GrandmaT opened this issue on Nov 09, 2009 · 28 posts
GrandmaT posted Mon, 09 November 2009 at 10:25 AM
I have a problem that I hope someone can shed some light on. I recently bought the Paytah character from Reciecup and love it. The problem is when I render it, the eyes are snow white. It doesn't matter whether the Inj is applied or not, what hair prop is used, angles of the shot, what the lighting is or anything else. It always renders the same. Preview looks normal. The JPEGs for texture look fine. I have no problem with her Sincere character. Karice and her staff tried to recreate the problem on three different computers with no luck, so I'm throwing it out to the 3d geek squad. My computer specs are below. If you need more detail I'll try and find it. I'm trying to attach pictures but they won't paste and nothing shows up when I attach a file.
Poser 6.0.0.48
Machine Name: eMac
Machine Model: PowerMac6,4
CPU Type: PowerPC G4 (1.2)
Number Of CPUs: 1
CPU Speed: 1.42 GHz
L2 Cache (per CPU): 512 KB
Memory: 2 GB
Bus Speed: 167 MHz
Boot ROM Version: 4.9.2f1
ATI Radeon 9600:
Chipset Model: ATY,RV351
Type: Display
Bus: AGP
VRAM (Total): 64 MB
Vendor: ATI (0x1002)
Device ID: 0x4150
Revision ID: 0x0000
ROM Revision: 113-xxxxx-117
Displays:
eMac:
Display Type: CRT
Resolution: 1024 x 768 @ 89 Hz
Depth: 32-bit Color
Built-In: Yes
Core Image: Supported
Main Display: Yes
Mirror: Off
Online: Yes
Quartz Extreme: Supported
markschum posted Mon, 09 November 2009 at 10:47 AM
I would not have expected a problem with eye transparency being related to your system if you are using Poser. The preview texture display can be incorrect if your graphics card has limited opengl support but the render is strictly software.
can you post the material settings , look at eye surface and cornea I think.
bagginsbill posted Mon, 09 November 2009 at 11:17 AM
To attach files, they must be under 200K. Do not try to post files over 200K.
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)
Winterclaw posted Mon, 09 November 2009 at 11:55 AM
My guess is that the transparency to the eye surface mat (which is different from the other eye shaders) somehow got turned off.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
GrandmaT posted Mon, 09 November 2009 at 12:38 PM
GrandmaT posted Mon, 09 November 2009 at 12:40 PM
I finally got the picture to work. Thanks for the pointers, Bagginsbill.
Winterclaw, how do I know if it's turned off and, if so, how can I turn it back on?
markschum posted Mon, 09 November 2009 at 12:53 PM
go to the material room , select eye surface from the pulldown and see what the transparency value is, or what image map is plugged in. A value of 1 is completely transparent, but there is a falloff value too, I use 0 for that.
bagginsbill posted Mon, 09 November 2009 at 1:09 PM
1 is completely transparent unless there is something plugged in - then 0 is completely transparent. Very confusing.
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)
GrandmaT posted Mon, 09 November 2009 at 6:50 PM
I checked the advanced material section and nothing is plugged in.
Diffuse Color is white, value 1; Specular color White, value 1; Highlight size 100, Ambient color Black, value .006173; Transparency is 1, edge and fall off 0; Translucence color Black, value 0. Reflection color has "?" as does refraction color, bump, displacement, alternate diffusion/specular and gradient bump. Where else should I look?
Plutom posted Mon, 09 November 2009 at 7:59 PM
Found your problem, if its the cornea, your specular color highlight size should be .01 not 1 and the Diffuse Color should be black not white. Rationale that highlight size is the tiny speck of light you see in the cornea. With it set to 1, it covers the entire cornea and you see pure white unless you have IBL selected, but that's a different story. Jan
GrandmaT posted Mon, 09 November 2009 at 9:31 PM
It's not the cornea, at least not with the fixes I tried. I tried changing the eyesurface settings to black diffuse color and a spec. color value of .01. No change in the render. I reset that and went to the cornea. That has a plug with an image source "payeyeDE" and U/Y scales of 1, offsets of 0. I tried changing the spec. color value to .01 there and the eyes still render white. I wish I knew how to send the screen pictures so you could see all the settings. Maybe some combination of tweaking would work if I just had a better knowledge of what I was doing. I appreciate all the suggestion and will check later to see if anyone has more suggestions.
bagginsbill posted Mon, 09 November 2009 at 9:43 PM
I'm way confused by what you wrote.
