jbearnolimits opened this issue on Jan 25, 2016 ยท 12 posts
jbearnolimits posted Mon, 25 January 2016 at 12:01 PM
I'm curious about something. When I use indirect light it looks like my figures end up with a glowing red on their skin where it should be a shadow. Any way to fix this? I have indirect light quality set to 2 on poser 8 by the way. The other fields are set as auto for the final draft.
ghostship2 posted Mon, 25 January 2016 at 12:08 PM
You might want to,post up an example. I use indirect lighting all the time. I use the Evirosphere by Bagginsbill to light up the scene. here is an example. https://www.renderosity.com/mod/gallery/sweet-assassin/2457229/
There are no Poser lights used in that render.
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hborre posted Mon, 25 January 2016 at 2:03 PM
Check the Material Room for active ambient channels with very dark red chips. That is usually the culprit for self glowing textures.
LaurieA posted Mon, 25 January 2016 at 4:53 PM
Textures with a value in Translucency will also glow.
Laurie
EldritchCellar posted Mon, 25 January 2016 at 10:59 PM
...additionally make sure that diffuse value is at 0.85 or lower (I use 0.80) to be in observance of conservation of energy. SnarlyGribbly's SceneFixer script addresses this plus a bunch of other scene related elements; http://orphans.basicwiz.com
Sometimes rendering with too many ray trace bounces is also a culprit, I usually don't render with above 6 bounces. If you are encountering color bleeding onto adjacent surfaces adjusting IDL Intensity within Dimension3D's Render FireFly dialogue (Scripts: Partners: Dimension3D: Render Firefly) to values less than 0.75 will help (bagginsbill suggests 0.65).
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Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
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EldritchCellar posted Mon, 25 January 2016 at 11:06 PM
IDL quality at 2 for final render is unusually low.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
bantha posted Mon, 25 January 2016 at 11:45 PM
I would like to see an example, as well as the skin shader. IIRC there are old skin shaders (pre-Gamma correction) which add some red to the skin. If you use one of those, that may be your problem.
But it's hard to say without an image.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
EldritchCellar posted Tue, 26 January 2016 at 12:14 AM
The pre gamma correction redness is often due to uncompensated for burnt in SSS in the maps themselves. But I agree with Bantha, it's really difficult to narrow things down without an advanced mat room set up screen and a shot of your render settings from the manual tab. This might also reveal other issues that could be commented on.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
EldritchCellar posted Tue, 26 January 2016 at 12:39 AM
"I have indirect light quality set to 2 on poser 8 by the way"
Pre render gamma correction in Poser.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
jbearnolimits posted Wed, 27 January 2016 at 7:53 PM
Here are some screen shots. You will notice the red under her hand. This is with one light.
3D-Mobster posted Wed, 27 January 2016 at 8:00 PM
You shouldn't use ambient color in the material, it will cause the material to glow/ambient or what to say, that could very well be your problem, try to set ambient_value to 0 and do another render.
This is what ambient light does and will have same effect on the material.
What you are after is Subsurface skin i guess? If so there is a map for that in lighting -> Special
bantha posted Thu, 28 January 2016 at 12:21 AM
I think it's the "Ambient Glow", that's how it's named in the shader's interface. Ambient means that it's added no matter if there's light. So basically, your model will glow red in the dark with the shader like it is.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.