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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: Tutorial Scene - Poser 8 Soft Studio Lights with IDL


hborre ( ) posted Wed, 10 February 2010 at 1:07 PM
Online Now!

Frankly, the combination of a good texture map and detailed bump/displacement map should give a fairly realistic render.  Using VSS is the icing on the cake.


ice-boy ( ) posted Wed, 17 February 2010 at 5:20 AM

Quote -
The trick is to make your sunlight yellow. Exactly what yellow is - well - the point of the tutorial scene.

when can we expect this tutorial ? ;) ;)


parkdalegardener ( ) posted Wed, 17 February 2010 at 12:06 PM

file_448293.jpg

Hi All;  I have been following this thread with interest as I have recently moved from Metacreations P4 to the new (to me) P8 that I got for X-Mas. This render is my first try with Bagginsbill's IDL and VSS. Please ignore the MWFlip Hair as I only dropped it into the scene because bald women freak me out a bit. The results on V4 and her default texture with this light set and VSS are amazing but I would like to lower the bump on the skin a bit. When I looked into the material room to check it out my eyes started to glaze over and my palms got sweaty. This mess of noodles seems a bit beyond me at the moment but I'm working on it.  The question is of course how do I lower the bump? On the VSS prop? I am asking here because this is the thread that that brought me to this question due to the VSS prop in the pz3. I realise that the VSS thread probably has the answer but there is a whole lot of reading in there for me to go through and it will take me days to peruse it all. pdg



Vestmann ( ) posted Wed, 17 February 2010 at 12:22 PM

Go into the Template Skin on the VSS prop.  You can ignore the mess of nodes on the right.  Look at the nodes on the far left.  You´ll find a node there called PM:Bump.  This controls the bump strength.  It's set at 0.03 by default.  I usually have it at 0.02 or 0.015 but it depends on the bump map of course.




 Vestmann's Gallery


parkdalegardener ( ) posted Wed, 17 February 2010 at 12:30 PM

Thanks Vestmann.
Rendering as we speak.



parkdalegardener ( ) posted Wed, 17 February 2010 at 1:48 PM

Content Advisory! This message contains nudity

file_448305.jpg

0.015    Works for me. Time for good hair and a real render now. Thanks again Vestmann and thank you Bagginsbill for the great tut. Hope to see one on outdoors as mentioned earlier in the thread. pdg



Vestmann ( ) posted Wed, 17 February 2010 at 1:57 PM

The render is looking great!  Also take a look at PM:Shine.  This controls the specularity but in a more clever way then normal specular setting.  If you put a higher number in PM:Shine the specularity not only gets higher but also narrower.  Try playing with it while watching the material preview.  This is one of my favorite settings within VSS ;)




 Vestmann's Gallery


bagginsbill ( ) posted Wed, 17 February 2010 at 9:44 PM

Hm. Didn't get ebots on this thread for a long time.

I'm wrapping up final changes to the Poser Pro 2010 GUI so don't have time to work on tutorials. I'll be done soooooooooon.


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)


ice-boy ( ) posted Thu, 18 February 2010 at 5:06 AM

yeeeeeeeeeeeeeeees ;) 


Dead_Reckoning ( ) posted Thu, 18 February 2010 at 8:32 AM

Quote - I I put a disc primitive on the floor and plugged a radial gradient map to the transparency, ambient and reflection nodes.

Could you show and example of this with a Screen Capture of the Material Room please?

Thanks
DR

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Vestmann ( ) posted Fri, 19 February 2010 at 6:47 AM

Quote - > Quote - I I put a disc primitive on the floor and plugged a radial gradient map to the transparency, ambient and reflection nodes.

Could you show and example of this with a Screen Capture of the Material Room please?

Thanks
DR

Loading up Poser now.  I´ll post a screenshot shortly...




 Vestmann's Gallery


Vestmann ( ) posted Fri, 19 February 2010 at 7:10 AM

file_448386.jpg

It´s nothing fancy.  This is something I learned to do in Cinema 4D a long time ago.  I wish that Poser had gradient maps.  I made the gradient in Photoshop but this would be even simpler and more adjustable with procedural gradient maps.




