Forum: Poser 12


Subject: Superfly - Help me track down what's changed and what's bugged?

Afrodite-Ohki opened this issue on Dec 25, 2020 ยท 108 posts


Afrodite-Ohki posted Fri, 25 December 2020 at 4:30 PM

So. I need to figure out what's changed in Superfly that I need to adapt for my future products, and what's bugging that I need to report and wait for them to fix.

Case in point: rendered in P11

Render1.png

Settings:

image.png

(rendered on CPU because P11 isn't compatible with my GPU)

P12 render to follow.

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Fri, 25 December 2020 at 4:41 PM

P12 render is cooking, and puzzling me to no end - from what I can see so far, some of the visual oddities I was getting consistently don't seem to have happened now. Huh.

Will post when the render is crisp enough - it's going on progressive refinement, not rendered on background. I'll stop it when it's not much noisy anymore.

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


ghostship2 posted Fri, 25 December 2020 at 4:52 PM

Adaptive sampling works best with progressive refinement unchecked. And it REALLY does speed render times up.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Afrodite-Ohki posted Fri, 25 December 2020 at 5:00 PM

ghostship2 posted at 4:58PM Fri, 25 December 2020 - #4408535

Adaptive sampling works best with progressive refinement unchecked. And it REALLY does speed render times up.

The problem with that is figuring out how many samples I need xD I'm bad at that. Right now I had to start my P12 render over because it finished rendering while still very grainy - with the same 60 samples that in P11 I could stop the render in less than midway and had the result above.

Edit: did they fix the background image bug? It seems they did, which makes me a happy camper - thank you to whoever was responsible for that fix!

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Fri, 25 December 2020 at 5:04 PM

Okay so I'm impatient so I stopped the render with it still grainy. P12:

Render1-P12.png

Settings:

image.png

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Fri, 25 December 2020 at 5:13 PM

Huh - nope, background bug is still present. I guess the image I was using was just too similar to a plain gray so it looks decent in the render anyway.

image.png

Other thoughts:

-It seems like P12 is having a hard time understanding the sudden change in the gloss of the lips material. I hope that's a bug and not a feature - kinda need to be able to define different highlights for lipstick options.

-This skin was rendering with a lot of yellow areas just until yesterday, and I didn't update after that. Not sure why it's not doing that now. Wonder if it's because there's a background image set to be a light. But from what I was trying yesterday, it only stopped being yellow after I unplugged the textures that this character has plugged into the PhysicalSurface Scatters - Material looks like this:

image.png

-I have NO idea what's going on this the hair there. Looks so much darker in P12, and then there are stripe-things at what seems to be each polygon down the hair cards. I can't even try to figure out what's going on, as my hairstyles use bagginsbill's hair material, which is a node noodle that I can't even begin to understand and SOME OF IT looks like this:

image.png

I could make materials specific for P12 Superfly with what I know of Cycles now that we have the PrincipledBSDF and PrincipledHairBSDF nodes but 1. would be a bother to have separate materials for P11 and P12 for all my hair products and 2. CyclesRoot doesn't show you a decent preview, so I'm kinda lowkey hoping that whatever's going on there is a bug and not a change in how Superfly works.

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Fri, 25 December 2020 at 5:30 PM

I tried without the Progressive Refinement with 20 samples and it looks crisp enough, and really fast - thank you!

Alright, so. To test, I applied my character's regular lip color, to avoid that change in glossiness, and deleted the Background material I had. Lo and behold:

Render1-P12a.png

The eyebrow bug is back! And the yellowed skin (look at the lips - they're very rosey pink in P11). Eyes looking sickeningly red! Ouch.

Eye shader:

image.png

I think I read somewhere that P12 uses lower numbers in scatter? If that's true, that must be what's happening to the eye there. But the yellowing in the rest of the skin is not just low numbers - that keeps happening in very low numbers unless I unplug the SeparateRGB+Scatter map from ScatterDist there, I've checked this a lot.

Also, that one streak of lighter hair on top of her hair? I suspect that's a hair card that has its normals pointing down, so it's rendering the backside differently. Shouldn't happen - this would break longer hair even if we make hair with all cards aligned. Buuut might be something something in the node noodle from that hair material, again, I don't know. Will play around with another attempt of hair shader just to test.

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Fri, 25 December 2020 at 5:45 PM

I loaded a Background picture again just so that the eyebrow bug and red eyes wouldn't distract me while I attempt to make a hair shader using PrincipledBSDF - but the bugs are still there. Huh. Was it only away when I loaded it directly from the file saved in P11? Why so finicky, P12?

image.png

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


randym77 posted Fri, 25 December 2020 at 7:07 PM

Yikes. All this makes me want to stick with Firefly.

