Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 13 7:48 am)
Alex, the all elements in your render are balanced and looking wonderful, I do not like the surface of the male model, the shadows are to strong on him.. this is a day where the shadows are very soft as you did with the other objects... he should have not to intensife color and more faded out without to much specular , and blend into it as the rest of the objects do.. this is not simple to do.. but well you set the scene correct and with precision ..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
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"Surrender to what it is - Let go of what was - Have faith in what will be "
see the image above..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Not only in HDR light.. I use it always as a stardart diffuse color and from that I go where I want, plug in textures etc even for elemtns that have not textures as only shader nodes, the base is always 127 127 127.. and everything works perfect out.. also regarding to the other shader nodes it works great..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
It makes sense to use a netural color as your base, especially since that influences the color & tone under your diffuse maps. For objects without a color diffues map, using the simple math color node is like adding a tint to the base, thinking of it in painter's terms. Thanks for the diagrams Cath. This really helps to show the importance of proper tone, especially in terms of realism.
Attached Link: Lighting Essentials website. Lots of great tips regarding light & photography
In photography, still, & film & video, we like to shoot outdoors under overcast skies, because it acts like the worlds biggest softbox, even sofft lights & shadows. Sunny days are beautiful, but when filmimg people close up for example, you have to deal with the harder shadows. Options that have to be taken include finding shade, or using some sort of diffusion next to or even above the model to even out the light. On huge film shoots, it is not unusual to have 5,000 & 10,000 watt light banks to counter the bright light of the sun, & control shadows.[http://www.renderosity.com/mod/forumpro/media/folder_5/file_238472.jpg
](http://www.renderosity.com/mod/forumpro/media/folder_5/file_238472.jpg)Notice the 2nd sample at the top from Cath's P6 Studio light set. The light is even with soft shadows, much like the cloudy day.
The light tips at the link apply to Poser as well. The concepts are the same, although sometimes we have to be a little creative in the Material room to replicate, or simulate, the look of real world light.
The soft shadows on a cloudy day are nothing more as Ambient Occlusion , how lower the GI so higher the AO..
Nice info Alex, thanks ...it is exactly how we should working in poser, make the base GI and control the sun and shadows .. the most reality to that ad the HDR IBL cloudy day that light up all the places where the sun light have not access.. and make the shadows nice and soft..
I do my photography now only in HDRI format so I have always perfect balance of the light and colors..however you can make syntetic HDR IBL Light probe maps, but for that I will have to make a video tutorial so you can follow the screen exactly, it is simple but much to do... you cant just put photoshop graphic and convert it.. but about that later... Have a great weekend everyone..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Opera, you hungry for products ? yes it was a product for poser6 with LDRI .. it should be updated for poser7 with HDRI ... so forget about ...it was 2 years ago and is gone! I have something new for you but can't talk here about commercial stuff so give me a day max 2 ... I will contact you about via PM ..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
I have something for the indoor lighting HDRI that have specular, shadows too.. so not sun light but everything works out.. sort of hidden the extra light that are not much visible at all still producing what we need and managed only via one value of HDR.. more about later.. also regarding close up Light probes special for indoors light etc.. this is not to end of that so we go above 14 pages for sure don't worry!
I would have to make tone mapping of the old LDR light probes and convert them to work correctly.. and i will do as soon as i get more time..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
I don't know if she would want the job, but sure she could do a better one....ok <* steps away from the soapbox*>
"And if I am elected... a copy of Poser in every household...with True GI...& all max quality renders now take only 30 seconds... EVEN ON A COMODORE 64!!. This I promise you"
...... guess my job as speechwriter is done huh?....
back to the track
I've been noticing a few nice things with the HDRI myself :-) A great addition. One question, Is there an advantage to using true HDRI lat maps on our environment sphere, VS a jpeg of the same image? I can see the benefit of HDRI for textures that interact with the HDR IBL light, but the background photo or environment sphere is not (or should not be) affected by the light ( turn the diffuse value down to zero in the main shader tree). so other than for reflection, is there a gain? since the light is actually coming from the HDRI BL, & the environment is there to match light & any reflections. Please correct me if I'm on the wrong foot here
the plan that poser had was to use the environment shpere ligh to light up the scenes in poser but they changed it and not finished, so now the environment shpere map is the same as the L/L sphere map but it do nothing.. as you said only to match the light and reflection.. so that why i created the new sphere so it match with the all maps and light probes other it make not sense..
