spothmann opened this issue on Dec 19, 2004 ยท 14 posts
spothmann posted Sun, 19 December 2004 at 6:45 PM
Tilandra posted Sun, 19 December 2004 at 8:32 PM
Could displacement be causing it to add some strange rows of shadows or something? I'd look over your displacement or bump settings again and see if there's something weird in there. Check to make sure you don't have any nodes connected in the wrong place.
face_off posted Sun, 19 December 2004 at 9:01 PM
Agghhhh, I have seen that before. (IM sent in the interests of not starting a wild goose-chase. Resolution of this issue to be posted here...)
Message edited on: 12/19/2004 21:09
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spothmann posted Mon, 20 December 2004 at 5:11 AM
Displacement maps were not used when I textured this; and the bump settings as well as the nodes are all fine. And what could possibly cast a shadow to Vicky's face (in a scene which is empty except of herself and the lights) that looks exactly like (and is exactly in the same place) the mesh of her own face? Interesting enough, the same portrait renders just fine when using the FireFly engine instead of the P4 engine. So I suspect this must have to do with the P4 render engine. Best wishes, Sabine
Puntomaus posted Mon, 20 December 2004 at 5:48 AM
It's the bump map - set the value to something about 0.04 and it should be fine. This looks like it's set to 1.
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Assange
face_off posted Mon, 20 December 2004 at 6:18 AM
I have had this happen before - although in different circumstances. It happened when I introduced small mesh changes that resulted in the mesh shadowing itself - and I was using the FF renderer. Have you tried rendering without shadows?
Message edited on: 12/20/2004 06:20
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spothmann posted Mon, 20 December 2004 at 6:20 AM
No, the Bumpmap is set to 0.15. If it came from the bumpmap, it would mean that this mesh is on the bumpmap - which isn't the case. It also renders just fine, without that mesh, if the FireFly engine is used... There's also something else: Looking at the picture, I can see that her face looks somewhat 'dirty' in the areas where the mesh is visible. But her skin isn't dirty in the texture. As I've said - it's weird.
randym77 posted Mon, 20 December 2004 at 8:48 AM
I think the bump is too high. Her nose looks like crocodile skin. I usually set the bump to 0.01-0.03 for human skin.
richardson posted Mon, 20 December 2004 at 9:24 AM
Yep. (.01) for bumps. (.02) for displacement in FF.
Puntomaus posted Tue, 21 December 2004 at 6:57 AM
No, the Bumpmap is set to 0.15. Sabine, die Einstellung ist viel zu hoch - 0.015 ist besser.
Every
organisation rests upon a mountain of secrets ~ Julian
Assange
spothmann posted Tue, 21 December 2004 at 9:03 AM
Doesn't it depend a little on how the contrasts are on the bumpmap? If you have every grayscale from black to white on your bumpmap or just something that floats around 50% gray makes a difference... ;-) Anyway... a) as I wrote in my first posting, that was the first rendering test in P5 with this texture. So... settings are subject to change... but... b) as we have by now found out, this still doesn't explain the existence of a nonexistent mesh displacement map in her face.... ;-) Pktchen: Test test test TEEEESSST... Renderrenderrenderrender... oh, wass'n das. DATT sieht abba komisch aus, datt schlepp ich ma' ins Forum... ... ja... ;-D
richardson posted Tue, 21 December 2004 at 11:55 AM
You can pull a wire from the texture directly down to bump and set it to 0.01 and get a fine effect without the added burden of a bumpmap. If you're going for a custom surface, then by all means make a custom bumpmap and attach it as a separate map. Don't forget to set displacement bounds (0.011)minimum or you'll get this effect again. Displacement is a nice feature to test in P5, too.
spothmann posted Tue, 21 December 2004 at 2:54 PM
face_off posted Tue, 21 December 2004 at 3:27 PM
So have you tried rendering with the P4 rendered WITHOUT shadows yet?
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