 Vestmann's Gallery


vincebagna ( ) posted Fri, 19 February 2010 at 7:43 AM

I'm sure Bill will come with a procedural gradient for you ;)

My Store



Vestmann ( ) posted Fri, 19 February 2010 at 7:47 AM

Quote - I'm sure Bill will come with a procedural gradient for you ;)

...hehehe that's what I was hoping but with him being so busy I didn't want to come off too direct ;)




 Vestmann's Gallery


bagginsbill ( ) posted Fri, 19 February 2010 at 8:15 AM

What a coincidence. Not only do I have procedural gradients, but I am working on a Designer Spotlight that uses them. The Poser Spot light has only angle start for controlling the light gradient, and it is always linear. Very limiting and rather ugly except when angle start = 0.


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)


bagginsbill ( ) posted Fri, 19 February 2010 at 8:16 AM

A radial gradient is easy to produce if you use matmatic.

r = Hypot(2 * U - 1, 2 * V - 1)

That's it. From there you can do things like:

clr = Blend(RED, BLUE, Bias(r, .8))
 


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)


Vestmann ( ) posted Fri, 19 February 2010 at 8:28 AM

Hmm...  Matmatic is one of your gadgets that I still haven't learned enough.  I have it set up and I´ve made the demo mats but that's about it.  I´ll have to look into more when I have time.




 Vestmann's Gallery


RobynsVeil ( ) posted Fri, 19 February 2010 at 9:12 AM · edited Fri, 19 February 2010 at 9:13 AM

It's really quite powerful and grows on you, Vestmann. Python is pretty straightforward and Bagginsbill has provided more than enough information in the tutorial that comes with it to get you started. And then, you can always ask here: we're keen to see more converts! :biggrin:

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


Vestmann ( ) posted Fri, 19 February 2010 at 9:19 AM

Quote - It's really quite powerful and grows on you, Vestmann. Python is pretty straightforward and Bagginsbill has provided more than enough information in the tutorial that comes with it to get you started. And then, you can always ask here: we're keen to see more converts! :biggrin:

Haha thank you RobynsVeil.  I tried to understand a long time ago and didn't quite understand it.  I'll have another go at it soon and hopefully I´ll be converted to Matmaticnism ;)




 Vestmann's Gallery


bagginsbill ( ) posted Fri, 19 February 2010 at 10:03 AM

"I tried to understand ..."

My daughters used to cry about math class. They struggled to understand. I pounded into them, over and over, that there is nothing to "understand" - that math is just the manipulation of symbols using rules. You don't have to understand the rules, construct the rules, or explain the rules. Just memorize them and practice using them. Similar to golf clubs - you don't have to understand the physics of a 9 iron versus a 3 wood - just memorize when to use them and practice swinging them.

Now my oldest is in college and she is easily doing Calculus II and she has almost ZERO understanding of what she is doing. My youngest is Sophomore in highschool and has easily gotten A's in Algebra and Trig, and she will do the same in Geometry and Calculus.

This is the greatest mystery that was not revealed to me by anyone - I had to discover it on my own when I went to MIT and found myself overwhelmed. To be a mathematician, yes you must understand the math. To be a human, you just use it.


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)


ice-boy ( ) posted Fri, 19 February 2010 at 10:50 AM

the circle gradient is in the apollo eye shader from bagginsbil.


Dead_Reckoning ( ) posted Fri, 19 February 2010 at 12:21 PM

Quote -
It´s nothing fancy.  This is something I learned to do in Cinema 4D a long time ago.  I wish that Poser had gradient maps.  I made the gradient in Photoshop but this would be even simpler and more adjustable with procedural gradient maps.

Thank you.

I see now. I recall creating some like this in PSP for use in bryce. Could build a distant city this way.

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Dead_Reckoning ( ) posted Fri, 19 February 2010 at 12:24 PM

Quote - A radial gradient is easy to produce if you use matmatic.

r = Hypot(2 * U - 1, 2 * V - 1)

That's it. From there you can do things like:

clr = Blend(RED, BLUE, Bias(r, .8))
 

I haven't attempted Matmatic in awhile now.
The same version still works with Poser 8 and PP2010 Beta?

