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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: rival Vray with P12? Dosch


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lmckenzie ( ) posted Thu, 08 March 2012 at 6:24 PM

"smart IBL loader"

Great utility. Even if there's not a plugin for your app e.g. Vue, the free HDRIs are well worth downloading.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


moriador ( ) posted Fri, 09 March 2012 at 12:23 AM

Quote - Finally I changed the shaders. I did not change texture files - they are what comes with the product. I would change them for procedurals, myself, but I want to show what you can do just by shader changes.

After changing the shaders to good ones, I adjusted light levels. It's not worth tuning light levels until the shaders behave themselves. Otherwise, you're chasing something you should not be chasing.

Now it's starting to look like something.

Render time: 25 minutes.

My computer has Intel I7 860 CPU and 8GB of RAM, FYI.

So have people become so accustomed to the magic that no one has said, "Wow!" yet?

It's an impressive transformation indeed.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


LaurieA ( ) posted Fri, 09 March 2012 at 7:09 AM

Yes, it is ;)

Laurie



MistyLaraCarrara ( ) posted Fri, 09 March 2012 at 9:22 AM

Quote - "The shader first, or lighting first, or trying to do both at once and ending up pitching something across the room, was one of the big reasons I gave up. Shaders, and scenes, and lighting, and render settings are so inter-dependent, you can really get lost."

Well  I am lazy and tend to use ALOT of preset lighting rigs
Like the free "smart IBL loader" for C4D  both AR& Vray

Cheers

 

the Milkyway preset sounds familiar.

...

i can't find it again, but pretty sure i originally found it in one of these archives

http://www.hdrlabs.com/sibl/archive.html

smart IBL from siggraph 2008

http://www.hdrvfx.com/resources.html



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MistyLaraCarrara ( ) posted Fri, 09 March 2012 at 2:50 PM · edited Fri, 09 March 2012 at 2:58 PM

could a mirror behind the bar reflect light back into the scene?

i saw the bounces sample renders in the photons thread.  The 40 bounces seemed darker.

 

i'm so psyched to go home tonight and start playing.  And some dabbling with the foggy/smoky room atmospherics.  couldn't use them before on my old pc.

well, after a glass of wine and recovering from my first haircut in over 12 years.  trauma triage to ER, short hair shock.  ahhhhh

edit:  it's kinda funny lights don't have the 'light emitter' tickbox.



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bagginsbill ( ) posted Fri, 09 March 2012 at 3:19 PM · edited Fri, 09 March 2012 at 3:19 PM

In Poser, a mirror is a specular reflector and this does not reflect light back into the scene. However, we can add an invisible diffuse reflector that would reflect light back into the scene. (As does every other object in the room that isn't a mirror.)

The 40 bounces seems darker because I did it with physical accuracy - each bounce is only 90% as bright as what arrived. It is impossible to achieve 100% reflection in the real world.

So the first bounce is 90%, the second is 90% * 90% = 81%, the third is 90% to the 3rd power = 72.9%. After 12 bounces it is 90% to the 12th power = 28.2%. After 40 bounces it is 90% to the 40th power = 1.48% of the original brightness.


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)


MistyLaraCarrara ( ) posted Fri, 09 March 2012 at 3:27 PM

a real mirror is a glass over  ???  i've never looked to see what was behind the glass in a mirror.  silver?

the light reflections should bounce off what's through the glass. 

oh wait, Alice is through the looking glass.



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bagginsbill ( ) posted Fri, 09 March 2012 at 3:28 PM · edited Fri, 09 March 2012 at 3:31 PM

file_479308.png

The most important shader that I used in the scene is BBGlossy. You can find it in this thread:

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2812046

in the post made Sep 29, 2010 3:32 PM.

Of all the uses, the most important is the floor.

The attached image shows how I configured it.

Before changing it, I selected the existing color map and copied that into the clipboard. Then I loaded BBGlossy, and pasted the image back.

Then I connected it to the BBGlossy PMC:Color node, which should be white. White times whatever you plug in = whatever you plug in. Got it? White = 1. 1 times X = X.

If you want to "stain" the floor, change that color from white to orange or brown. Exciting options!!

Then I adjusted IOR, Reflectivity, and Blur as you see.

Floors are walked on. Floors are scuffed and dusty. They are not perfect reflectors. The realism here comes from subtlety, not overt in-your-face reflections.


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, 09 March 2012 at 3:29 PM

Quote - a real mirror is a glass over  ???  i've never looked to see what was behind the glass in a mirror.  silver?

the light reflections should bounce off what's through the glass. 

oh wait, Alice is through the looking glass.

A glass over aluminum, usually. Aluminum is an extremely high reflector - more than just about every other affordable metal and even more than silver, when it is done right and sealed against contact with air.


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)


MistyLaraCarrara ( ) posted Fri, 09 March 2012 at 3:36 PM

it would be interesting to see how a metal would render behind a glass.

I have to run for my bus home.  Cheers!



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scanmead ( ) posted Fri, 09 March 2012 at 4:38 PM

Curse you, bagginsbill! j/k I'd comfortably settled in to checking nonsense sites and playing flash games, and now you have me all curious about why your shaders are correct and so many others look radioactive. And what VRay would do with a physically correct mirror, thanks to MLP. And how your shaders can be interpreted in other platforms. And what in the freakin' universe you don't know. ;) 

I've adjusted bounces (down) in renders, but nowhere was there ever a mention of each one being 90% of the previous. I'm truly hoping that's built in to the render engine's code.

One question: When you said you start building a shader, you use a standard bright light as judged by your light meter. Do you mean bright light as in a 100 watt bulb, or bright light as in sunlight, or something else?


ice-boy ( ) posted Sun, 11 March 2012 at 6:26 AM

Quote -

"i received a reply from Vray -
Quote - "
Currently, there are not any plans for Poser support."
Hi you do realize that even if, by some bizarre miracle, they created a vray for poser it would likely cost
between $990-$1200 USD right??
if you really are willing&determined to spend hundreds to get better poser content renders
you should consider VUE

Cheers

i think vray standalone is 350eur http://www.evermotion.org/modelshop/show_product/v-ray-standalone/2703/0/0/

 

but Blender's cycles will have everything in 12 months. motion blur,DOF,SSS,fog,and fast reflections.

in 12 months i think we should start working on a bridge between Poser and blender's cycles.


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