There is no such parameter as "spec color value" that you said you changed to .01. There is Specular_Color, and Specular_Value, and Highlight_Size. The latter is supposed to be .01. Earlier you said it was 100, and Plutom reactied to that. I've never seen anybody type in 100 there, as it would be absurd. Are you sure Highlight_Size was 100? Or are you talking about the "Simple" view, which said 100%? If you were quoting the simple view, we completely misinterpreted the things you said.
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)
GrandmaT posted Mon, 09 November 2009 at 9:55 PM
I did just play with the specular value in both places and got the default eye color to at least show up as dark and an alternate color to render with a circle outlining the iris.
Unicornst posted Tue, 10 November 2009 at 10:06 AM
Quote - I wish I knew how to send the screen pictures so you could see all the settings.
With the material room showing on your screen, hit the "print screen" on your keyboard. In a paint program, click on edit/paste and you should have the settings in jpg to save and upload here.
GrandmaT posted Tue, 10 November 2009 at 8:52 PM
Plutom posted Tue, 10 November 2009 at 9:43 PM
Ah shuck'ns, glad I could help. Jan
GrandmaT posted Wed, 11 November 2009 at 6:25 PM
Thanks to all the help, my initial question has been answered, but the answer begs another question: How do I get the correction into the pz2 files so I don't have to go through the correction process every time I load this character or change one of the MAT options?
Plutom posted Wed, 11 November 2009 at 6:39 PM
It should do it automatically. To test it save it normally, then use the import method. You should get his twin. Jan
GrandmaT posted Wed, 11 November 2009 at 6:59 PM
When you say "save it normally", is that what I've been doing by going into the material room and changing the highlight size on each of the material zones listed (skintorso, lips, cornea, etc.) on the figure loaded into the document window and hitting "Save" periodically? Or will I need to do the "+" to the library and overwrite the existing MAT? Sorry for being a little dense.
Plutom posted Wed, 11 November 2009 at 8:05 PM
No, wrong place. Use the upper row that consists of file, edit, figure, object, display, render, animation,window, scripts and help--click on the file drop down menu and click on save, it will ask you for a name, enter a name that you choose. Then further down on the menu, click on import/poser document/prop... and the name you just selected. That will bring up the figure in the same scene as the original. Check it to see if everything is there. If everything on the double is there, it has been saved correctly. Check it by going to the material room and click on the head of the duplicate and select the eyes. Jan
GrandmaT posted Wed, 11 November 2009 at 8:40 PM
I did what you said and succeeded in duplicating the corrected figure but it is still in a pz3 format. Nothing changed in the original MATs. If I apply one of the face paint options, I still have to reset all the face highlights again. Likewise with any of the eye colors, torso paint, etc. Do I have to save pz3's of all the possible combinations ?
Plutom posted Wed, 11 November 2009 at 9:16 PM
I think I see what you want to do now. Can you give us a screen shot of your material room with one of the face paint options? I'm looking at how the face paint options are constructed-Jan
GrandmaT posted Thu, 12 November 2009 at 7:19 PM
Since my print screen doesn't seem to be working, I have to do this the old fashion way. I've typed out the information listed on the Material Room the way it looks there. This example is for the base MAT's 1_SkinFace area. If I apply one of the Face Paint options the only thing that changes is the Image Source item from "payface1" to "paint1 (or 2, 3, or 4)". The same for any of the body paints or eyes. If you click on the words "paint1", the JPEG of that design is displayed.
