Boni opened this issue on Jan 22, 2014 · 28 posts
Boni posted Wed, 22 January 2014 at 4:38 PM
Attached Link: Shroedinger's Package
I had a happy accident with an image I did (see attached) and am working on a similarly lit scene. I want to use another hair piece for the new image but I'm not sure which hair models will do this. I have most of the older hair models from DAZ, some from here ... and wonder if anyone else has tried making realistic specular effects on hair for high intensity lighting. What hair works better. I know, I just want to save hours and hours of render time testing hair. I can be soooo lazy. ;).Thanks for the help guys.
Boni
Boni
"Be Hero to Yourself" -- Peter Tork
hborre posted Wed, 22 January 2014 at 6:14 PM
Why don't you just copy the shader arrangement from the hair that worked well for you to the other hair model? Use the same node values as before.
grichter posted Wed, 22 January 2014 at 9:58 PM
I do what hborre suggests all the time. Copy a shader into some other item and disconnect the maps of the copied from and reconnect the maps of the copied too and then used the macro on the right side of the materail room to delete detached nodes to clean things up.
What you have to watch out for in hairs especailly older ones is the specular could have been baked into the texture to start with and the results of the above method will not look the same.
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
EnglishBob posted Thu, 23 January 2014 at 4:37 AM
The trouble is, part of the beauty of a happy accident is that it takes no effort... :) I doubt the same will be true when you try to replicate it.
As grichter says, highlights which are 'baked' into the hair texture can be a hindrance. Sometimes they work for you, sometimes they don't. There was some discussion around this subject, but I don't recall any real conclusion being reached.
I sometimes remove the texture map from transmapped hair, and leave just the transparency and a solid colour. This looks muddy by itself, as if the hair hasn't been washed recently, but you may have some luck adding your own specular effects back into that mix.
vilters posted Thu, 23 January 2014 at 5:33 AM
Now,
connect the hair diffuse map into displacement and set displacement to 0.1 for extra realistic results.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
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faster then your angel can fly"!
Boni posted Thu, 23 January 2014 at 9:33 AM
Wow, some great suggestions. Thank you very much. I will try these and let you know the results.
Boni
"Be Hero to Yourself" -- Peter Tork
Boni posted Thu, 23 January 2014 at 3:25 PM
Boni
Boni
"Be Hero to Yourself" -- Peter Tork
EnglishBob posted Fri, 24 January 2014 at 4:07 AM
I think I'm not getting ebots for this thread. That's what I think. :-)
But to answer your question... The hair highlights haven't worked nearly as well on this one as they did on your original "happy accident". Here, they look metallic and generally false. Whatever you did on Schoadinger's Package hasn't happened here, unfortunately.
Is it the same hair? You could just save a material collection from the Schoadinger's Package hair and apply it to the new scene. There may be something going on with the lighting or render settings, but that should help at least.
(I know we're talking about the hair, but those chairs look as if they could do with smoothing turning on - and of course there's pokethrough on her clothes, which I dare say is on your 'to-do' list already!)
Quote - Now, connect the hair diffuse map into displacement and set displacement to 0.1 for extra realistic results.
0.1 what? Not metres, hopefully? :P
hborre posted Fri, 24 January 2014 at 8:24 AM
If we are referring to the female hair, the specular value looks complete blown; too much specularity. The other issue, as grichter posted, is baked-in specular highlights into the image map which is much more difficult to control. Englishbob's map substitution solution is feasible, granted that the images are close to the same in detail, composition and resolution. Without seeing the actual hair texture map, it will be difficult to suggest a solution.
Anthanasius posted Fri, 24 January 2014 at 11:41 AM
Miss Nancy posted Fri, 24 January 2014 at 1:09 PM
bill's shader looks good IMVHO. am hoping somebody will create standard fresnel node set-up for hair, e.g. diffuse node blended with colour math node into which goes reflection and blinn (or other specular). he posted this shader in other thread, but it may not yet be ready for use with hair (no way to plug in texmap yet).
p.s. très jolie votre avatar!
Anthanasius posted Fri, 24 January 2014 at 6:21 PM
Anthanasius posted Fri, 24 January 2014 at 6:23 PM
Miss Nancy posted Mon, 27 January 2014 at 12:21 PM
those also look good. did he do one with scatter? if you backlight somebody's head, you can see the scattering, and black hair tends to scatter everything but blue with global illumination. hair also reflects the scene around it, depending on how clean and smooth it is.
Anthanasius posted Tue, 28 January 2014 at 10:57 AM
Hum ... Poser isn't so beefy to use sss and reflection at the same time on hair :lol:
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toastie posted Mon, 03 February 2014 at 7:04 AM
Can someone tell me where to find BagginsBill's hair shaders please? Looked on his Google site and can't see them anywhere.
hborre posted Mon, 03 February 2014 at 9:11 AM
This may be the link for the BB hair shader.
https://sites.google.com/site/bagginsbill/free-stuff/random-shaders
There was also a VSS prop for hair which I couldn't find straight off.
hborre posted Mon, 03 February 2014 at 9:13 AM
https://sites.google.com/site/bagginsbill/file-cabinet
Hair Prop VSS
toastie posted Mon, 03 February 2014 at 9:23 AM
Thanks!
Is it the file VSSM4HairBooster.zip then? There didn't seem to be anything else to do with hair and I was looking for the ones that were shown earlier in the thread.
hborre posted Mon, 03 February 2014 at 9:28 AM
Those are the only 2 I am familiar with on his site. I do believe that the M4 hair booster is his latest.
toastie posted Mon, 03 February 2014 at 9:31 AM
Ok. Thanks.
There were three that Anthanasius posted above that looked really good so those were the ones I was trying to find. I s'pose I could just copy the settings instead.
hborre posted Mon, 03 February 2014 at 9:48 AM
I can verify that the first Anthanasius image post is from the VSS Prop.
toastie posted Mon, 03 February 2014 at 9:58 AM
So I need to download the VSS prop as well? Ah, Ok. I thought the shaders were something separate so that's why I was having trouble finding them before.
Thanks again.
hborre posted Mon, 03 February 2014 at 12:36 PM
piersyf posted Fri, 28 February 2014 at 7:02 PM
very subtle baked specularity, or even better, none.
run snarly's scene fixer to fix the trans maps. Improves hair density
Miss Nancy posted Mon, 03 March 2014 at 12:00 PM
kozaburo-sama found same thing: bake in specular of poser hair, going back to P4. poser can simulate specular on hair with direct or indirect lite, but I'm not seeing any fresnel shaders for hair yet. bill added schlick approx. in first shader posted above by anthan, and that's about it.
not certain about this, but some of 'em may still be turning off raytracing for hair, to speed it up.
shedofjoy posted Wed, 05 March 2014 at 6:52 PM
Attached Link: Hair shader
A link into my old hair shader. which sadly i no longer use as i render in reality 3. although i still have my more advanced versions stored somewhere in my runtime.Getting old and still making "art" without soiling myself, now that's success.
WandW posted Wed, 05 March 2014 at 10:03 PM
Quote - A link into my old hair shader. which sadly i no longer use as i render in reality 3. although i still have my more advanced versions stored somewhere in my runtime.
That looks really good. However, I couldn't find the actual shader anywhere in the thread...
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