doing over Vickie. Therefore I will be a good lab for the Poser5Woman (judy). From what you are saying, your script/concept feeds off the existence of a bump map. Makes sense. I will look into making or acquiring one for Karen (that's my name for this character.) It occurs to me that this script may reduce the number of lights necessary because of the diffusion effects..that tends to reduce render time! I will see. The reason I am focused on render time, of course, is that I am a filmmaker. In fact, I am rendering a short clip of Karen with your script in play right now. Will post in a few hours. ::::: Opera :::::
operaguy posted Thu, 09 December 2004 at 12:06 AM
nope...failed animation. I will work with the script for a while and make a better animation then. gotta go back to Mimic now. Congratulations to face_off on the publication of this interesting and promising tool. ::::: Opera :::::
Posermatic posted Thu, 09 December 2004 at 1:16 AM
Face_off: Hi, the bump map, that its required to do a better work with your script, what specs does it need? Like resolution, and BW threshold ratio between them (black and white). I assume that you produce this script using one bump map and therefore its calibrated with it, so how this bump map was made? Better yet could you post a 256x256 piece of it so we could see all the above by ourselves? Thanks and a special congratulation for developing something that its not the common item in the MP and expands the Poser experience. Posermatic
face_off posted Thu, 09 December 2004 at 1:52 AM
Opera...wow - a film. I've recently been doing a bit of animation in P5 - tried unsuccessfully to use an old version of Motionbuilder I had from a magazine to create bhv's. Anyway, for animations using this script - if your character is walking around the place, the main light direction will change relative to the character, so might give some odd looks. As a very effective workaround, I created a new point light - directly UP (ie. overhead), switched it off, ran the RealSkinShader script, specified the new above light as the main light. Then as the character moves around, the fake sss will come from above, which still looks very good. Anyway....
The reason for the bump map, is because it feeds into the specular node. So divots in the bump won't show any spec, and bumps will shine. Gives an awesome result when you get it right. So no bumpmap, no special sheen. You could probably just convert the colour map into B&W, make sure her lips are white, and that might do. I noticed on the V3 hi-res bumpmaps, the base colour varies between the head and body, which explains why sometimes there is a slight variance in specularity between these two materials.
Posermatic....I've been using the V3 hi-res maps, which have bumpmaps at 4000x3000. I've tried a number of other bump-maps and they all seem to be ok - although give slightly different looks (not better, or worse, just different). If you find you need more specularity, then go into the mat room and tweek the Blinn node for the materials you want to change (rather than changing the bump map). Where I've gone to the (my!) limits on diffuse and ambient, I think there is room for improvement in the way specular works in this system, so experiment and try different things. I don't think I'm allowed to post a 256x256 portion of the V3 hi-res maps due to copyright. As far as the ratio between B&W - you'll notice that the auto-generated noise node (if there is no bumpmap) uses light grey to dark grey, so bump-maps should be the same. Only use pure-black for creases and lines, and pure white for spots, bumps and lips.
Enough rambling from me. Hope I've answered your questions. Feel free to fire any issues my way.
Message edited on: 12/09/2004 02:02
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mathman posted Thu, 09 December 2004 at 6:00 AM
Face_off, I have just purchased the script and have been getting some excellent results. Thanks ! One problem though, is that the script doesn't seem to be able to handle (display) more than 5 lights. For example, I used the Fall 002 - 05L light set from the RDNA HDRI2 package. It actually has 8 lights, but only the first five get displayed on the script's dialog. The brightest one (Light0005) is one that does not get displayed. I tried using PageUp, PageDown and the various arrows to try and remedy this but couldn't work out how to get access to Light0005 as the brightest light. Can you help with this ? thanks, Andrew
mathman posted Thu, 09 December 2004 at 6:02 AM
Oops blush I found it. Seconds after posting this...you drag downwards with the mouse.
face_off posted Thu, 09 December 2004 at 6:56 AM
Mmmmm, maybe a scrollbar on that window would help. Although I could ask what you are doing having more than 5 lights in your scene!