you have to plug it only into the Alternate Diffuse and set the Diffuse color to 0.. nothing else.. it can't be affected by the HDR, it can't have any shadows.. and need to be used with shadow catcher..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Quote - Cath for President!!
yeah and safe the ( EARTH PLANET ) LOL HAHAHAHA
No thank you.. but I like Alex idea as well ...and in mine time I play President of Mec4D ;) more work as expected everyday...and growing , I would need soon a Vice President the .......... don't matter lol
LET'S GO BACK TO THE HDRI TRACK...
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"Surrender to what it is - Let go of what was - Have faith in what will be "
I'll run as your VP if you'll have me.... I make a pretty good diplomat lol
OK BACK on TRACK
I've tried using very sublte reflections on materials like poser humans, to attempt to simulate the effect of light reflecting of of the skin surface. since everything we see is a reflection of light off of the surface & color processed by our brains. It sort of works, but I need to delve back into this in light of the HDRI advances in P7
I am patient.
I am listening to Artur Rubenstein while waiting.
http://youtube.com/watch?v=C90Mz4hvAzI&mode=related&search=
and in memorium for Luciano Pavorati...
his famous performance of Donezetti's "High-C" aria......
http://youtube.com/watch?v=dHv_lZK0y2A
and Nessum Dorma, the song of victory...
http://youtube.com/watch?v=VATmgtmR5o4&mode=related&search=
Arrivederci maestro! Grazie di tutto, sarai sempre nei nostri cuori e in quelli di tutto il mondo!
::::: Opera :::::
use gather for that... works perfect.. did you check out the shadow colors track ? this is the most simple way to match the surface with the extra reflective light mister VP7...
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"Surrender to what it is - Let go of what was - Have faith in what will be "
**yelocloud,
**one advantage would be if you have a character walk around in an environment and have the camera pan and track. The background would change 360 degrees. Also, isn't the light then "correct" for the orientation? I should do an animation with the Albany Nights probe included with Poser. It is very dark in most directions, but there is a lighted doorway at one spot. I should make V4 walk across that and see if she is properly lighted as she moves from dark to light.
But other than that.....I would prefer anyone providing an HDRI package include 4 huge, hi-res still camera shots of the four points on the compass.
Yeah I've been following that, but had a little trouble with it on the "Skinny dip" render, so I stuck with shadow catcher on cloth plane. I have to go back to simple tests to aquaint myself with it before putting it through it's paces I agree it is really cool solution & love your interjections, no wonder everyone thinks your PC or copy of pose is sprinkled with Fairy Dust :-) we never see a bad render from ya (an old saying..."never let 'em see you sweat"...we know the real truth & how long it takes to make it perfect)
Doesn't the gather node slow down the render & give a bit of noise though? That's what I've noticed when experimenting with it, however I wonder if the HDRI GI would make a difference. Will have to play with that some this weekend.
And speaking of solutions, you & Bagginsbill are on a roll this week
Solution to previewing inside of the "MECDome"
Bagginsbill offered this technique for viewing inside of the sphere in the preview window, which is perfect for placement now... although EF should really address thing like this. Folks like you guys are tidying up after them a lot LOL. I put his solution into visual form. We need any & all tools to encourage understanding. check it out.
Operaguy, Yes the light will match the mapped background correctly. Bagginsbill has pointed out that one should reverse the U value in the image map (set to -1) for the environment sphere in order to match the IBL since we are inside the sphere & see the reverse of it. It seems to be correct. He has uses his compass props to point this out, I will have to do a few test renders to triple check this with the most obvious examples possible. I will post something later today. Got lots to do here in real world & burning daylight lol.... & I haven't even gotten to use my new mirror balls yet :-(. oh well one thing at a time
Cath stop using diagrams. Your diagrams are confusing you. They are not the same as reality. Use a photograph with words in it. The reason you see East on the wrong side after U_Scale = -1 is because YOU PUT IT ON THE WRONG SIDE. That is my whole point - your diagrams are not real - they are fake - wrong - backwards.
If you reverse something then reverse it again, which way is it? Back to normal right?