Thanks

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


Whichway ( ) posted Fri, 19 February 2010 at 1:58 PM

I'm glad to hear that something is happening with Poser Pro 2010. I've been using the beta for some time now, but there hasn't been a peep out of SmithMicro about it nor any way to feedback impressions short of bug reports (and no way to see outstanding issues other than my own, as far as I can tell.) Mind you, it's working quite well for me so far.

Whichway


Whichway ( ) posted Fri, 19 February 2010 at 2:00 PM

mariner - Yep, same version of matmatic works fine in both Poser 8 and Poser Pro 2010 beta.

Whichway


kobaltkween ( ) posted Sat, 20 February 2010 at 3:26 AM

Hypot?  wait, whoa, what's that function?  is that something that automatically produces a hypoteneuse given the two other sides?

and just to say, there's a thread here where bagginsbill goes through a few different uses of gradients with U and V.  i took all the images out of it because they're such useful combinations of nodes.  i can't remember how i found it, though.  i took the images because i kept having to find it and finding it difficult.



Dead_Reckoning ( ) posted Sat, 20 February 2010 at 5:04 AM

Quote - mariner - Yep, same version of matmatic works fine in both Poser 8 and Poser Pro 2010 beta.

Whichway

Thanks

"That government is best which governs the least, because its people discipline themselves."
Thomas Jefferson


bagginsbill ( ) posted Sat, 20 February 2010 at 8:20 AM

file_448428.jpg

> Quote - Hypot?  wait, whoa, what's that function?  is that something that automatically produces a hypoteneuse given the two other sides?

Well yes but it's not like you could not write it yourself:

def Hypot(x, y): return sqrt(x ** 2 + y ** 2)

Quote -
and just to say, there's a thread here where bagginsbill goes through a few different uses of gradients with U and V.  i took all the images out of it because they're such useful combinations of nodes.  i can't remember how i found it, though.  i took the images because i kept having to find it and finding it difficult.

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3106721&ebot_calc_page#message_3106721

I showed in that thread how using powers other than 2 produced interesting shapes besides round. The more general radial gradient (hypotenuse) with "corner power" control is:

def HypotCP(x, y, cp): return (Abs(x) ** cp + Abs(y) ** cp) ** (1 / cp)

I used Abs here to make it possible to use any power, not just even integer powers. (Negative numbers raised to powers is a problem for our gradient maker - so Abs makes sure they are all positive.)

You'll notice I used cp three times there. But this is actually just one function out of a whole family of functions where you can make each value of cp be different. For example:

def wacky(x, y): return (Abs(x) ** .5 + Abs(y) ** 3) ** (1 / 1.5)

If you then take that and render Blend(WHITE, BLACK, wacky(2U-1, 2V-1)) on a one-sided square you get the attached image.


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)


kobaltkween ( ) posted Sat, 20 February 2010 at 5:55 PM

no, i know it would be easy to write myself, i'm just more interested that it's there and i didn't know about it. there's lots of neat equations and relationships i learned in high school and have forgotten, so i'm curious as to how many are built into Matmatic.

thanks for the generalization of the equation, though.  very interesting stuff!



bagginsbill ( ) posted Sat, 20 February 2010 at 8:40 PM

Here are all the extras from matmatic Beta 1  (there are more now)

def NMag(x, y, z):
 return Abs(N(3x, 3y, 3*z))

def Hypot(x, y):
 return sqrt(pow(x, 2) + pow(y, 2))

def Steps(v, steps, min = 0, max = 1):
 max = float(max)
 return Floor(v * (.9999*steps)) * ((max - min) / (steps - 1)) + min

def Scale(v, in0, in1, ou0 = 0, ou1 = 1.0):
 if isInt(in0):
  in0 = float(in0)
 r = (ou1 - ou0) / (in1 - in0)
 v = v * r + (ou0 - in0 * r)
 return v