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operaguy posted Thu, 09 December 2004 at 8:18 AM
I have on several occasions encountered 'lights' distributed with products, or purchased as stand alone products, that consisted of numerous individuals, sometimes as many as 12, all set to low intensity. The concept here is probably avoidance of highlight and simulation of general difuse luminosity or skylight. Hi Posermatic, I made a bump map out of the Nikki texture using the instructions in the Poser5 Manual [Desaturate, invert, step up contrast, grayscale]. I "Think" I was able to achieve deployment, although I am so new to the P5 material room it may not yet be properly in place. I got a node going for image_map connected to the root "bump", at any rate. I checked off the control that tells the face_off script to inject noise if image bump map not found. My results in a quick test render: There are effects there, but more subtle than that simulated by 'noise.' Therefore, I will be working with contrast ratio and other controls to bring the bump up. Glad to have you on board this thread (Posermatic is the author of the excellent texture I am using for 'Karen', namely Nikki So Real.) ::::: Opera :::::
Khai posted Thu, 09 December 2004 at 8:31 AM
I will be getting the script when I've got the money, so in the mean time I decided to work through the setup you've got listed on this.. ran into a problem, and no, it's not the math ;) you've changed all the names of the nodes right? so, what is the incidence ramp? the tute is meaningless to me right now since you've not shown what nodes are in the ramp... (well what the first 2 in the chain are! - the rest I understand...)
Khai posted Thu, 09 December 2004 at 8:33 AM
actually to be more exact... its there a picture missing there? "Thats the theory the node setup is as follows. So bottom right is the normal vector of the polygon (Normal)." there's a break there where I think a picture is supposed to be....
face_off posted Thu, 09 December 2004 at 3:38 PM
I hate the way rendosity eats your msgs sometimes :-( Opera...Good work on the bump. I've found it's easiest to fine tune bumpmaps by doing close-ups - and make sure you render in production quality - what looks right in draft will look different in prod. As for lots of lights - I wonder if this is done for historical reasons (P4 renderer). I've played with lots of lights, and they just seem to add to the render time. And for human skin, you /want/ highlight [just my opinion]. Khai...Mmmmm, I thought changing the node names might trip someone up - and it has - sorry. I tried to explain what each one was - without changing the names it got extremely confusing. Yes, one of the images in the tut has gone missing which would make it difficult. I've fixed it on the website, and added a couple more details on which P5 nodes to use. Thanks for picking this up.
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duanemoody posted Thu, 09 December 2004 at 4:52 PM
Bought the script; I'll be testing this one in P5 Mac later today with an old Anton Kisiel texture on V2. BTW, I'd be reaaal wary of tossing around the phrase "public domain" in the realm of commercial products. I understood what you were getting at (getting Stephen Stahlberg's Maya kung-fu out of the hands of moneybags and accessible to the masses, i.e., users of less pro-grade software), but PD implies copyright-free, redistributable work. Again, kudos for making good on Poser 5's promise; this may be as significant to P5 as what JCM and transmapped hair were for Poser 4. If so, the authors of previously printed books on P5 may be tearing their hair out tonight.
Khai posted Thu, 09 December 2004 at 4:54 PM
thanks mate.. got it going now.. and getting some veeeery nice results...
face_off posted Thu, 09 December 2004 at 5:02 PM
Point taken duanemoody. I was meaning that the tutorial gives it all to you, so anyone can apply the techniques. I don't think this is the end...there is still development of this stuff that can be done - I'm not so sure I'm the person to do that, so I'm posting everything I've found so someone else can take it further. I didn't want all this stuff to die when my harddisk failed :-)
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duanemoody posted Thu, 09 December 2004 at 11:20 PM
Bad news. Your script relies on Tkinter which while included with Poser 5 OS X does not appear to be functional. My choices seem to be the following: request a refund from the store or request a step by step explanation on creating the ramp by hand rather than the terse paragraph describing the formula you used in your tutorial. Alternately you could rewrite this to not use Tkinter. Is it critical to use Tkinter?
face_off posted Fri, 10 December 2004 at 12:15 AM
Duanemoody, tkinter provides the interface for setting up the nodes. It's pretty much critical. In theory you could remove the front-end stuff from the script and just run with the defaults, but I doubt it's worth the trouble. Do any of ockham's scripts work on your Mac? Most of them (like the NewLightPanel) use Tkinker. Maybe my script is just using a particular function not support on the Mac which I can look into. I assume you understood that it hadn't been tested on a Mac? IM me if you want the refund. I'll be off the air for 48hrs. Will respond to any questions when I get back.
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duanemoody posted Fri, 10 December 2004 at 2:31 AM
face_off posted Sun, 12 December 2004 at 4:43 AM
Hey duanemoody, good to see you got some results using the tutorial. Interesting that her right cheek is yellow. This seems to be a common trait - I think it's caused by too much lighting in the scene. One day I will find a cure. And I assume you haven't plugged in the incident effect? If so, up the ambience - her lower lip is still black, and it should have a slight red glow.
