takezo3001 opened this issue on Jan 19, 2006 · 84 posts
takezo3001 posted Thu, 19 January 2006 at 2:47 PM
takezo3001 posted Thu, 19 January 2006 at 2:48 PM
takezo3001 posted Thu, 19 January 2006 at 2:48 PM
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takezo3001 posted Thu, 19 January 2006 at 2:48 PM
takezo3001 posted Thu, 19 January 2006 at 2:49 PM
takezo3001 posted Thu, 19 January 2006 at 2:49 PM
takezo3001 posted Thu, 19 January 2006 at 2:49 PM
takezo3001 posted Thu, 19 January 2006 at 2:50 PM
Casette posted Thu, 19 January 2006 at 2:50 PM
bkmrk
CASETTE
=======
"Poser isn't a SOFTWARE... it's a RELIGION!"
takezo3001 posted Thu, 19 January 2006 at 2:50 PM
usslopez posted Thu, 19 January 2006 at 3:00 PM
Bkmk
SkyeWolf posted Thu, 19 January 2006 at 3:01 PM
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takezo3001 posted Thu, 19 January 2006 at 3:15 PM
I'm going to work now, I'll see ya folks tommorrow!
Yes I work the graveyard shift!
Message edited on: 01/19/2006 15:17
tastiger posted Thu, 19 January 2006 at 3:24 PM
Bookmark
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semidieu posted Thu, 19 January 2006 at 3:35 PM
Bookmark too... Really interesting... And will be really easy to add this as a ShaderSpider FX.
ElMagnificoUno posted Thu, 19 January 2006 at 3:54 PM
It would be a little bit more of fair comparison if you actually attached a Bump Map to the left side renders.. Bump maps have a massive effect on the quality of a render..
bantha posted Thu, 19 January 2006 at 4:01 PM
Bookmark.
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but that is not what ships are built for.
Sail out to sea and do new things.
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Grace" Hopper
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Larry F posted Thu, 19 January 2006 at 4:04 PM
Very interesting.
face_off posted Thu, 19 January 2006 at 4:26 PM
Interesting Can we see a comparison shot of a render with your setup, against a standard (non-FS) setup? Also, I'd be very carefully about labelling it anything like "True SSS" - since it's not! It's simply using translucense to simulate SSS, which has been around for ages, and has some issues with it, which is why other SSS simulation methods were developed.
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PabloS posted Thu, 19 January 2006 at 4:46 PM
~bm~
TrekkieGrrrl posted Thu, 19 January 2006 at 4:47 PM
Very interesting indeed!
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bagginsbill posted Thu, 19 January 2006 at 4:49 PM
I'll play with this some more but it is seems that IBL doesn't work with this very well. Fastscatter goes berzerk with IBL - which is why I find it all but useless.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
randym77 posted Thu, 19 January 2006 at 5:04 PM
Interesting. I'll have to try this.
leather-guy posted Thu, 19 January 2006 at 5:19 PM
BkMrrrrq
jonthecelt posted Thu, 19 January 2006 at 5:21 PM
bkmk
dlfurman posted Thu, 19 January 2006 at 5:48 PM
Semidieu, when you make the FX6 file for the ShaderSpider let us know where you post it or if we can pester you to e-mail it.
"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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shedofjoy posted Thu, 19 January 2006 at 5:58 PM
bookmark
Getting old and still making "art" without soiling myself, now that's success.
xantor posted Thu, 19 January 2006 at 6:54 PM
.
Alisa posted Thu, 19 January 2006 at 6:58 PM
bookmark :-)
Cheers,
Alisa
RETIRED HiveWire 3D QAV Director
infinity10 posted Thu, 19 January 2006 at 7:17 PM
.
Eternal Hobbyist
nakamuram posted Thu, 19 January 2006 at 7:51 PM
Noded!!
quixote posted Thu, 19 January 2006 at 8:37 PM
dahr!
