Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 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.
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 ;)
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)
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
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...
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 ;)
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)
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)
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.
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]
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 ;)
"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)
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
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
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
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.
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.
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)
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!
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)
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.
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.
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)
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.
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)
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)
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
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.
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)
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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.