**
Poser Surface** Color Texture
Diffuse Color Beigish...PLUG.... Image Source payface1
Diffuse Value 1.000 Auto Fit
Specular Color Black U Scale 1.000
Specular Value 1.000 Y Scale 1.00
HIghlight Size 0.0100* U Offset 0.000
jAmbient Color Black Y Offset 0.000
Ambient Value 0.006173 Texture coords UV
Transparency 0.000 Image Mapped Tile
Transparency edge 0.000 Background White
Transparency falloff 0.000 Global coords
Translucence Color Black Mirror U
Translucence Value 0.000 Mirror V
Reflection Color ? Texture Strength 1.000
Reflection Value
Refraction Color ? UG....... Bump Map
Refraction Value L Image Source payfaceB
Bump 0.000975..... P Auto Fit
Displacement ? U Scale 1.000
Alternative Diffuse ? Y Scale 1.000
Alternative Specular ? U Offset 0.000
Reflection lite multi Y Offset 0.000
Reflection Kd multi Texture coords UV
Gradient Bump ? Image Mapped Tile
Shadow Catch only Background White
Toon ID 281 .........
Texture Strength 1.000
Plutom posted Thu, 12 November 2009 at 8:54 PM
I think I get it. I'm assuming that everything below the Diffuse_Color is your desired values and it's part of the duplicate base model that you saved.
If you inject different eye color etc from the library, do you get that white eye problem or is it just unique for the base setup? If so just change the texture node for the left and right iris (provided that the cornea is completely transparent). Same way as the following:
Step one: locate where the face, body, and eye textures are located on your computer
Step two: Use the figure that you made all the corrections for.
Click on your face texture node that is connected to your Diffuse_color channel and locate the appropriate texture node that you want ( Paint 1, 2,3 or 4) and replace the current texture node image. Just your diffuse color texture map will change . Do the same for each eye, if you want to change them and also the body parts.
For the print screen to work, you should have your paint software program running at the same time or it may not appear (paste is not activated). That also applies to anything that you highlight and want to copy from here for example, ensure that your MS word etc open before you hit the Prnt Screen. Jan
GrandmaT posted Sat, 14 November 2009 at 7:43 AM
Plutom, I apologize for the delay in responding but work sometimes interferes with play. My second apology is for misinformation in the previous message. I got so focused on recreating the Material Room that I forgot the point of the exercise. Two things change when I apply one of the options from the Library, the Image Source and the Highlight Size reverts to 100.000 on all the material zones associated with that body part. Face paint = eyesocket, skinface, lip, nostril, and eyebrow that have to be corrected. Every time I select something new from the Library and apply it, I have to go to the Material Room and adjust the Highlight size on five or six zones. If I don't, the skin tones are washed out and splotchy and the new eyes are white. Sorry for the confusion but this is starting to mush what little brain I have left! I hope this clarifies what is happening and why I want to correct the pz2 files directly. Thanks
Plutom posted Sat, 14 November 2009 at 5:30 PM
Yep, it appears that you may have to do that and that's way beyond me.
had a bad day myself, got up, had breakfast with a buddy, came home, started up my computer and bang, got the message can't find SATA hard drive. Did the usual stuff ran diagnostics, unpluged both the power and data cables, hard drive power light comes on but na du. Just came back from Best Buy with a Digital Western that is going to replace that SeaGate (not a year old by the way). Another person was there to, with the same problem a dead SeaGate and eye balling a Western Digital--same mood. I went to the check out and the cashier asked how my day was--told her guess and plopped the new hard drive down. She laughed.
The computer I'm on now has two Western Digital hard drives in it . one is 1997 vintage, the other a 2001 vintage. Guess which computer works?
Yep, I' m in a very bad mood, not looking forward the first time ever formatting the drive and installing an OS plus drivers, plus AOL, plus MS updates, plus Antivirus updates. Poser and Vue, I got on my external hard drive. No playing with Poser 8, or Vue 7 Pro Studio for the next week or so. Jan
GrandmaT posted Sat, 14 November 2009 at 6:28 PM
Sorry to hear about the computer. I hate having to reload everything. It takes forever and something always gets lost. Good luck and thanks for all the help.
Plutom posted Sat, 14 November 2009 at 7:20 PM
Not as much as me, I have a 56Kmodem--that Vista update is a goodie, probably an after I go to sleep and maybe it will finally load everything the next mid morning. Jan