def InRange(v, vmin, vmax):
 return Min(GT(v, vmin), GT(vmax, v))

def Marble1(c1 = BLACK, c2 = WHITE, scale = 1, gc = 0, cv = .5, bias = .2):
 c = Clouds(0, 1, scale, Noise_Type=2, Global_Coordinates = gc)
 k = 1.0 / min(cv, 1 - cv)
 f = Abs(k * (c - cv))
 return Blend(c2, c1, Bias(f, 1-bias))

def Marble2(c1 = BLACK, c2 = WHITE, scale = 1, gc = 0, bias = .2):
 c = Clouds(0, 1, scale, Noise_Type=2, Global_Coordinates = gc)
 f = Min(Abs(4 * (c - .25)), Abs(4 * (c - .75)))
 return Blend(c2, c1, Bias(f, 1-bias))

def Marble3(c1 = BLACK, c2 = WHITE, scale = 1, gc = 0, bias = .2):
 c = Clouds(0, 1, scale, Noise_Type=2, Global_Coordinates = gc)
 f = Abs(3 * (c - .25)) * Abs(3 * (c - .75))
 return Blend(c2, c1, Bias(f, 1-bias))

def Agate1(c1 = BLACK, c2 = WHITE, scale = 1, gc = 0):
 f1 = Clouds(.2, 1, scale, 5, Noise_Type = 2, Global_Coordinates = gc)
 return Clouds(c1, c2, 1.2 - f1, 2 + 6 * f1, Noise_Type=2)

def Agate2(c1 = BLACK, c2 = WHITE, scale = 1, gc = 0):
 f1 = Clouds(.2, 1, scale, 5, Noise_Type = 2, Global_Coordinates = gc)
 f = FBM(1, .5, 2.286, 8, P(f1,0,0), P(0,f1,0), P(0,0,f1), 0, .5, .5, 2)
 if c1 != BLACK or c2 != WHITE:
  f = Blend(c1, c2, f)
 return f

def Agate3(c1 = BLACK, c2 = WHITE, scale = 1, gc = 0):
 f1 = Clouds(.2, 1, scale, 5, Noise_Type = 2, Global_Coordinates = gc)
 f = Turbulence(P(f1,0,0), P(0,f1,0), P(0,0,f1), Noise_Type = 2)
 if c1 != BLACK or c2 != WHITE:
  f = Blend(c1, c2, f)
 return f

def Wood1(rings = 10, c1 = BLACK, c2 = WHITE, x = 0, y = V, variation = 2, jitter = .5, bias = .5):
 z = x + y
 if variation:
  z += Clouds(0, variation * (1.0/ rings), 20.0 / rings, 2, 0, .5, .6, 0, 2)
 if jitter:
  z += Clouds(0, jitter * (1.0/ rings), 3.0 / rings, 2, 0, .5, .6, 0, 2)
 z = rings * z % 1
 if bias != .5:
  z = Bias(z, bias)
 return CheckBlend(c1, c2, z)

def Wood2(rings = 10, c1 = BLACK, c2 = WHITE, x = 0, y = V, variation = 2, jitter = .5, bias = .5, cx = .5, cy = .5):
 x = x - cx
 y = y - cy
 z = sqrt(x * x + y * y)
 if variation:
  z += Clouds(0, variation * (1.0/ rings), 20.0 / rings, 2, 0, .5, .6, 0, 2)
 if jitter:
  z += Clouds(0, jitter * (1.0/ rings), 3.0 / rings, 2, 0, .5, .6, 0, 2)
 z = rings * z % 1
 if bias != .5:
  z = Bias(z, bias)
 return CheckBlend(c1, c2, z)

def Wood3(rings = 10, c1 = BLACK, c2 = WHITE, x = 0, y = V, variation = 2, jitter = .5, bias = .5):
  return Wood2(rings, c1, c2, x, y, variation, jitter, cx=0, cy=0)

def Stain(clr, stainClr = Color(.8, .4, .2), strength = .4, opacity = .1):
 clr2 = Blend(clr * stainClr, stainClr, opacity)
 return Blend(clr, clr2, strength)