You start with a reversed diagram. Stop it. I've told you 50 times your diagram is wrong and you use it wrong. The two mistakes cancel out. That's why you're confused. Stop using diagrams. Use a panoramic photograph with words in it. Make four friends stand around you with signs for the four compass points. Photograph them panoramically. Any camera can do this today. Surely you have such a camera. I have two of them..
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)
BB.. my dia are based on the poser scene and the rules of the world .. not the panoramic wrong merged images you use that confuse you... go make yourself a correct panoramic image and come back with the test.. I do that for years..piblished in a book... so don't have to do that again, my light always shine from the right place and position... my customers got always the lights shining from the sides I tell them where it come from so.. i can talk to you until we get grey.. use your visual side not matematic.. it helps sometimes
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"Surrender to what it is - Let go of what was - Have faith in what will be "
I made a panorama out of it and attached it to the sphere without changing the U Scale.
After rendering it I was not able to read the words. Vorne (front) looks like enrov (tnorf). That is wrong. A V4 in my scene would have to read a word from back to front :blink:
Then I changed U Scale to -1 and now it is correct. It looks like vorne (front).
bagginsbill, did I get the problem?
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ah, the scientific method! thanks for that confirmation dorelia.
I have been changing the U Scale. everything looks opposite now, but with a panorama one did not take (like The Pond) or is familiar with, how would you know what is correct?
This is important, obviously, because you want the light to be the same as the background.
Question: (and please forgive if answered above or is a 'stupid pupil' question). When you insert the HDRI light into the scene, if you do it from the library, are you supposed to accept the position it places the light? Does it make any difference? Where should the diffuse IBL light with the HDR file attached, be placed to equal the scened attached to the inside of the dome with -U?
Also, when the light is loaded from the Poser library, it inserts a "specular only" light. Is this correct, normal and properly positioned?
::::: Opera :::::
You will only see it when you have words in your picture, or the statue of liberty for example (she would raise the wrong arm). I assume every panorama will be wrong on the sphere.
If you use U Scale -1 on the sphere the light does not match anymore. So you have to set U Scale to -1 on the IBL too.
As far as I know it does not matter where the IBL light is placed (maybe it does matter if it is above or under the ground, but did not test that).
But it does matter where the specular only light is placed and maybe a sun light for shadows.
A specular only light is correct, because a IBL does not produce specular highlights. Render without one and everthing looks somehow flat.
I don't have a "real" HDRI and therefore I'm not able to tell you how that works or if you need specular only light there.
Quote - I did what bagginsbill said. I made 4 Pictures and my boyfriend was holding 4 different sheets of paper with the following german words: vorne, rechts, hinten, links (front, right, back, left).
I made a panorama out of it and attached it to the sphere without changing the U Scale.
After rendering it I was not able to read the words. Vorne (front) looks like enrov (tnorf). That is wrong. A V4 in my scene would have to read a word from back to front :blink:Then I changed U Scale to -1 and now it is correct. It looks like vorne (front).
bagginsbill, did I get the problem?
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Exactly. It is perfectly clear which way is the right way, no?
Now that you have oriented your words correctly, then tell me in what order should the words be in your picture?
North->East->South->West
or
North->West->South->East
Cath has been insisting that west follows north because she refuses to reverse her picture. If you accept that the picture MUST be reversed, then it follows that the order of the compass points is NESW, just as in real life, because now the picture is homologous to the actual world around the camera.
I don't have much time to post today, so just a quick note.
Some of you think I have been offensive.
First you should realize that Cath jumped into a couple other threads and continued to assert that I am confused. I have asked her nicely over and over to do specific tests. Instead she does her own results that continue to confuse and prove nothing. We brought it back here because I said this is the place we should be discussing it. It looks like I snapped at her, but only because you didn't see the other 20 postings that preceded those throughout the day.