Un coup de dés jamais n'abolira le
hazard
S Mallarmé
PoseWorks posted Thu, 19 January 2006 at 8:39 PM
Attached Link: Download FXMAT
Thanks for the info; I've turned it into a FX-MAT and wedge shader (fx6). You'll need ShaderSpider (with 1.5 update) or ShaderSpider LE (free) to use it.nakamuram posted Thu, 19 January 2006 at 9:57 PM
Wow!! It works really well!! Thanks Takezo3001 and PoserWorks!!
RKane_1 posted Thu, 19 January 2006 at 10:51 PM
bkmrrrrrrrrrrrk
takezo3001 posted Fri, 20 January 2006 at 1:49 AM
"Interesting
Can we see a comparison shot of a render with your setup, against a standard (non-FS) setup?
Also, I'd be very carefully about labelling it anything like "True SSS" - since it's not!
No problem! I just got home from work,And I'm pretty
much addicted to this prog, so bet on it being posted
tommor* Oh yeah, it is already! LOL! Later on today!
As far as my label..8^D! I simply couldn't resist.
It's more symbolic more than anything..I've been working
on this since P5! I've even setup textures through
the specular node exclusively for a more sculpted lighting
effect, like the old masters, another inspiration of mine!
BTW: I've took care of Kozaburo's text highlight in his hair
props in nodes! I'll show ya that this weekend!
See ya then!
Message edited on: 01/20/2006 01:52
takezo3001 posted Fri, 20 January 2006 at 1:59 AM
"It would be a little bit more of fair comparison if you actually attached a Bump Map to the left side renders.. Bump maps have a massive effect on the quality of a render.." ============================================================ Yes, I can see your point. I'll be doin' that tommorrow as well, I did the comparison that wAy because I wanted to use the default FS untouched {Save for the texture maps}To illustrate the improvements made to the limited Default node setup. Also, I wasn't concerned for the surface comparison as much as the lighting for which I originally took issue with.
takezo3001 posted Fri, 20 January 2006 at 2:11 AM
"I'll play with this some more but it is seems that
IBL doesn't work with this very well. Fastscatter goes berzerk with IBL - which is why I find it all but useless."
============================================================
Don't I know it! Yet ANOTHER reason I had to burrow myself
into the node-room! Not only did I find the limited lighting
setups completely useful for defeating it's own purpose in
capturing "Realism" in only isolated situations, such as
cloudy outdoor scenes, and indoor with diffuse lighting...
But also the horrendous BLACK MARKER effect for natural cast-shadows MADDINING, and inexcusable!
The work around that I'm still tinkering with also includes
simply taking the intensity of the IBL to at least 0.8-0.5 depending on overcast, or clear days!
This setup however, Is nowhere neer complete...Yet..I was
just happy to get this far with it!
Message edited on: 01/20/2006 02:13
takezo3001 posted Fri, 20 January 2006 at 2:15 AM
Thanks ALOT to poseworks! I'm very flattered that You've found this useful to include in Your prog That I'm now RUSHING to download! And if I may for once follow the crowd... BOOOOKMAAARRKK! LOL!
semidieu posted Fri, 20 January 2006 at 7:18 AM
Thanks takezo3001 and also PoserWorks. Really usefull !
CardinalBiggles posted Fri, 20 January 2006 at 8:27 AM
Yes, very useful, many thanks.
Dead_Reckoning posted Fri, 20 January 2006 at 8:45 AM
Re:Attached Link: Download FXMAT Thanks for the info; I've turned it into a FX-MAT and wedge shader (fx6). You'll need ShaderSpider I purchased Shader Spider when it first came out. With my going and coming from the Sea, I'm still not really up on it's use. I just did the 1.5 update. Could you please explain a wee bit on the usage of the FXMat???? many Thanks DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
Gareee posted Fri, 20 January 2006 at 9:05 AM
I didn't realize you were going to post so many examples.. they delay makes sense, now, and I humbly apologize for my being critical. And also thanks for making this a shader spider FX as well!
