Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Can this be applied in Poser 7, using a work around like say an IBL setup?
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OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
Ghostofmacbeth: Looks to me like (1) your ambience setting is relatively low (surely not 5.0?); and (2) you don't have functional reflections (are you having the same problem I had earlier? Make sure REFLECT_LITE_MULT is unchecked on your Poser Surface).
I've been rendering with considerably less than 5.0 most of the time, but the reflections add a lot of light too.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Don't forget, my render was Poser Pro 2010 with GC. You cannot get that brightly lit look with ETM alone. You must GC. Poser 8 doesn't have GC.
I see that the two-zone material is of interest, and you guys don't understand the general case of building two materials in one. I'll post on that tomorrow.
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)
Hello,
AFAIK any material for Poser can be described by a matmatic script.
Also matmatic had that "mixer" build-in to mix complete materials.
Given that, it should be easy to combine any existing wall material with
the light patterns. Just use the pattern bitmap as the stencil.
Best regards,
Michael
Have you ever done something like a Stained Glass Window?
You have had so many great materials in the past, hard to keep up with all of them..
I would think in a Hallway, room such as this scene, something with several colors in it to emitt light would be most interesting.
Cheers
DR
Quote - Don't forget, my render was Poser Pro 2010 with GC. You cannot get that brightly lit look with ETM alone. You must GC. Poser 8 doesn't have GC.
I see that the two-zone material is of interest, and you guys don't understand the general case of building two materials in one. I'll post on that tomorrow.
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
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)
Thank you for the link. Somehow I must have missed that topic.
Cheers
DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
Question for you BB;
I used Anthanasius's Node Setup for a stained glass window. I don't thinkt the results would have been any different with yours.
When I delete "All" of the lights in the scene and use the 100% IDL Render Option, I get a very dark figure. I guess that is due to the "Ambient Value" being set at Zero. When i start to increase the Ambient Value of the one sided square I lose the Stained Glass Window.
Is there a way to use the "Blender Node" to increase the Ambient Value of the Stained Glass Window?
I tried increaseinf Cellular Intensity1 with a little better lighting.
TKS
DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
A self-lit prop used as an IDL source of light must be either intensely bright or very large.
My IDL wall rectangles are intensely bright - with a luminance of 5 (on the unit scale, where 1 is the brightest value your monitor can show.)
A simple solution would be to copy the colored cellular node from Anth's shader into my light wall, and plug it into the tile node on both Tile_1 and Tile_2. Then the white * 5 rectangles would become those colors times 5.
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)
As always BB, thank you very much for the information and learning.
Cheers
DR
Quote - A self-lit prop used as an IDL source of light must be either intensely bright or very large.
My IDL wall rectangles are intensely bright - with a luminance of 5 (on the unit scale, where 1 is the brightest value your monitor can show.)
A simple solution would be to copy the colored cellular node from Anth's shader into my light wall, and plug it into the tile node on both Tile_1 and Tile_2. Then the white * 5 rectangles would become those colors times 5.
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
Note also that there are reflective surfaces in the light wall scene. I was able to turn the ambient value down below 1 and still have a relatively bright render, but that's because of the reflections.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
couple questions?
are you all using the p2010 beta for these renders?
do the render settings (other than turning on the global illumination) matter?
does the multiply in BB's render node tree make this brighter, or is it just for the pattern?
edit:
It's a nice pattern, I'd like to make something like this useful in p8 with the idirect lighting...just bright enough in p8
edit: poser 8*
Quote - So what are your rendertimes like DR.
I just render the same scene again before posting my reply.
Total Time was 8.0 minutes
Pre-Calc time was 6.5 minutes
Render time was 1.5 minutes
Quad Core CPU
8 GB RAM
64Bit WinVista HP
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
strange... mine took the same time but i have dual core (2.2ghz), 4 gigs ram and a non dedicated on borad graphics card on a touchscreen hp laptop. I would think your render would have been faster. My character here is about 124k polys, so it's kinda heavy and has 3 transparent mats!
Quote -
Heheh. And now you see first hand why I have written over and over and over again:Uncheck REFLECT_LITE_MULT - it is bad - makes no sense - never let it be on
Uncheck REFLECT_KD_MULT - it is also bad
OK, another question for you BB.
With Your Env Dome and Colm's Terra Dome, would this also apply to them as well?
If this is always true, MAYBE one of the talented Python Script Writers could make a Py to Turn Off both?
Thanks
DR
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
This is not for the domes. It's for whatever material is trying to reflect other things, regardless of whether those are domes or figures or other kinds of props.
And somebody did post a request for a script to turn them off in all materials. But there are materials that are designed to compensate for this, and if you blindly turn this off, they will behave differently.
My instructions were with regard to your own workflow. When you start designing a material, your first step, in all cases, should be to turn them off.
The issue only arises because of using primitives and starting points for new things. When you load a primitive, you're going to want to edit its shader - you have to in order to even have any Reflect node in it. While you're there doing that, turn the Reflect_Lite_Mult off. (Or the other - whichever is turned on in all the primitives.)
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)
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adjust the scale and offset values of the texture node to do that... The changes depend on the size of your wall though.