I wonder how Snarly's doing with the new version of EZskin.


ghostship2 posted Fri, 25 December 2020 at 7:14 PM

#1 The eyebrow issue with LaFemme is a known bug and is being looked at with high priority by the devs. #2 glossiness of nodes is something that changed with blender to get a wider range of roughness/glossiness out of those nodes. See my post on the glossy node. #3 the image size bug is noted and being looked at by devs.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


ghostship2 posted Fri, 25 December 2020 at 7:21 PM

I'll add that I messed about with LaFemme and found the same issues you had so you aren't crazy. With the default textures and shaders she rendered just fine. After altering her SSS shaders to the ones I use I got the crazy eyebrow glow. no way to get rid of it. Yes, the default shaders make her look a bit jaundice.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


ghostship2 posted Fri, 25 December 2020 at 7:32 PM

Shifting the radius of the SSS down eliminates the eyebrow glow. I shifted it down by two decimal places. I'll try with a different shader setup.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Afrodite-Ohki posted Fri, 25 December 2020 at 8:33 PM

Any ideas about what might be going on with the hair though? As I'm focusing my sales on hair, I gotta know what to worry about ?

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Fri, 25 December 2020 at 8:43 PM

Looking at the skin shader that you are using for P12, I would not use a red subdermal map for subsurface scatter. The SeparateRGB node is separating your image into 3 basic channels and is being fed into corresponding connectors, you are feeding a predominant red image into each channel that, I believe, is giving the wrong color information. I would use a regular base skin texture image without makeup or tattoos as your donor for RGB information. As for the scatter distance mm value for each RGB channel, I recommend using R=5, G=4.5, B=0.9; these values represent the amount of skin penetration for each channel that is close to real physical conditions. This may also help with the self glow. If you are using any SSS radius, the number I found that work is 1,0.2,0.1.

If the hair shader you are using is from Bagginsbill EZSkin3, don't use it for P12. There are error connections to the far right that impede how hair appears in renders. I shifted entirely to ghostman hair shaders, ATM for better renders.

Don't use SSS for eyes, it is entirely unnecessary.


ghostship2 posted Fri, 25 December 2020 at 8:54 PM

Just investigating the skin thing at the moment. glowing eyebrows gone with change of SSS radius. Using the Cycles SSS shader setup by Bopper on Share CG which I use for all my figures. Looks nicer and less yellow. You can see the default shaders on the arms and the Cycles shaders on the head and torso. LaFemme Eyebrows 2.jpg LaFemme Eyebrows1.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Rhia474 posted Fri, 25 December 2020 at 9:45 PM

Two things here, just form a pure user side :

  1. For skin shaders, until EZSkin is able to function with a P12 dpecific shader, most of as don't have the means to painstakingly alter every single shader we used before P12 to match what was changed. A lot of users will simply not use P12 until this is fixed. I adore the speed of rendering in Superfly, but I can't spare the time it needs to manually alter all shaders used. Deride us if you want, but end users really just want to use what they already paid for.

  2. As to your hair, Ohki: I mentioned in a few months back that there are some hairs that one currently can't use in P12 because, even if it's sold recently, they render less than optimally in P12. I can't afford dropping money on products that don't work in the latest version of the program, even though I frankly adore your hairs. I hope this can also be fixed and at least a simple shader how-to can be posted in a place it's easy to find/access.

I'm not bashing anyone. I understand that progress had to be made and I think P12 is totally a step in the right direction. I understand this is an early release, I filed bugs myself. I hope the most glaring ones will be fixed optimally soon and that EZSkin Python 3 can be released equally soon for those of us who don't do programming.


ChromeStar posted Fri, 25 December 2020 at 10:53 PM

Vendors can update their products with P12-specific materials as poses/materials in the library, that should make it pretty easy for users to make them work in P12 (and still work in P11 too) without even needing to play with the nodes themselves.

Of course that can't happen until the vendors know what needs to be changed. And personally, if I still had a product in the store (which I don't), I wouldn't update anything until P12 stabilized. You don't want to go to the effort of updating your product and then have it not work in the next release a week or two later.

Regarding the hair shader posted above, a bunch of issues have arisen with glossy, anisotropic, etc, so I would look at whatever is plugged into alternate specular. It's not visible in the window though.

CyclesRoot doesn't show you a decent preview

It's often all white for me. Is that just me? It's pretty hard to pose a figure correctly when it's all white, especially getting the eyes right. I don't know whether this is inevitable but it does make me want to do more with PhysicalSurface and not Cycles.


hborre posted Fri, 25 December 2020 at 11:25 PM

I recognize that hair shader as a BB construct and it works beautifully in P11 but in P12 it renders incorrectly. I traced back the problem to a couple of node connections but since BB constructs are usually far from simple, it is virtually impossible to unravel the connectors and figure out which one of the nodes are trouble spots. I say look for a simpler hair shader that will work in both P11 and P12.

But I do agree that until P12 reaches a point where all the problems are corrected, it's better to find some quick alternatives to keep the software afloat.


randym77 posted Fri, 25 December 2020 at 11:32 PM

It's often all white for me. Is that just me? It's pretty hard to pose a figure correctly when it's all white, especially getting the eyes right. I don't know whether this is inevitable but it does make me want to do more with PhysicalSurface and not Cycles.

