Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 15 9:24 am)
It's a great result.
The specular settings you posted are very high though - I mean, they clearly work for this setup but they are high.
I'm gonna take a guess that the specular maps for this set are very dark (?).
PoserPro2014(Sr4), Win7 x64, display units set to inches.
www.danielroseartnew.weebly.com
Oh, I see - Sorry, I didn't read your post properly - those were lip materials.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
www.danielroseartnew.weebly.com
It's high because the ibl image I'm using is a dark grey top facing hemisphere, so I had to increase the intensity for compensation. Similar how in a studio the photographer will concentrate the most light source using the Key light (which in this case is the upper right point light). IBl is fill lighting to remove most of the shadow from key light.
Edit: It's VSS with bagginbill's skin shader handling the gamma correction. Set to 2.2
Quote - No, not useless. As bagginsbill has said, if you do not have an environment, using an IBL will create one for you, surrounding your scene with the luminance values of the color map used in the IBL's material. IDL takes that into account, so it was needed here.
I agree but you increase your render time, cause you use IC for IDL and IC for IBL
Logicaly if you use IBL you dont need IDL !
Génération mobiles Le Forum / Le Site
No, that is actually incorrect. While yes, using IDL increases render time, it produces a far more realistic result than ambient occlusion. I am a realist type artist, so I aim for realism in my images.
IDL is worth that extra calculation for the results it produces. I always render with it now. Ambient Occlusion is collecting dust.
I'm also experimenting with tone mapping. I've seen from bagginsbill's previous posts that he has used tone mapping in a daylight exterior scene, so I tried that as well, and got some interesting results. A bit too bright, so more experimenting required before I show images, though.
I'm getting confused. In some posts you say IDL (Indirect Lighting), in others you say IBL (Image Based Lighting). Are you using both? Although I suppose in Poser IDL is not a physical light, you make no mention of it in your first post in your light setup.
The renders look great by the way!
Daz Studio 4.8 and 4.9beta, Blender 2.78, Sketchup, Poser Pro 2014 Game Dev SR5 on Windows 8 Pro x64. Poser Display Units are inches
@ DarrenUK - gamedever's using an IBL light but also activating IDL in the render options so that IDL uses the IBL image as a sort of environment if I understand it right. I've tried using IDL with and without IBL and there is a difference.
Be mad...until proven genius.
Sitting
quietly in the corner does not make one the class
fool.
- Didi
Nice images.
gamedever is correct - whether you use a self-lit Image Environment Sphere OR you use an Image Based Light, either will supply global illumination data for use with IDL. Only the IES will provide reflection data for the Reflect node - IBL will not do that. So that is a difference worth considering. But this is not important for dry skin. It is important for wet skin if you bother to use reflection on the skin shader, which I have not shown anybody how to do, but you might figure it out yourselves. (Do any of you remember my muddy/wet skin shader demos? I forgot to publish that shader.)
Anyway, there is indeed a very big difference between IDL and AO. AO merely darkens things, and sometimes darkens the wrong things. IDL may darken or lighten things - this is the key - when you put your hand near your cheek, your cheek becomes brighter and more red if the hand is angled correctly - only IDL handles this. In other situations, the hand will merely shadow the cheek, as simulated by AO.
So, to fully appreciate the impact of IDL on one of these "isolated figure" scenes, you have to take into account whether or not the ground is well lit, and also consider the pose. In gamedever's last image, we cannot clearly see armpits and the thighs are far apart. Change that pose to reveal the mutual occlusion of arm to torso, or thigh to thigh, and you will see a big difference between IBL+AO versus IBL+IDL.
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)
how did you managed to do an IDL render without messing with the eylashes? I'm trying to render with idl settings, but in portrait, the eyelashes get a stained look...
---------------------------------------------------------------------------------------------------------------------------------------
Greetings from Brazil! Looking for compatriots who also love creating in Poser!
Is you question about VSS or about IDL? I have no trouble with eyelashes on either, so ...
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)
about IDL... sorry being off topic, but seemed a good chance of presenting my problem
---------------------------------------------------------------------------------------------------------------------------------------
Greetings from Brazil! Looking for compatriots who also love creating in Poser!
didn't saved the poser file (since actually poser shut down on me) but it's not blurry. I'm using FK Design Bettine for v4 skin, with one of her tatooed make ups
ps: by the way, got the free version of your VSS. Amazing!
---------------------------------------------------------------------------------------------------------------------------------------
Greetings from Brazil! Looking for compatriots who also love creating in Poser!
