Tue, Jan 14, 8:20 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 14 7:46 am)



Subject: Why doesn't hair render properly in Firefly?


ju8nkm9l ( ) posted Thu, 28 July 2005 at 11:26 PM · edited Thu, 09 January 2025 at 1:09 AM

It seems to me that renders of realistic Hair models (e.g. Sassy hair) seem "grainy" when rendered in Firefly, much unlike regular Poser4 renders of the same hair. Is there some setting one can adjust to get the same render quality as the Poser4 engine provides? Thanks.


Little_Dragon ( ) posted Thu, 28 July 2005 at 11:29 PM

Lower the shading rate.



mylemonblue ( ) posted Fri, 29 July 2005 at 2:45 AM

file_276618.jpg

I some times use Texture Filtering in the render settings. It will some times clean up the way hair renders but it takes a lot more time to render. Maybe that will help some. :)

My brain is just a toy box filled with weird things


bevans84 ( ) posted Fri, 29 July 2005 at 4:35 AM

It would be nice if texture filtering could be turned on and off for different parts of a scene, like shadows and smooth polygons.



Nevermore ( ) posted Fri, 29 July 2005 at 5:59 AM

I had similar problems, so asked here, I was advised to try the following: Lower the shading rate of the hair item to something between 0.02 to 0.05 - select the neck of the hair item and then properties and you'll find the shading rate. Then in the render settings lower the shading rate to match that of the hair item. eg. you set the hair to 0.02, so set the shading rate to 0.02. This works for me every time, if like the Sassy Hair it's a prop item you can still set the shading rate as above. I avoid using texture filtering because Firefly just craps out on me.


randym77 ( ) posted Fri, 29 July 2005 at 6:05 AM

Do not use Texture Filtering to fix this problem. That makes everything blurry, and you'll get ugly seams with some figures. Texture filtering is not meant for close up shots.

Use the shading rate, like Nevermore said.


svdl ( ) posted Fri, 29 July 2005 at 11:01 AM

Texture filtering triples memory use for texture maps - no wonder Poser craps out when rendering a scene containing a couple of hi-res textures. The shading rate route is much safer.

The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter

My gallery   My freestuff


randym77 ( ) posted Fri, 29 July 2005 at 11:28 AM

Does it really? LOL! Awfully ironic that CL suggests turning texture filtering on to fix memory problems, then.


ju8nkm9l ( ) posted Fri, 29 July 2005 at 12:50 PM

Thanks guys - reducing the shading rate seemed to work.


Puntomaus ( ) posted Fri, 29 July 2005 at 12:51 PM

I use texture filtering in P6 when the hair does not look good without and nothing gets blurry but looks sharp and especially the hair looks very nice.

Every organisation rests upon a mountain of secrets ~ Julian Assange


randym77 ( ) posted Fri, 29 July 2005 at 2:12 PM

I think you'd notice the loss of resolution if you did a side-by-side comparison in a large closeup.

And you'd definitely notice the ugly seams on the shoulder area with some textures. David with his standard textures, for example.


Puntomaus ( ) posted Fri, 29 July 2005 at 4:14 PM

I've set the texture size to maximum and Pixel Sample very high too and there where no seams. I know that P5 produced seams with texture filtering on but I did not see that with P6.

Every organisation rests upon a mountain of secrets ~ Julian Assange


randym77 ( ) posted Fri, 29 July 2005 at 4:52 PM

file_276619.jpg

Here's DAZ's David, with his standard textures. Rendered twice in P6. Only thing I changed was the render settings.

I used the default render settings, except I turned texture filtering on for the render on the right. You can see the seams along his shoulder and neck, and in front of his ears.

It may not be as noticeable in this JPG, but you do lose some resolution on the skin (the pores, etc.). It's even more noticeable with high-res textures.

If you're going for a soft look, you may not mind. But it's something a Poser user should be aware of. If you want to smooth noisy textures without softening the focus of the whole image, you can - by using the shading rate, instead of texture filtering.


stewer ( ) posted Fri, 29 July 2005 at 7:01 PM

It may sound counterintuitive, but to get rid of the aliasing artifacs you sometimes get with hi-res hair is reducing the texture size. What happens when rendering hi-res textures on small objects is that one pixel in the rendered image equals multiple pixels in the source texture. The renderer thus skips quite a few pixels in the texture when rendering, which leads to the artifacts you see. When you lower the shading rate, it's taking more texture pixels to create one pixel in the rendered image, which obviously takes a more time. Texture filtering is using a special lookup table to lookup the color of an area of the texture without having to look at each individual pixel in the area - faster, but uses more RAM. But, the best way is to not cure the symptoms but to cure the cause: The discrepancy between texture size and (rendered) object size: A hair prop that takes 300 by 500 pixels in the final image doesn't need a 2048x2048 texture.