def Meter(v):
 i = Ceil(6 * HSV(v, 1, 0, 1))
 r1 = ColorRamp(BLACK, IColor(196,0,0),
    IColor(255,140,0),IColor(242,242,0), .33334 * i)
 r2 = ColorRamp(IColor(0,249,0), IColor(0,179,255),
    IColor(170,0,255),WHITE, .33334 * (i-4))
 return Blend(r1, r2, i >= 4)

def DiskMask(cx, cy, r, ir = 0, u = U, v = V):
 f = Sqrt(Pow(u - cx, 2) + Pow(v - cy, 2))
 if ir == 0:
  v = GT(r, f)
 else:
  v = GT(r, f) * GT(f, ir)
 return v.labelled("DiskMask()")

def Donut(cx, cy, r, w, p = 3, u = U, v = V):
 f = Sqrt(Pow(u - cx, 2) + Pow(v - cy, 2))
 return Blender(BLACK, WHITE, 1 - Pow(Abs(f - r) / (w/2.0), p)).labelled("Donut()")

def ListLookup(inp, values):
 n = len(values)
 last = values[-1]
 rv = None
 inp = 1.0/3 * inp
 for i in xrange(0, n, 4):
  j = min(i+4, n)
  groupValues = values[i:j]
  ngv = len(groupValues)
  bottom = i / 3.0
  if ngv > 1:
   same = not isNode(groupValues[0])
   if same:
    for k in xrange(1, ngv):
     if isNode(groupValues[k]) or groupValues[k] != groupValues[0]:
      same = 0
      break
   if same:
    ramp = groupValues[0]
   else:
    while j < i + 4:
     j += 1
     groupValues.append(last)
    index = inp - bottom
    ramp = ColorRamp(groupValues[0], groupValues[1], groupValues[2], groupValues[3], index)
  else:
   ramp = groupValues[0]
  if rv is None:
   rv = ramp
  else:
   rv = Blend(rv, ramp, bottom <= inp)
 return rv
 

def Interpolate(inp, values, gain = .5, bias = .5):
 n = len(values)
 nf = float(n)
 nf1 = nf - 1
 xdelta = None
 transvals = []
 i = 0
 lv = None
 ibias = 0
 while i < len(values):
  v = values[i]
  if v == 'gain':
   gain = values[i+1]
   i += 2
  elif v == 'bias':
   ibias = 0
   bias = values[i+1]
   i += 2
  elif v == 'ibias':
   ibias = 1
   bias = values[i+1]
   i += 2
  elif v == 'flipbias':
   bias = 1 - bias
   i += 1
  elif v == 'd':
   xdelta = values[i+1]
   i += 2
  else:
   if ibias and lv is not None:
    if v > lv:
     b = bias
    else:
     b = -bias
   else:
    b = bias
   i += 1
   transvals.append((v, xdelta, gain, b))
   lv = v
 values = transvals
 dx = 1.0 / (len(values) - 1)
 if n == 0:
  return inp
 if n == 1:
  return values[0][0]
 rv = values[0][0]
 lastx = 0
 asnumber = 1
 for v in values:
  if yieldsColor(v[0]):
   asnumber = 0
   break
 n = len(values)
 for i in xrange(1, n):
  cv = i / nf1
  v, xdelta, gain, bias = values[i]
  if xdelta is None:
   xdelta = dx
  x = lastx + xdelta
  bl = Scale(inp, lastx, x)
  lastx = x
  if gain != .5:
   bl = Gain(bl, gain)
  b = bias
  if b < 0:
   b = -b
  if b != .5:
   if bias < 0:
    bl = 1 - Bias(1 - bl, b)
   else:
    bl = Bias(bl, b)
  rv = Blender(rv, v, bl)
 if asnumber:
  rv.asNumber()
 return rv

def surfmodPortHole(cx, cy, holeRadius = .2, lipWidth = .03, lipHeight = 1):
 rv = SurfaceModifier()
 rv.Displacement = lipHeight * Donut(cx, cy, holeRadius + lipWidth/2, lipWidth)
 rv.Transparency = 1 - DiskMask(.5, .5, holeRadius)
 return rv

