Forum: Poser - OFFICIAL


Subject: Making Flink's Hills and Meadows Work in Superfly

danidh opened this issue on Jun 14, 2019 ยท 6 posts


danidh posted Fri, 14 June 2019 at 6:34 AM

I am trying to figure out how to get Flink's Green Hills and/or Instant Meadows to work with Poser 11's Superfly. It renders nicely in Firefly but in Superfly there is a black shadow beneath the grasses. I've tried eliminating the shadows, changing materials in the Materials Room but so far nothing is working. Does anyone have any tips or suggestions that they have used that makes the best of this great resource in PoserPro 11?


bantha posted Fri, 14 June 2019 at 6:48 AM

I'm just guessing here, but I saw in the description that the grass and weeds aren't modeled, they are Alpha planes. So for them to render correctly in Superfly, I guess you need a lot of Transmission Bounces, since every plane Needs one bounce. I would start with 20 and see if it makes a difference.


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

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randym77 posted Fri, 14 June 2019 at 9:52 AM

I've had this problem with transmapped hair. Try increasing the Max Transparent Bounces. The default is too low, and often people here recommend a setting that's even lower (to speed up the render). But if you get black blocky shadows, it's too low.

Use area render on a small section with the problem to test it. Increase the Max Transparent Bounces number until the black shadow goes away. I found 16 looked good enough, though Afrodite-Ohki recommends 32.


danidh posted Fri, 14 June 2019 at 10:59 AM

Thank you both so much for the helpful information...going to try both out to see if I can get something rendered decently. smile


structure posted Fri, 14 June 2019 at 11:13 AM Forum Coordinator

at a low render setting the grass looks bad, but also there are a couple of things to change on the root node IMHO. I wrote a script to edit the grass planes root nodes.

import poser
scene = poser.Scene()
inps = [ 8,9,20,21]
for actor in scene.Actors():
    if "grass" in actor.Name().lower():
        for material in actor.Materials():
            tree = material.ShaderTree()
            for node in tree.Nodes():
                if node.Type() == "poser":
                    inputs = node.Inputs()
                    for i in inps:
                        inputs[i].SetFloat( 0.0 )
            tree.UpdatePreview()

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danidh posted Wed, 19 June 2019 at 2:18 AM

I'm sorry...I didn't realize I had another reply. Thank you!