Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 21 1:30 pm)
I strongly recommend plugging the sky texture into the Ambient_Color channel as opposed to the Diffuse_Color. That way, it will always be visible and it will reflect consistently. Of course, you will also have to set Ambient_Value to 1.
Coppula eam se non posit acceptera jocularum.
plugging it into a black specular channel may be multiplicative: black * sky texture = black, white * sky texture = sky texture. but in any case, unplug it from the specular channel. as mentioned above, it hasta be in the alternate diffuse channel. it can also be in the diffuse channel of the IBL, in case realistic lighting is desired (as opposed to poser's directional lites).
your not getting a reflection from the skydome as you have it at the moment because, as mentioned you have the texture applied to the diffuse, and not the ambient.
I take it, like most skydomes, its quite large. any object that large is not going to be lit by your lighting very well (especially if your using point and/or spot lights!) also, if your using a standard hi-res sphere primitive to create your skydome, the normals on the object will be facing in the wrong direction. darkning them during render.
generally you want the reflection to be an un-altered reflection of the texture on the skydome. placing the texture on the Ambient node ensures this happens.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
The Sky Dome here is available at Daz3D, for Free; it's known as Dystopia - City Blocks. It's not a Primitve Hi-Res Sphere. Actually it's not even a sphere, it's more a Half-Sphere(but a little more) with a ground plane, and even some City/Skyline Material parts.
I'm not at all sure what lighting model we're seeing here, but I use Infinite lights, and have never had a problem with the size of any skydome.
ALso, applying to the diffuse is O.K., there is no problem with rendering it that way; but with use of the Alternate Diffuse Color node, the sky dome becomes visible in the Preview Window, rather than just appearing black(until rendered.)
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