def surfDemoSkin(colorFile = None, blush = 1, freckles = 1, moles = 0, hue = 1,
 sat = 1, value = 1):
 #texture = Image_Map("V3BodyHi")
 spec = Blinn(WHITE - .1 * RED, .4, .3, .4)
 
 spec = spec + Specular(WHITE - .1 * RED, .2, .5)

 if colorFile is None:
  texture = SimpleColor(SKIN * .9)
 else:
  texture = ImageMap(colorFile)
 if hue != 1 or sat != 1 or value != 1:
  texture = HSV(texture, hue, sat, value)
 
 # darken texture for freckles
 if freckles > 0:
  spotColor = Color(.9, .9, .8)
  spots = Spots(WHITE, spotColor, .1, .5, .7)
  t = Bias(Clamp((2.5 * Comp(2, texture) -  Comp(0, texture)) * 2), .1)

  #texture = Blender(texture, BLUE, t).labelled("BLUER")
  texture = Blender(texture, texture * spots, freckles * t)
  
 disp = None
 # make moles
 if moles:
  moles = Spots(BLACK, WHITE, 1.02, .3, .8)
  texture = Blender(texture, .2 * ORANGE, moles)
  disp = .25 * Max(0, moles - .3)
 
 # blush FS-SSS
 # get amount to blush from this blender - index by diffuse
 blushBlend = ColorRamp(0, 1, .5, .3, Diffuse())
 # reduce blushBlend amount where specular is strong
 blushBlend = Clamp(blushBlend - .5 * spec)
 # adding blush here
 texture = Blender(texture, texture * Color(1.2,1,1), blush * blushBlend)
 
 
 # final diffuse here
 diff = Clay(texture, 1.2, .5)
 
 #bump = ImageMap("V3BodyBumpHi")
 bump = .007 * Spots(BLACK, WHITE, .01, .5, .2)
 
 trans = EdgeBlend(Max(FastScatter(WHITE, 1) - Clay(WHITE, 2, 2) - spec, 0), BLACK, 2)
 
 s =  EmptySurface(
  Alternate_Diffuse = diff,
  Alternate_Specular = spec,
  Bump = bump,
 )
 if disp:
  s.Displacement = disp
 return s

def surfDemoPortHole():
 s = Surface().labelled("DemoPortHole")
 sm = surfmodPortHole(.5, .5)
 s.Diffuse_Color = Blender(Clouds(GRAY7, WHITE), YELLOW, Gain(Bias(sm.Displacement, .8), .9))
 s.Transparency = sm.Transparency.labelled("PortHoleTransparency")
 s.Displacement = sm.Displacement
 return s

def dispColumnRing(v, w, d = 1, b=.5, g = .9):
 if v != 0:
  v = Abs(V - v)
 else:
  v = V
 return d * Gain(Bias(1 - Clamp(v * (1.0 / w)), b), g)

def dispColumnFlutes(flutes = 24, fluteBottom = .025, fluteTop = .025, taper = 2, taperbias = .7, twist = 0, trans = 0, chunk = 8):
 d = .2 * (Bias(Clamp((Cos(flutes * 2 * pi * (U + twist * V)) + 1) * .6), .3) - 1)
 flute1 = fluteBottom
 flute0 = flute1 - .01
 flute2 = 1 - fluteTop
 flute3 = flute2 + .01
 d = d * Min(
  Bias(Clamp(Scale(V, flute0, flute1)), .9),
  Bias(Clamp(Scale(V, flute3, flute2)), .9)
 )
 if chunk:
  cv = (V * chunk) + .5
  cv = cv - Floor(cv)
  d = d + (Bias(Clamp(30 * chunk * Abs(cv - .5)), .9) - 1) * .1
 d += taper * (Bias((1 - V), taperbias) - 1)
 d = d * LT(Abs(N(0, 1, 0)), .01)
 return d