Way too many people take way too many things way too seriously.
dlfurman posted Fri, 20 January 2006 at 10:04 AM
Thanks for the FXMAT.
"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
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
sbertram posted Fri, 20 January 2006 at 10:40 AM
Bookmark
odf posted Fri, 20 January 2006 at 11:49 AM
Bookmark
-- I'm not mad at you, just Westphalian.
ariannah posted Fri, 20 January 2006 at 12:34 PM
Very interesting and definitely worth a bookmark...;)
I dare you, while there is still time, to have a magnificent obsession. --William Danforth
takezo3001 posted Fri, 20 January 2006 at 1:29 PM
takezo3001 posted Fri, 20 January 2006 at 1:29 PM
takezo3001 posted Fri, 20 January 2006 at 1:29 PM
takezo3001 posted Fri, 20 January 2006 at 1:29 PM
takezo3001 posted Fri, 20 January 2006 at 1:29 PM
takezo3001 posted Fri, 20 January 2006 at 1:29 PM
takezo3001 posted Fri, 20 January 2006 at 1:41 PM
takezo3001 posted Fri, 20 January 2006 at 1:44 PM
"I didn't realize you were going to post so many examples.. they delay makes sense, now, and I humbly apologize for my being critical. And also thanks for making this a shader spider FX as well!" ============================================================ As our national cousins over in astralia are so fond of sayin'.. "NO WORRIES MATE!" ;^D
Dead_Reckoning posted Fri, 20 January 2006 at 1:45 PM
Many Thanks Now this one I can view with No Problem. Thanks again. DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
takezo3001 posted Fri, 20 January 2006 at 2:28 PM
takezo3001 posted Fri, 20 January 2006 at 2:29 PM
bagginsbill posted Fri, 20 January 2006 at 4:37 PM
Very good Takezo. I've been working with your material all day, trying to get some of the kinks out of it. Overall, I really want a material that responds intuitively to all lighting conditions. Here are the problems I've addressed. I will post renders in a second. 1) The skin node is wierd. I tested it by itself plugged into the translucent input. It produces NEGATIVE light at times, which is really messed up. It ends up adding red in some areas and REMOVING red (leaving the skin blue) in others. So I dropped it. BTW: If you keep it, part of the problem with it is the ambient should be 0. 2) The fastscatter blows up with IBL. I fixed this by subtracting a diffuse node from it. This way, it can only contribute where the skin is otherwise dark. Sometimes this produces negative light, but I fed that into a "Max of 0" so it is always positive. 3) The blinn was too strong. 4) The fastscatter is good for lighting the ears from behind, but not good for doing front-side scattering. Face_off uses a normal node to calculate FS SSS based on the position of your key light. It works well, but is a pain because moving the light requires adjusting the material. I found a better way - which is to use a diffuse node to index a color map node to emphasize red in varying amounts based on the overall lights, not just a single light. This means it works with IBL too. My hat is still off to you - putting the fastscatter into the translucent has made it work right. I'm still not convinced of the ray-traced shadow problem. So far, all the effects I want are suitably produced with depth map shadows. On problem still exists for me. I'll post a render showing it later.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:39 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:39 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:40 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:40 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:40 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:41 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:43 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 20 January 2006 at 4:44 PM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
stewer posted Fri, 20 January 2006 at 7:39 PM
You can get rid of the hard line by playing with shadow map blur and shadow bias, but there a much much easier way: control the amount of scattering with a simple b/w texture map that's black everywhere except on the ears. 256x256 should probably be enough already.
