Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
flipped polys? happens sometimes on import.
All objects were created from the original imported mesh. In the 1st and second pictures you can see the top side of the shapes correctly lit by light. When the polys are flipped in the group editor the objects appear lit from below, so they aren't flipped.
The "Light Emitter" box should be ticked, unless you have some specific reason to not do so.
With that top math node set to add, open its preview box so we can see the result of the math operation. You might also edit the node titles; there are a lot of appended underscores and digits.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
The "Light Emitter" box should be ticked, unless you have some specific reason to not do so.
With that top math node set to add, open its preview box so we can see the result of the math operation. You might also edit the node titles; there are a lot of appended underscores and digits.
I'm not using IDL, so I didn't think they needed to be set as light emitters... I actually need to render each object individually as elements for a 2D parallax effect, so I specifically don't want them lighting each other indirectly. The underscores came from copying the initial material as the objects were cloned multiple times, I wish they were all cleaned up, but it's not causing any problem that I know of... Anyway, this wasn't necesarily the effect I was going for, but it shows that they all now render properly. The light is a point light just behind the metal ball, which is my focal object.
You have a multiply node, but vast swaths of the lower map are zero, which will give you a diffuse and specular value of zero for those areas. Try putting in a math node adding a small value such as 0.2 to the lower map and see what happens...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."You have a multiply node, but vast swaths of the lower map are zero, which will give you a diffuse and specular value of zero for those areas. Try putting in a math node adding a small value such as 0.2 to the lower map and see what happens...
Somewhere between setting it up and running into the problem it worked as intended. The lower map was supposed to multiply the top one. Where the area is white the rocks would be more pronounced, and as the area turns black they would be blended out. What Poser has no way of showing in this room is what part of the material preview square falls into the object's UV space.
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I've spent the last hour or so wracking my brain trying to figure out why this set of props doesn't want to receive light. Any ideas what might be happening here?