pi = 3.141592654

class V3Collection(Collection):
 materials = [
  'SkinTorso',
  'SkinHip',
  'SkinHead',
  'SkinScalp',
  'Lips',
  'EyeSocket',
  'InnerMouth',
  'Nostrils',
  'Lacrimal',
  'Eyelashes',
  'Eyebrows',
  'Teeth',
  'Gums',
  'Tongue',
  'PubicHair',
  'SkinLeg',
  'Nipples',
  'LCornea',
  'LEyewhite',
  'LPupil',
  'LIris',
  'SkinFeet',
  'SkinForearm',
  'SkinHand',
  'Fingernails',
  'SkinArm',
  'Toenails',
  'SkinNeck',
  'RCornea',
  'REyewhite',
  'RPupil',
  'RIris',
  'Preview',
 ]
 # pseudo materials
 transparent = EmptySurface(Transparency = WHITE)
 Skin = None
 SkinBody = 'Skin'
 FacialHair = None
 InnerMouth = None
 Eye = None
 Cornea = 'Eye'
 Eyewhite = 'Eye'
 Pupil = 'Eye'
 Iris = 'Eye'
 Nails = 'SkinBody'
 # real materials
 SkinTorso = 'SkinBody'
 SkinHip = 'SkinBody'
 SkinHead = 'Skin'
 SkinScalp = 'SkinHead'
 Lips = 'SkinHead'
 EyeSocket = 'SkinHead'
 InnerMouth = 'SkinHead'
 Nostrils = 'SkinHead'
 Lacrimal = 'SkinHead'
 Eyelashes = 'FacialHair'
 Eyebrows = 'FacialHair'
 Teeth = 'InnerMouth'
 Gums = 'InnerMouth'
 Tongue = 'InnerMouth'
 PubicHair = transparent
 SkinLeg = 'SkinBody'
 Nipples = 'SkinBody'
 LCornea = 'Cornea'
 LEyewhite = 'Eyewhite'
 LPupil = 'Pupil'
 LIris = 'Iris'
 SkinFeet = 'SkinBody'
 SkinForearm = 'SkinBody'
 SkinHand = 'SkinBody'
 Fingernails = 'Nails'
 SkinArm = 'SkinBody'
 Toenails = 'Nails'
 SkinNeck = 'SkinBody'
 RCornea = 'Cornea'
 REyewhite = 'Eyewhite'
 RPupil = 'Pupil'
 RIris = 'Iris'
 Preview = None
 


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)


kobaltkween ( ) posted Sat, 20 February 2010 at 8:49 PM

woot!  thanks so much!



GeneralNutt ( ) posted Wed, 24 February 2010 at 11:32 PM

I have a question about the glowing box and reflections. Is there a way to have it produce the light but not be seen in reflections?



bagginsbill ( ) posted Thu, 25 February 2010 at 12:27 AM

Nope


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)


GeneralNutt ( ) posted Thu, 25 February 2010 at 12:58 AM

Kinda figured, but was hoping.



ice-boy ( ) posted Thu, 25 February 2010 at 6:18 AM

you can turn of your reflection in the shader. then in the next render you render out only reflections and ''screen'' it on top of your IDL render with GIMP or Photosop.


GeneralNutt ( ) posted Thu, 25 February 2010 at 11:09 PM

I wanted to know if it could be done without post work, but I'll keep that in mind for the future, screen wasn't something I had thought of. I wonder if the reflections would be to dim though. I'll have to try that out.



ice-boy ( ) posted Fri, 26 February 2010 at 12:05 PM

i think the render also ''screens' reflections and specular . so i think it would e very similar.

it would be great if we could manipulate what is reflecting and what is not. or for example what lights are used on specific props.i would also like to have an option to turn of IDL on props. for example i have a window infront of my M4 head.i use it for reflections on the eyes. but i dont want it for IDL. i dont want it to generate light. but we can not do this.

for example raytraced shadows are just wrong for hair. WETA,ILM,PIXAR are not using raytraced shadows for their hair. it would kill their machines. they use deep shadows which are similar to shadow maps. in their software they can tell their software that the hair should use specific extra lights. and those lights dont have raytraced shadows.

imagine using shadow maps for hair. it looks better because it gives it a more softer look. and is faster.