Second, everybody should stop worrying about who is experienced, who is kind, who is nasty, and who is pompous, and just do the experiment yourself and show your results. If you think I am pompous and insulting, let me remind you again:
I was not going to even come here. I was asked to participate because I have a lot of knowledge to share on the subject. I also have technology to share, but I'm not sharing it yet because there is so much confusion caused by one person. Cath started this whole thing by saying, with regard to an older thread by me on panoramic images and matching IBL:
Quote - I read this some of the things there are not really correct.. and the effect of the renders are washed out and not match that well the backgrounds.. as it should be especialy with the sphere map with the west east direction are not correct.. sphere in poser is mapped correct he just use wrong proportion, all lati/longi need the be 2:1 and not 1:1 ..but fine i did the same mistake with poser6 and ibl but that was 2 years ago ;) today we got smarter! lol
I then proceeded to demonstrate that
So now it turns out, after a LOT of arguing, that I was entirely correct about the Poser sphere. In fact, I have reported the sphere and seven other props with bad UV mapping to eF, and it is now an open bug which is being corrected for the next release. We got a new sphere to use from Cath, which I consider to be very helpful of her. I would have thought an apology was in order after all the trouble she caused about this, but I don't really need that. The sphere is nice. But you still have to U_Scale = -1 it to make it work right. I made a better sphere already, but I didn't want to insult her. She should have reversed the normals so you can see the image in preview, and she should have done the U coordinates in the opposite direction so that the orientation is correct and you don't need the U_Scale = -1 any more.
I assure you, I have been corrected about many things here at Rendo. When corrected, I have acknowledged my mistake and then exploited the new knowledge with happiness. I do not worry about my reputation. I could care less what you think of me. I do worry about facts. And I do get annoyed when I take extreme measures to test my hypotheses, demonstrate experiments that support my hypotheses so you can reproduce them, and also demonstrate experiments that contradict other hypotheses. In other words, I care about clear, logical thinking. This thread is loaded with illogic (not just from Cath) and so you hear from me a lot. I'm sorry for those of you who find scientific discussion intimidating. But you have no right to take issue with the things I've posted. They are all on-point, and reproducible by you. And I didn't start this argument, but I will finish it.
When I'm absolutely certain that I'm right and I can prove it, then I really don't care how much experience you have, or what work you've done, or that you think I'm arrogant. I really just care about the facts, and anybody who argues a false argument over and over is going to see me come back again and again with new things to try, new things to see. But Cath refuses to try my suggestions. Do you think I'm badgering her? I'm not. I'm stating the facts over and over. I have proven my case with dozens of renders.
Cath needs to stop pounding her chest about her years of experience. I don't care if you're the president of France, or the Pope, or my high school physics teacher. If you're going to argue with me, you have to prove your assertions. Here is a certainty - one of is right and one of us is wrong. I have proved my assertions - there is no inconsistency that anyone can actually prove in my work with photographs mapped on a sphere viewed from the inside. Cath has not yet done a render from inside, so we have no evidence one way or another that words appear backward to her if she does it her way.
Dorelia has demonstrated who is right. Can you?
Which of my actual renders has East and West mixed up? Can anybody point to one? So far, no. So why am I the bad guy? Cath started all this by telling everyone that I am confused, that I do not understand the coordinates, that it is ok, we can forgive the poor noob, he's still learning.
You don't find that insulting? Even if I was wrong that is pretty insulting. Now maybe some of you still don't think I'm right. And it is because you think I'm wrong that I am also even more wrong for continuing to "cat fight" with Cath.
Keep holding that thought in your mind. You think I am wrong to argue so much, because you think I'm wrong about the U_Scale = -1 and the NESW order, because you agree with Cath and not me. And so it is OK in your mind that Cath told you I was was confused and I will learn the truth when I'm as experienced as her, right?
But think carefully about taking that position. Because the reality is if it turns out that I am not wrong, but instead I am right and Cath has been wrong all along (remember, she was wrong about the sphere's UV mapping) then the situation will be reversed and you will have to become angry at Cath for arguing so much when she was wrong.
Think about it. Do you really want to be angry with me? Do you really know who is right? Really? Like you'd bet your life on it?
Do the experiment. Show your results. Which way should you turn to move from facing North to East? When you see compass signs in your virtual world should they be reversed or forward?
Do not talk to me about lighting. The lighting matches if you flip the U as well.
Remember I'm talking about Panoramic photographs, not hand-made diagrams.
By the way a photograph of a mirror ball photo does NOT need to be flipped. Because it is a mirror - it already flipped the world. Get it?
