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Poser 12 F.A.Q (Last Updated: 2025 Jan 08 9:20 am)
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There are three scatter distance plugs on the Physical Surface. R,G, and B. The penetration distance is in millimeters if I recall correctly. Poser is not open ATM. Just don't set the three plugs to the same value as there used to be a bug that cancelled the effect if they were set to the same amount other than zero. Again, Poser is not open this minute to check to see if that bug has been squashed yet. I'm sure I gave more detail to this answer when you asked at another forum.
Hmmm, I know there is an ongoing issue with scatter but this is more about geometry that, even though, it's set to full on 100% transparency is showing in the finished renders! L'Homme's brow geometry is where this happing and according to Deecey it's the same with La'Femme! Charles has my current set up for L'Homme and I'm hoping that a new beta will have a fix. Sadly the one they just released to me doesn't seem to have that squashed.
---Wolff On The Prowl---
Scatter and transparency are not the same thing. Random Walk is a better scatter method than Burley for removing the "blueing" in manifold meshes. Burley for non-manifold and nothing will provide scatter in 2D geometry. You need thickness to scatter in. Changing the Scatter_Groups also helps to reduce that in SSS shaders next to each other. If the Devs have your issue then you are in good hands. I don't understand your response as in relation to the question asked.
How would I hook up a "Random Walk" node? And where is that, I've looked all over the nodes but can't find a specific node called that.
Thanks so much!
Richard
---Wolff On The Prowl---
OH, thank you. I'm not currently working with the Cycles set up! At this point I'm not redoing all the shaders so I'll keep that in mind for next character!
---Wolff On The Prowl---
OK. Left side of the image is the default L'Homme in T-Pose wearing the skin that comes with him. I have pointed out the three plugs that control the scatter distance. Note the settings. They won't produce an effect when they are all set to the same depth. Bug introduced in P11 somewhere. That and the distance is imperceptible at .002 mm.
Right side image. One change only. I set the red scatter to a depth of 1 mm. Still a very small distance. Set as necessary to suit your character. I just pulled a 1 for the heck of it.
edited to add: You can use a discriminator map/maps in the plugs.
Thanks so much! I'm not sure what a Discriminator map is. You mean Glossy or Specular? If no, what would a map like that look like?
---Wolff On The Prowl---
To discriminate is to choose between things. That's what I am referring to here. Nothing to do with Spec or Gloss. More like blood/vein maps.
However; that is just going off into the weeds. One thing at a time. Did this answer your question about scatter depth on the Physical_Surface node? You realize that there must be depth to the mesh to get the effect. Scatter can't work on one sided mesh.
There used to be a bug in P11 when you had all three values set to the same amount. The effect rendered as though all three plugs were set to zero. It may or may not have been squashed. I haven't checked.
Adjust the depth to taste. It uses real world measurements and Poser's scale isn't exactly "real" so you will have to make minor adjustments as necessary.
Yes, thank you for your help. I've worked a tiny bit with the scatter nodes but not had it explained quite like that. Seems to work for my brain.
---Wolff On The Prowl---
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Hi,
This is for Superfly setup. If my roughness isn't enough, what node, using the Physical Surface root, would I add to give me more scatter?
Thank you
Richard
---Wolff On The Prowl---
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