PoseWorks posted Fri, 20 January 2006 at 7:59 PM
"I purchased Shader Spider when it first came out. With my going and coming from the Sea, I'm still not really up on it's use. I just did the 1.5 update. Could you please explain a wee bit on the usage of the FXMat????" In its first update, ShaderSpider's partial shaders gained the ability to wedge themselves in between the PoserSurface and other nodes (like texture maps). I refer to partial shaders that do this as "wedge shaders". Now, you can have material library files that apply partial shaders and wedge shaders, called FXMATs. FXMATs can be loaded from the material library to apply partial/wedge shaders to a figure. You can use ShaderSpider's new FXMAT Builder to (1) add an FX6 file that you want applied by the FXMAT, then (2) choose which materials on the figure that the FXMAT should apply to, and (3) repeat for each additional FX6 file you want the FXMAT to apply. FXMATs can be loaded from any runtime, provided that either ShaderSpider 1.5 or ShaderSpider LE is installed to the main P6 Runtime of the user. To use an FXMAT: 1) Load your figure, apply texture maps as desired. (You can use FXMATs on props as well) 2) Select a body part (or the Body) of the figure if it is not already selected. 3) Apply the FXMAT from your material library. The custom node setup then will be applied as specified in the FXMAT and its referenced FX6 files. This particular FXMAT is designed for DAZ generation 3 people. You can use ShaderSpider 1.5 to create a new FXMAT for any figures with other material setups.
Frisketus posted Sat, 21 January 2006 at 12:05 AM
BM
Shadow_Fyre posted Sat, 21 January 2006 at 12:23 AM
Thanks! bm
takezo3001 posted Sat, 21 January 2006 at 2:24 AM
@bagginsbill..I'm Humbled and very happy! I'm real stuck on the Ray traced lights 'cause it's faster, and I love the pin-point accuracy it can sometimes deliver.. But that's simply a preferance of mine. ;^) As far as the HARD irritating line is concerned Yes, that's also a problem I'm gonna be nixing real soon! I'm REAL pleased that You have found my system useful, I was not gonna post this originally 'cause I'm REAL anal about getting things like this done right, It's still in it's 3rd stage and truth be told, I'm a little glad there's still some kinks to get out, as I've grown quite fond of this project, and would love to have an excuse for further tweeking! I guess Like my art, it will never be "Done" and even though, I started this out of frustration, I've grown real fond of this, and I'm really having fun with this project! Thanks alot for the insights,I've found some new inspirations to quest for!
n3k0 posted Sun, 22 January 2006 at 1:45 AM
bookmarking
asbesti posted Mon, 23 January 2006 at 4:58 AM
Man this is exellent! I really have to take a better look on this tut when I get my 'puter up and working! and almost forgot, BM!
Dead_Reckoning posted Mon, 23 January 2006 at 10:40 AM
This is still fairly new to me. I certainly like what I see. Could you post the Number, Type, Characteristics etc of the lights that you used with this please???? Cheers DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
bagginsbill posted Mon, 23 January 2006 at 4:11 PM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2553769
For those of you who've been following along here, I've started another thread with my latest mat posted. Links to nudity.Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
jediclone posted Fri, 27 January 2006 at 6:59 AM
Excellent!!! You guys (takezo3001 and bagginsbill) are the best tweaker technique for this nodes. Really i see. I have struggle to understand and tweaking this nodes for months before. Now i understood... And please... please keep on going guys! You're the best! ;-)
jartz posted Sun, 05 February 2006 at 8:42 PM
This is most useful. It takes a lot of patience and knowledge on my end. to either bagginsbill or takezo3001: What lighting methods do you use or do you just create your own lights to get that effect. Overall, I will surely bookmark this. jlovesart2
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ratscloset posted Sun, 05 February 2006 at 10:57 PM
Both topics very good. I have been playing with this somewhat since I got Spider, and some tweaks got great results until I moved the lights or the figure. This is going to save huge amount of time! Thanks to all that contributed to this whole discussion.
ratscloset
aka John
artnik posted Thu, 09 February 2006 at 9:36 PM
bookmark
Spanki posted Fri, 15 December 2006 at 12:55 AM
Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2553769
Just updating Baggins' link, above.Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.
pokeydots posted Fri, 15 December 2006 at 1:35 AM
.
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Spanki posted Fri, 15 December 2006 at 1:41 AM
pokeydots, just click on "subscribe" just above this reply box :).
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Silke posted Fri, 15 December 2006 at 1:16 PM