Hmm. Well I don't know what to suggest. IDL doesn't change transparency maps that I'm aware of. I'm afraid I'm not familiar with that product (or pretty much any, for that matter), so I'm not able to narrow down the possibilities knowing the name.
In general (not unique to IDL) fine lashes can be messed up by having a min shading rate set to high in render settings, or because of texture filtering.
If you used VSS on the figure, it would turn the texture filtering off in the shaders, but you should still check that in the material room of the figure's lash material.
What was the min shading rate you were using?
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)
How is that lit? I can tell there is at least one light that is set to have no shadows (specular coming from the inside of the mouth) - this is bad, and can provoke some really bad artifacts. E.g. light from behind the character's head hits the back side of the eyelash polys and bounces around in an impossible way.
Do you have AO on for any lights? If so, turn it off. Do you have AO on for any materials? Turn it off.
P8 still has a problem with blotch artifacts, which can appear in places where you have geometry close to other geometry (like your eyelash problem). These are hard to predict and sometimes hard to correct, usually I have to just move lights around more or less at random. The IDL solution itself is somewhat random too, and blotch artifacts can appear in different locations (or if you're lucky, not at all) even if other conditions are not changed.
Bagginsbill: as I said before, poser shut down on me and I didn't saved the file, but I'm pretty sure the min shading rate was 0,4, and to be honest I had forget this part of the problem, I'm doing another render now (with another character, and now using VSS ^_^) and the same light set, that comes with render studio avaiable at rdna.
pjz99: the geometry can be a problem, the upper of this morph is very near the eyelashes, and maybe the lightset affected the overall result, of course. Re-testing again.
---------------------------------------------------------------------------------------------------------------------------------------
Greetings from Brazil! Looking for compatriots who also love creating in Poser!
Quote - P8 still has a problem with blotch artifacts, which can appear in places where you have geometry close to other geometry (like your eyelash problem).
Paul,
Funny - I was just speaking to SM about that. They're working on it. Meanwhile, Larry Weinberg said that it's related to Firefly now being a hybrid REYES renderer (micro-polys) and a traditional ray-tracer (for IDL, etc.) Internally they disagree about exact positions sometimes. He said that if you render the whole scene through a Refract node (like I do with the "Artistic Lens") then Firefly becomes a pure ray-tracer and there will be no artifacts. I haven't tried it yet. If you're curious, give it a go. Set up a one-sided square in front of the camera, and only a Refract node with IOR = 1 plugged into Alt Diffuse. Turn off DV and SV, of course.
Note: You'll lose displacement because of this, but that isn't always important.
BTW: I was looking on your site and your demo renders for your freebies are amazing.
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)
Thanks. Where does the Refract node go exactly? you mean have the square poly in front of the camera like a "filter"? with the Refract node on that?
Yes. Like a filter or a lens.
You've never seen my artistic lens thread?
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2754029
In that I discuss the use of a square to mediate what gets rendered. Using it, you can alter the output of the render, like postwork, but directly in Poser. That means you can convert to gray scale, do exposure compensation, gamma correction or tone mapping, special effects of all sorts, etc.
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)
Yeah I have, but I don't actually use any of those techniques so there wasn't any experience behind it.
It occurs to me that if displacement won't be visible in the render this way, then very likely polygon smoothing won't either (also relies on micropolygons).
err, in case it is not clear I have the Element display setting for the square set to toon outline to show which way the normal is facing (towards the camera).
Your material is 100% transparent. Whoops. You're not refracting at all.
Set Tranparency to 0 - both 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)
I bet you did that so you could see through the lens in preview. Here's a tip. Turn the lens around 180 degrees. It won't block your view in preview, but it will refract in render. Backfacing polys are invisible in preview.
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)
Okay, I'll redo it with the transparency set to zero - I thought this was required, oops.
edit: yeah I can already see that it's behaving quite differently this way, it seems to be making many many more ray hits (red dots). This is a good sign, to me. Render should be finished inf a few minutes.
edit: I can see this is killing polygon smoothing (not really surprised, but disappointed).
Content Advisory! This message contains profanity
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.
Here's a thank you quick test for bagginsbill's hard work. This is Vanessa for V4 using bagginsbill's VSS Pr3 skin shader with the following settings changes:
SSS set to 0.3
Bump set to 0.015
Lip material changes:
Shine set to 1.7
Shine Spread to 2
Shine level to 4
Lighting setup:
1 yellowish grey IBL light at 100 % intensity (for indirect diffuse light)
1 point light upper right corner set to 50% intensity (specular and shadows)
1 light blue Infinite light in the back left side set to 100% intensity (rim light)
Render time was 3 minutes and 25 seconds on Poser 8.