But a panoramic photo converted into angular map in HDRSHOP is indeed backwards and must be flipped for both the sphere and the IBL. If you do not, you have reversed the world. But we're getting ahead of ourselves again. Just show me your renders from inside your sphere, with words please in the photo, and the compass inside - or something like it. The order is N->E->S->W if I am right. Cath says it is N->W->S->E - and it is FOR HER because her diagram is backward. Don't use a diagram - use people holding signs.Arrange the people according to how the compass points really lay out. As you are standing in the room there will be no confusion. Then make your render look just like how you know your room is.
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)
Quote - Is there an advantage to using true HDRI lat maps on our environment sphere, VS a jpeg of the same image? I can see the benefit of HDRI for textures that interact with the HDR IBL light, but the background photo or environment sphere is not (or should not be) affected by the light ( turn the diffuse value down to zero in the main shader tree). so other than for reflection, is there a gain? since the light is actually coming from the HDRI BL, & the environment is there to match light & any reflections. Please correct me if I'm on the wrong foot here
Actually you answered your own question. Of course your direct view of the image is pretty much the same as a LDR copy. But reflections of the environment sphere matter because you are showing a fraction of the image intensity.
Suppose the brightness of the sky is 1, the clouds near the sun is 8, and the sun itself is 50. An LDR copy of this is 1, 1, 1. So the reflection of sky, sun, and cloud would come out the same and look really dull. Whereas, the HDR panorama will give you the true reflection. Suppose your reflection is from something soft like leather, with a value of .02. Then .02 times 1 (sky) is .02. .02 times 8 (cloud) is .16. And .02 * sun (50) is 1. You really would notice the missing clouds and sun reflections in your object with LDR, because all three would be at .02 - nearly invisible.
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)
Quote - I did what bagginsbill said. I made 4 Pictures and my boyfriend was holding 4 different sheets of paper with the following german words: vorne, rechts, hinten, links (front, right, back, left).
I made a panorama out of it and attached it to the sphere without changing the U Scale.
After rendering it I was not able to read the words. Vorne (front) looks like enrov (tnorf). That is wrong. A V4 in my scene would have to read a word from back to front :blink:Then I changed U Scale to -1 and now it is correct. It looks like vorne (front).
bagginsbill, did I get the problem?
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No this get not about that, if you take a picture of a mirror ball there the words would be inverted already as if you hold a paper with a word on that in the front of the mirror, so after the sphere is mapped the word would be looking good from inside only not from the outside... in other words the sphere map show inverted image...
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Bill I think everybody acknowledges the huge value you contribute with very detailed, accurate and very useful techniques. But this can only end with cat pictures.
**bagginsbill I am not going in discusion with you about anymore I told you already you mapped your sphere map using not correct panoramas and you proved nothing , you can't switch UV you should map the sphere with right map and everything works fine as you saw in my preview.. sphere map have mirrored image as it show up an a mirror ball when you take a picture of that , so map it correct and everything works fine... and the one that non stop tell pple how "GREAT I AM" and what I can do are you not me but your gallery show it ...
as one of the artist said today :::** No wonder Alice had a hard time in the looking glass . This understanding is what is confusing the "smart guys"
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Quote - > Quote - I did what bagginsbill said. I made 4 Pictures and my boyfriend was holding 4 different sheets of paper with the following german words: vorne, rechts, hinten, links (front, right, back, left).
I made a panorama out of it and attached it to the sphere without changing the U Scale.
After rendering it I was not able to read the words. Vorne (front) looks like enrov (tnorf). That is wrong. A V4 in my scene would have to read a word from back to front :blink:Then I changed U Scale to -1 and now it is correct. It looks like vorne (front).
bagginsbill, did I get the problem?
**
**No this get not about that, if you take a picture of a mirror ball there the words would be inverted already as if you hold a paper with a word on that in the front of the mirror, so after the sphere is mapped the word would be looking good from inside only not from the outside... in other words the sphere map show inverted image...
Cath you really are becoming unbearable. I would like to start swearing but I will not. I insist that you do as I described. Take a photograph of some writing and show it from the inside of your sphere. Nobody used a mirror here. Nobody talked about using a mirror here. Why do you discuss mirrors?
Take a panoramic photograph of your choosing with words on them and render it on a ball.