Message edited on: 12/12/2004 04:45
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operaguy posted Sun, 12 December 2004 at 12:11 PM
Just a quick comment...I am still in my Mimic trials period.... The yellow IS caused by too much light. I am getting great difuse/skylight results using the Real Skin Shader and one light set at pure white. Render time reduced. ::::: Opera :::::
operaguy posted Mon, 13 December 2004 at 1:40 AM
Here is a new character, Karl, that I am animating within Poser5/Mimic3. I am on an intense lip sync focus right now, but I wanted to throw up these Karl renders. He is by no means complete...his features, especially the eyebrows, are too feminine and he is far too ideal. I will be putting some lines of experience in his face.
Model: Poser5Female(judy)+EternalJudy (3Dream)
Morphs: MaleMorph by 3Dream, Karl-specific by operaguy
Texture: Two Of Hearts (Jepe)
BumpMap: Directly derived from Jepe texture by operaguy
Shader: Real Skin Shader (face_off) settings to the right
Lights: One infinite light, pure white
Render: Poser5 Firefly MinShadingRate .2 Raytracing on
DClick on thumbnail to open large image in new window.
This image is large and REALLY shows the effects of Real Skin Shader.
::::: Opera :::::
Message edited on: 12/13/2004 01:46
operaguy posted Mon, 13 December 2004 at 2:24 AM
face_off, what is granite displacement? ::::: Opera :::::
face_off posted Mon, 13 December 2004 at 3:38 AM
Thanks for the renders Opera - they have great depth. Karl004 doesn't seem to load. Any reason for only having 1 light? 3 point lighting with the shader works well. Granite displacement: This is just a granite node fed into the displament map channel of the texture. It just adds a bit of variation and roughness the the skin - it's pretty much invisible, but you notice it if it's not there. It only renders if you switch displacement on in your render options (you have the option off). I haven't noticed any slow-down in rendertime (but I'm sure you will test it :-) For the face close-ups the granite displacement is sometimes too strong (depends on which texturemaps you are using).
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duanemoody posted Mon, 13 December 2004 at 11:18 PM
face_off posted Mon, 13 December 2004 at 11:32 PM
Duanemoody - looks like you could up the red in the incidence effect. If your texturemap doesn't have much red in it - you can go as high as 100 red in diffuse, and 40 in ambient. She is still a little yellow in the cheeks. Make sure the spotlight is all white. And doesn't look like you are using a bumpmap there - so the spec isn't really coming thru. Try UNCHECKING the "use noise if no bumpmap" and see if that helps.
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duanemoody posted Tue, 14 December 2004 at 7:41 AM
The previous fat lady is V2 for P4 using Anton's freebie beauty map (hence the painted on brows) and the bump is there -- but it's a P4 bump plugged into the correct places for a .bum, not a .jpg. What you see above is a work in progress of doing one with V3 but something funny is going on with the Grace Lion hair map.
The spotlight is 1.0 on R G and B.
Message edited on: 12/14/2004 07:42
face_off posted Tue, 14 December 2004 at 2:44 PM
Mmmm, definitely something going wrong with her hair there. Have you got one of the hair maps plugged into her face texture?
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duanemoody posted Tue, 14 December 2004 at 3:00 PM
Someone else here suggested the hair map might have somehow gotten plugged into the spotlight. I'll open this in a text editor and search for 'GLH' to see where it's coming from. At least she has a sense of humor about it.
Lucifer_The_Dark posted Wed, 15 December 2004 at 4:25 AM
I bought it yesterday & am still playing but even with the default settings there's a huge difference between renders with & without the shader tricks
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duanemoody posted Wed, 15 December 2004 at 11:30 AM
The weird-ass render above was the result of a Poser bug: my material was originally developed for a V2 figure with a .bum gradient bump channel. I applied it to the V3 model's lips, plugged the texture into the appropriate V3 map and changed the bump node to point to no file instead of disconnecting it altogether. Apparently Poser 5 doesn't like map nodes that point to no files, and took this as carte blanche to point the bump map at some other map / memory range, and in this case that was the hair texture map. That 'tattoo' effect is actually the hair map being applied as a bump map to the SkinHead material. As soon as I disconnected the node from the gradient bump the problem went away; connecting the regular bump channel to the V3 head bump .jpg did not result in any more weirdness.