Banpei opened this issue on Dec 02, 2011 · 8 posts
Banpei posted Fri, 02 December 2011 at 3:51 PM
I'm kind of naive when it comes to lights and materials, so I'm having this problem where any white object I have in a scene, when hit by IBL lights in Poser Pro 08 ( such as these: http://www.renderosity.com/mod/bcs/catwalk-/60715 ), it becomes extremely oversaturated, like I have the white balance set way too high for it. Does anyone know what I would have the change in the Materials tab to get it to appear just like a white sheet of paper under a light and not reflecting everything that hits it?
hborre posted Fri, 02 December 2011 at 4:14 PM
There is no such a thing as PoserPro 08. It does have a proper name such as PoserPro, PoserPro 2010 or PoserPro 2011. Another issue, the Pro series does have gamma correction defaulted to 2.2 in the render setting which means that the lilght set you are trying to use has not been optimized to gamma correction settings. The lights are too hot, meaning they are set at too high an intensity. You will need to tweak these setting to a lower value to compensate.
vilters posted Fri, 02 December 2011 at 4:40 PM
Are you rendering with IDL?
Are you inside BB's phere?
Forget IBL, or reduce its settings to close to equal to non existent.
Sorry, trying to write it nicely.
RELAX, sit back, relax some more, sip some coffie, read with a smile :-)
Ready, Ok, here we go :-)
This afternoon I went outside.
Called Mr Scotty to beam me up into the Enterprice.
With dear Capt Kirk and the smart earman, we took a round trip to the sun.
We searched, visually and with all the sensors on board, but the result was quite as expected.
So here is the scientific conclusion that we entered in todays starlogs:
Lady's and gentlemen, and my dearest Poser friends:
There is NO image on the sun.
Well, actually, that is all I have to say about Image Based Light. ;-)
PS , I also checked all lightbulbs here in the house, but no luck. :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Banpei posted Sat, 03 December 2011 at 1:33 AM
Ah yeah, I meant Poser Pro 10...I think I was idly reading something at work and it must have gotten my wires crossed. LOL well thanks hborre, I'll take a look at my gamma settings...I do remember that I unchecked that box for some reason a while ago.
Virtua36 posted Sat, 03 December 2011 at 12:10 PM
Mec4D once suggested to set the diffuse channel of every object or character in a scene
to RGB 127 grey to avoid oversaturation.
It's a lot of work,if the objects or characters have many material zones,but it works !
hborre posted Sat, 03 December 2011 at 12:53 PM
Many of the old standards no longer apply because the software has gotten better. Anything involving IDL in the most current Poser iterations do better, render-wise, with diffuse_values less then 100%. The lights and shaders interactions are more realistic and respond as they should without introducing hacks or faking certain conditions.
IBL introduced a level of creating ambient lighting realistically based on HDRI data plugged into the lightsets. But with the introduction of IDL, you no longer need to fake ambient lighting. Place a self lit skydome into the scene, plug in a good HDRI, and you have all the most realistic ambient lighting you can ask for.
Banpei posted Sat, 03 December 2011 at 2:51 PM
Quote - Place a self lit skydome into the scene, plug in a good HDRI, and you have all the most realistic ambient lighting you can ask for.
AHHHHH that's exactly the sort of effect I was looking for! Thanks hborre!
hborre posted Sat, 03 December 2011 at 3:09 PM
The skydome provides the ambient lighting which fills shadowed area as realistic natural lighting does. However, the problem with this type of lighting is you lose diffuse and specular effects, the renders come out rather bland. Most individuals will recommend a self lit skydome (Bagginsbill has the perfect one called an envsphere and it is free), and one infinite light at approximately 70% to similate a sunny day. Run your render using IDL to simulate natural reflectiveness between surfaces.
The only other factor present in the Pro series is gamma correction; this will actually enable you to use less light sets at a lower intensity to get a well balanced scene. Considering that many light sets can and will increase your render time, this becomes a resource savings at best.
The link below is an example of what I described above. There is a nudity warning, be adviced.
http://www.renderosity.com/mod/gallery/index.php?image_id=2152637&user_id=343328&np&np