Vex ( ) posted Mon, 26 April 2010 at 2:43 PM · edited Mon, 26 April 2010 at 2:45 PM

file_451918.jpg

 boy does this thread ever make me feel like a pea-brain.

I'm not even sure how or why i read all this stuff when i have no idea what it all actually means! 

Anyhow - Bagginsbill, i downloaded your studio, and i love it ( duh ) but I noticed on your renders, my renders, and a few other renders posted here, we still have those annoying black.. .. blobs. in the corners of the lips, and if you recall awhile back I was having them with clothing resting too close to skin?

What i was wondering, still no way to get rid of that? I've toyed with settings all morning and i can't find a magical solution to getting rid of it.



bagginsbill ( ) posted Mon, 26 April 2010 at 3:20 PM · edited Mon, 26 April 2010 at 3:21 PM

Sorry. As far as I know, there is no way to get around these. Send SM a note. When they get a lot of feedback about these sorts of problems, they fix them. If they don't, they don't.

Otherwise, that's a damn fine render.


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)


gamedever ( ) posted Mon, 26 April 2010 at 3:43 PM

 Bagginsbill, will you be able to get time to finish that outdoor tutorial for us? We'd love to still see it.


Vex ( ) posted Mon, 26 April 2010 at 3:44 PM

 Yeah i'm gonna have to. I love IDL but with those blobs it makes me sadpanda.

Omg that a trash render :P I have some recent ones that look lots better. Tweaked the VSS settings and did with the GC. I just wish I could use those shorts without the goofy artifacts. I went to a different pair of shorts and there's only 1 or 2 minor spots.

If only I could package my character with your awwwwwesome shaders.

I'll post some new renders in a bit. having to re-do some settings since I crashed poser with low mem error >< 8gb and 1TB hd space, you'd think low memory error would be a thing of the past.



bagginsbill ( ) posted Mon, 26 April 2010 at 3:51 PM · edited Mon, 26 April 2010 at 3:52 PM

You can package your character with my shaders. You can't redistribute the templates that I give you, but once applied to your figure (synchronized) with your settings and your textures, you can include it with your character as a mat-pose or mc6 material collection.

All you gotta do is mention that your product uses VSS shaders by me. Done. No money.


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)


bagginsbill ( ) posted Mon, 26 April 2010 at 3:52 PM

Quote -  Bagginsbill, will you be able to get time to finish that outdoor tutorial for us? We'd love to still see it.

Doh. Forgot all about it.

I'll try to get to that soon.


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)


Vex ( ) posted Mon, 26 April 2010 at 4:05 PM

 holy cow BB. You deserve some kind of super high medal of honor! You are such an amazingly selfless individual!

you're my hero.



ThunderStone ( ) posted Fri, 30 April 2010 at 6:06 PM

I did  a render in Poser Pro 2010. I think it can out ok... Could be because of the skin texture I used but other than that, I'm impressed by how it turned out in PP2010... A Queen's Portrait.


===========================================================

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

 


Faery_Light ( ) posted Fri, 14 May 2010 at 2:55 PM

file_452905.jpg

I only have Poser 7 but I decided to download the Studio Lights set and try it anyway.

This is an image I'm working on for a promo when odf releases the final Antonia.
By adding Satin Studio props in the scene, this is how it turned out.

My texture here is a very pale so the original light color made her look albino so I adjusted the color in Photo-shop.


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


bagginsbill ( ) posted Fri, 14 May 2010 at 3:02 PM

Very pretty. Did you use the VSS prop in the scene or a different one?


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)


Anthanasius ( ) posted Fri, 14 May 2010 at 3:03 PM

VSS ? Why ?

Génération mobiles Le Forum / Le Site

 


hborre ( ) posted Fri, 14 May 2010 at 3:06 PM
Online Now!

Gamma Correction for one.


Anthanasius ( ) posted Fri, 14 May 2010 at 3:08 PM

hihi

Génération mobiles Le Forum / Le Site

 


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