randym77 ( ) posted Sat, 30 July 2005 at 5:24 AM

So you're suggesting that we resize hair textures to different sizes, depending on what size image we plan to render?


stewer ( ) posted Sat, 30 July 2005 at 7:53 AM

No, not that extreme. It should be sufficient to keep low-res verisons (1024x1024 or so) copies of your textures for such cases, or simply to use FireFly's "max texture size" parameter. I know how it is when you notice for the first time how a 1024 shadow map solves a problem you had with a 256 shadow map - and from then on, we're mislead to think that any problem can be solved by throwing more pixels at it, which is wrong. Sometimes, less is more.


randym77 ( ) posted Sat, 30 July 2005 at 9:45 AM

What does "max texture size" do?


stewer ( ) posted Sat, 30 July 2005 at 10:57 AM

"Max texture size" automatically resizes your textures (in RAM, the files on disk are left untouched) to be not larger than a user-defined limit. Can save lots of RAM (and time).


randym77 ( ) posted Sat, 30 July 2005 at 11:02 AM

Does it work if Texture Filtering is off?


stewer ( ) posted Sat, 30 July 2005 at 11:07 AM

file_276620.jpg

Example of how less is more: here's an image with Koz short hair evolution, rendered without texture filtering, shading rate 0.5, max texture size set to 4096.


stewer ( ) posted Sat, 30 July 2005 at 11:12 AM

file_276621.jpg

Identical settings, except that max texture size is set to 750. Not only looks this much better, but at the same time reduces the RAM usage of the texture to less than one tenth.


stewer ( ) posted Sat, 30 July 2005 at 11:47 AM

Does it work if Texture Filtering is off? yes.


randym77 ( ) posted Sat, 30 July 2005 at 11:49 AM

file_276622.jpg

Thanks! I'd always thought max texture size was used only with texture filtering.

I think I still prefer using the shading rate, though. One, I'm far too lazy to actually resize all my hair textures, then create MAT files for them. Two, what I like about the shading rate is you can set it differently for each part/object in your scene. So it can be low for things that need it, and high for things that don't. You can leave your shading rate high in render settings while you're working, then lower it for the final render. The final render does take longer, but the improvement in quality is worth the wait, IMO. I suppose I might have a different opinion if I were an animator, though. :-)

The render on the left is Max Texture Size at 256. The one in the middle is Max Texture Size at 1024. The one on the end is Shading Rate 0.02. It's not as clear in this JPG as is in the TIFF originals, but the one on the right definitely looks sharper to my eye.


stewer ( ) posted Sat, 30 July 2005 at 2:54 PM

With hi-res textures and a shading rate of 0.02, don't be surprised when you should get an "out of memory" message - because FireFly will then demand lots of it!


randym77 ( ) posted Sat, 30 July 2005 at 3:02 PM

I've never had a problem. Shading rate slows the final render, but so far, has never choked Poser for me, nor generated out of memory messages. Probably because I only use a shading rate of 0.05 or lower on things that need it. That's the beauty of using the shading rate. You don't have to render everything in the darn image at that rate, only what you want to.

It is kind of funny to watch it render, though. It goes really slow over the hair (or whatever), then speeds up and zooms over the rest of the image.


ariannah ( ) posted Fri, 12 August 2005 at 11:12 AM

Stew - Sorry to be so late in thanking you for this excellent tip. I'm sure this info will be very useful! Many thanks as well to randym77 for pointing the way to this thread! ~arry

I dare you, while there is still time, to have a magnificent obsession. --William Danforth


Moonshadowe ( ) posted Thu, 01 December 2005 at 2:56 AM

Wow glad I did some searching before asking this question! I have
seen some amazing renders with Poser yet I am still struggling with
the hair and was wondering where I was going wrong. My computer
just spent the better part of 8 hours struggling through a render
before locking up and calling it a day. I did a prehair render in
firefly and it took maybe 3 minutes. I'm going to play with the
controls and see if the textures and shading thing will get it down
to a resonable length of time on renders. Wish me luck cuz Im
getting tired of drawing my own hair and trying to get it to look
right >.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.