Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)
Thaat's caustics and ATM poser can't do those. It looks like Poser 11 will, if you cam wait and afford the upgrade. Otherwise, you'll have to fake them. One thread for this is here http://www.renderosity.com/mod/forumpro/?thread_id=2695748& Look at what bagginsbill said.
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I use Poser 13 and win 10
Thaat's caustics and ATM poser can't do those. It looks like Poser 11 will, if you cam wait and afford the upgrade. Otherwise, you'll have to fake them. One thread for this is here http://www.renderosity.com/mod/forumpro/?thread_id=2695748& Look at what bagginsbill said.
And when is Poser 11 supposed to come out? I hope it works better that 10 and 2014 did.
Thaat's caustics and ATM poser can't do those. It looks like Poser 11 will, if you cam wait and afford the upgrade. Otherwise, you'll have to fake them. One thread for this is here http://www.renderosity.com/mod/forumpro/?thread_id=2695748& Look at what bagginsbill said.
All right then. I have Vue 2014. Maybe I can get it and get it to work in that.
Here is a capture of the infinite light materials pane. This was an experiment for me, trying to achieve what you posted about. I had never added an image map to an infinite light other than hdr/environment types. At default with the image applied it projected multiple tiled versions. So, I decided to try changing the U and V scale and offset values, and it eventually gave me the expected result.
The values in Atmosphere materials Are:
Volume On
Vol_Color = white
density= .025
stepsize= .8333
When I made the render I had unknowingly left Ambient Occlusion On for the light and it was set to .7.....The rays are still visible with it set OFF, but are somewhat less intense. The render speed without AO is much quicker. Also the light atmosphere strength = .01
My render has a lot of bizarre artifacts from the atmosphere. The building probably needs to be very tight at the seams to eliminate that. Possibly doing several versions of the render with various settings/combinations and then compositing as layers could get rid of the noise. Much more experimenting is needed!
The UV scaling was relative to the size of the window in my scene. Increasing the scale made the tiled image larger, until it matched the size of the opening. Also, you do not have shadows checked. I think that might make a huge difference. I suggest experimenting without the atmosphere being active, to get the image projection to align.
Is the half-circle with the design a window in a wall of a building? In my render the projection is the same map which is used for a stain-glass window which is the only opening in an otherwise solid wall. The window is still a mesh with transparency. Your room looks like it has a lot more light shining, even in the stage display. In mine the non-rendered stage is very dark, no light on the opposite side of the objects facing away from the single active infinite light.
What building are you using for your render, mdbruffy?
If I know what it is, perhaps I can download it and give this a try. Poser 9 and 10 both have the same basic firefly render settings (IDL, et al). I have both Poser 9 and 10 on my laptop. I can try this in both.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
I tried several things but nothing really worked. But here are some things I learned from the pz2:
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
No, you're misunderstanding what I am telling you. You model the window but not all of the internal parts. In essence, you would have a disc up there, and the stained glass would all be texture map and bump maps.
Like this: Here is the Hi-res ball
Hi-Res ball with texture and bump maps. None of the globe was modeled into the ball. It's a blank.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Miss Nancy posted at 7:49PM Mon, 24 August 2015 - #4223800
try this:
YWIA
Miss Nancy, which light? I'm not clear on what you're showing me.
There has to be some other factor causing the light to shine on the wrong sides of the walls. Although the spotlight is undoubtedly a better choice than the infinite light, I was still able to get the texture to shine properly with an infinite light. How is that texture being tiled on the far wall? If the lightsource with the map is outside, it should not be there.
It's splashed all over the set. Thing is, you can see where the light from the spotlight hits the floor- That's exactly where I want it.
Note to Miss Nancy: If I send you my e-mail in a private message, could you send me a copy of your scene file? If I compare EVERY setting, I might be able to figure this out.
If you don't want the image tiled, why do you have the Image_Mapped value set to Tile?
I've waited several days to see if anybody would notice that.
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 at 10:20AM Tue, 25 August 2015 - #4223969
If you don't want the image tiled, why do you have the Image_Mapped value set to Tile?
I've waited several days to see if anybody would notice that.
Miss Nancy had her settings set to Tile and I set mine exactly to match.
Just tried with Alpha, None and clamped and got the same result.
There are details within details within details here.
If you're
Then the tiling does not apply and doesn't matter what you set it to.
If however, you're trying to scale the image to less than 1 in either dimension, then the Tile parameter value does matter and will reveal a difference.
If you're doing this with an infinite, not a spotlight, then it can only tile, and ignores the image if you use anything but tile, and will show many copies across the entire "world". (As tested in in Poser Pro 2014 - not sure if this is a recent change or not)
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)
pz3 file (2.9 MB) won't work due on yer machine due to having 3 refs to my drive names, however I'll see if I can change it to be generic for P9.
had to extract window prop from yer scene due to large obj size (147 MB), so I could handle it quickly.
first, generate img map for spotlite using render of window surrounded by black, which I already did and can give you.
spotlite has angular falloff - compensate by large black border in img map.
window can be done many ways. one is to use fastscatter on white disk, as done in first image of spotlite with tiled img projection.
however that method requires UV-scaling at steep spotlite angle.
it's easier to just assign ambient = 1 to all colours in window, then turn off shadow-casting for window, then position spotlite with these parameters:
point at window (assuming window is facing front cam)
poser native units in prefs
angle 18
rgb 1
intensity 200
xtran 0
ytran 8
ztran 4
use img map below for spotlite
use matl room settings for spotlite as shown above
in P11 I daresay they will use something like how carrara handled stained glass.
tiling variable affects inf lite, but don't use inf lite
forum software won't allow me to attach img using markdown if there are space separators.
p.s. @BB: thx fr tip on spotlite. was gonna read manual someday! knew there was some way to adjust, but I recalled falloff graphs for some reason.
hey wait a tic! they deleted "mention" button, which everybody hated. next they should add "thank" button, like at rdna. those guys just updated
their software so now "thank" button appears in my browser (safari 5). now if I can just find "ignore" button at rdna to handle trolls there.
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I have an imfitie light showing through the stained glass. But I'm getting white light on the floor. How do I get the window colors on the floor?