Forum: Poser - OFFICIAL


Subject: Going For Photorealism

Steeleyes101 opened this issue on Mar 27, 2013 · 11 posts


Steeleyes101 posted Wed, 27 March 2013 at 9:13 AM

Attached you see two pieces I’m working on that will part of a series of renders that will feature extreme close-up’s.

My problem is I want the skin to look as close to photo realistic images as possible; so I was wondering if someone could give me a few lighting and rendering tips as to how I might best achieve my goal.

Thanks much

Steel 


jfbeute posted Wed, 27 March 2013 at 10:27 AM

Probably your best bet would be to wait for Reality 3.


foxylady1 posted Wed, 27 March 2013 at 10:49 AM

Did you try this

http://snarlygribbly.org/3d/forum/viewforum.php?f=27&sid=96dcef5468de4d9364b41738eb010b77

It is a great script and I am guessing that you use P9 or PP2012


mgtcs posted Wed, 27 March 2013 at 11:39 AM

I think you should use IDL lighting Elliot!

Monica  


hborre posted Wed, 27 March 2013 at 11:45 AM

What you really need is a good bump mapping for all the skin textures.  The surfaces are too smooth and imperfection free.  And you are missing quite a bit of ambient occlusion around close proximity surfaces, for example, between the ring and finger.


Steeleyes101 posted Wed, 27 March 2013 at 12:06 PM

Hborre not sure Im undestanding "bump mapping"  could you direct me to some place where I can get exampls and tutorails

Also "ambient occlusion"

where can I learn more


LaurieA posted Wed, 27 March 2013 at 1:38 PM

I use point lights for lights w/inverse square falloff. Looks better IMVHO :) I also render inside an invisible box. I have it turned off in camera but it's still a light emitter so it will bounce the light around.

Laurie



Photopium posted Wed, 27 March 2013 at 1:52 PM

Turn off texture filtering in the material settings, that's a start.  IDL is another.  A Better texmap is still another.


MistyLaraCarrara posted Wed, 27 March 2013 at 2:45 PM

Quote - I use point lights for lights w/inverse square falloff. Looks better IMVHO :) I also render inside an invisible box. I have it turned off in camera but it's still a light emitter so it will bounce the light around.

Laurie

 

do light emitters work without IDL turned on?



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LaurieA posted Wed, 27 March 2013 at 2:48 PM

Quote - > Quote - I use point lights for lights w/inverse square falloff. Looks better IMVHO :) I also render inside an invisible box. I have it turned off in camera but it's still a light emitter so it will bounce the light around.

Laurie

 

do light emitters work without IDL turned on?

I'm not certain, but I think not. No IDL, no light bounce. I was also talking the light emitter checkbox on an object, not a glowing material. In order for an object to bounce light, the "light emitter" checkbox needs to be checked.

Laurie



hborre posted Wed, 27 March 2013 at 2:55 PM

A bump map is similar to a displacement map but it does not have the same impact on the mesh.  Displacement maps can distort and change the mesh.  The Poser Manual does explain the difference between the two. 

Smith-Micro does have a tutorial/explanation on ambient occlusion, but, in a nutshell, ambient occlusion occur in areas where surfaces are in close contact creating realistic shadows in inner corners, crevices and crannies.  You can either add ambient occlusion through lights or material based nodes.  And it can be evaluated in IDL.