I have challanged your diagram multiple times. You keep showing it again. I don't care about your diagram it is wrong. I am talking about photographs, not diagrams. Once you understand the photograph, you will understand your diagram. Right now you do not.
Just for once, don't keep arguing. PROVE IT. I am right now constructing a panorama from 14 photographs I took outside my neighborhood. It shows street signs and cars. In America we drive on the right side. There will be no ambiguity about this panorama. I can guarantee for you which was is right and which way is left, which way is North and which way is East. I will upload it somwhere and you all can use it on the Cath sphere and render from inside.
Do not worry about lighting, or compass or anything. The first instructions are simple - can you read the words? Are the cars in the correct lane?
Until you demonstrate this with U_Scale = 1 WITH A PHOTOGRAPH - you are wasting my time. I will not speak of it again until you render a photograph with words from inside your sphere.
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)
Quote - **bagginsbill I am not going in discusion with you about anymore I told you already you mapped your sphere map using not correct panoramas and you proved nothing , you can't switch UV you should map the sphere with right map and everything works fine as you saw in my preview.. sphere map have mirrored image as it show up an a mirror ball when you take a picture of that , so map it correct and everything works fine... and the one that non stop tell pple how "GREAT I AM" and what I can do are you not me but your gallery show it ...
as one of the artist said today :::** No wonder Alice had a hard time in the looking glass . This understanding is what is confusing the "smart guys"
Cath that is called an ad hominem attack and is pointless. I have several times told everybody on this forum that you are a fabulous artist, that I am not an artist, and that I cannot match your renders. You are very insecure. Stop worrying about who is right.
Be a scientist. Prove it.
Who cares about your pictures your gallery or my gallery. This is not a contest. This is about facts.
You have no words, no cars, no street signs in your renders. You make up the directions of the compass and render them from outside only, so that your words are never backwards.
You never answer my question. Forget poser. Stand in the real world. Face north. Now turn right 90 degrees. Where are you facing? If you say West again you will certainly look foolish.
I say you cannot correctly render a simple street scene with U_Scale = 1. You say you can. Prove it. I will prove it as soon as I can finish this panoramic photo. But it is huge (138 Megabytes) and I'm having issues because my home computer is brand new and has no CG software installed.
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)
****pjz99 I said nothing wrong about his productive work with mat and other things, we have a sphere map issues nothing else here... one simple thing
**bagginsbill started talking about and make me looking silly in eyes of other not I did ..so don't turn it on me I did not started this...
I like him until yesterday when I search for some infos in the forum ...
so what **bagginsbill think about other pple ? he play a great helpfull guy and on the other side he telling that he not even bother with what other say ... pple like that are not my friend.. and I am not bitchy I just say what I think... chats never show the emotions so don't think I am yelling here or rise my voice .. this is not how I talk..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
**bagginsbill i think I can't really explain to you what is my point, this make not sense, you said things above that are not my facts.. I told you already I have not problems with words seeing from the inside correct I uploaded yesterday here last renders but you are blind and dont see it
did my NY panorama show wrong ? go above and check onces again...
You have good point here as well, but that is not what I am talking about...
so tomorrow I am going to make some shots for all of us so everything can load into poser the scene click render and see what I am talking about .. this would be the best thing to do so we don;t waste our time on this no more..
there are more things to do as only balls with hdr..
I really don't wanna make here any wars with you so pls keep your personal opinions about others for yourself and talk about art mat and poser b/c pplw will get even more scary to post a word here... and you or me or anybody else will have nobody to talk to no more...
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Steps in ....unglazes is eyes...looks left...looks right.....
runs hurredly back to do some GI renders in vue on his fresh new blazing fast Dou core mac..
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Here is the 1st of several planned works based on our discussions here. The blending layer adjusted version is in my gallery :"Taking a Dip" (aka Skinny Dippin')This is the raw version right out of P7. I think the blending of the IBL "GI" works nicely
All the textures are toned down to RGB 127 ( go into the main shader tree of the material, & change the main diffuse color, it is a medium grey, R 127 G 127 B127), this helps let the light work it's magic on bringing out the best color blend with the HDR IBL Background. This is espically important when trying to match photo background or environment
HDR based imagery is a whole new layer of exploration that we'll continue to delve into