No, it's not just you. I find that quite difficult to deal with. I wonder if anything can be done about it.


Afrodite-Ohki posted Sat, 26 December 2020 at 5:02 AM

-On the skin: that skin shader came from an entire thread where BB helped me come up with something for the Physical Surface that worked with a subsurf map - in the thread, Poser bugs were found and workarounds were figured out, and things were explained like how the Scatter values depend on the diffuse map colors too. I'll have to test if this is no longer true for P12. But if it still happens in P12, the values hborre gave there won't help, as they would be specific for each skin map.

-Rhia I'm fully expecting to have to issue out updates for my hair styles (and for Mayu, which is the character you see here) with extra mats for P12 Superfly. BUT:

-I'll only do that once P12 is completely stable at least when it comes to materials and rendering, for the reasons others have mentioned here

-I'm avoiding to use Cycles root and nodes specifically because they preview all white, which is a bummer because I spent this entire year in blender and got quite comfortable with Cycles nodes meanwhile. But from what I understand, the Eevee realtime renderer has different terms of use than Cycles so we probably can't ever hope for nice previews of cycles nodes anyway because they can't add Eevee to Poser. Which makes me wanna stick to PoserSurface and PhysicalSurface.

-Looks like I'll have to open that thread about the PhysSurf skin again and go through BB's steps to check how the RGB SubsurfDist is working now.

-Where even is BB these days, btw? ?

-... What ghostman hair shaders? ? Where would one acquire them, and can they be used and distributed in commerciall products? I'm still very unknowledgeable in mathy things and can't think in node noodle language.

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


randym77 posted Sat, 26 December 2020 at 5:46 AM

BB is around. I saw him posting in EClark's "Memba Deese?" nostalgia thread not long ago. (Remembering old toys.)


Afrodite-Ohki posted Sat, 26 December 2020 at 5:57 AM

randym77 posted at 5:55AM Sat, 26 December 2020 - #4408590

BB is around. I saw him posting in EClark's "Memba Deese?" nostalgia thread not long ago. (Remembering old toys.)

-ooh - good to know! Though for now I don't think I need to pester him, unless he's willing to fix his hair shader for Poser LMAO

ok I'm out of bed. Experience time! Will work with the lessons seen in this thread: https://www.renderosity.com/rr/mod/forumpro/?thread_id=2935202

Except this time things should be a lot faster - thanks P12, Optix and my new GPU. Experiments to follow...

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 6:21 AM

So far so good. Scatter values seem to get stronger for P12 but not by much.

image.png

Eyebrows bugging even at full transparency with nothing there xD I hope they'll fix this soon.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 6:26 AM

(I'm ignoring the lips, to make things easier for me) Ok, this looks like good enough values for scatter without a skin map.

image.png

Then I add the skin map:

image.png

Yup, seems like the diffuse map does still affect the scatter values/color/whatever there.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 6:31 AM

These values seem good enough to me.

image.png

Now I plug in my SSSMap...

image.png

I like what it does to the eyes and nose. I hate what it does to the ear. WTF, is the eyebrow bug gone???

Hello I'm Ohki and I'm confuse. xD

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 6:36 AM

I realize that my main problem with the scatter in this was yellowed lips. So I'm including the lips material now.

Without my SSSMap:

image.png

... the lips are yellowed anyway. It wasn't yellowing before, when I unplugged the SSSMap. Poser, why do you do this to me. You seem completely inconsistent.

With the map:

image.png

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 6:42 AM

Lip looks the same to me now? Huh.

I'm gonna try these without the diffuse map, to try to see what the SSSMap is doing by itself.

Without:

image.png

With:

image.png

(Why are the lips more yellow and the ears less yellow and the eyes correct when they're all purplish in the map...)

With, same numerical values:

image.png

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 6:49 AM

With, but now the SSSMap is an oversaturated version of the skin map:

image.png

... I think it doesn't like purple. Which makes me wonder if this is a new&revamped version of the "won't render blue scatter" bug found in the thread I linked above. Let's see what happens if I try to scatter blue.

image.png

Works. Purple?

image.png

... Poser, sir, what are you doing there?

Judging on the other scatter colors there, I don't think it should be rendering the opposite color of my scatter where it's front-lit, huh? Should I report a bug?

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 7:33 AM

I saved that with the purple scatter and rendered it in P11:

image.png

Renders correctly. The green where front-lit with purple scatter is a problem introduced in P12.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 7:42 AM

So, perhaps it's a problem with specific render options?

-I had rendered this with Optix, so now I tried rendering with GPU non-Optix. Same render settings otherwise.

image.png

Same thing. Perhaps it's a GPU render thing?

image.png

Apart from takin ten times as long, didn't seem to change much. Adaptive Sampling perhaps?

image.png

Same diff. Perhaps the problem is with adaptive sampling AND gpu rendering?

image.png

Nah. I take it it's a P12 bug.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 8:03 AM

So, I can't really do anything about that, so I'm moving on. Will check the other stuff first so I know what to report as bug later.

Moving on to hair.

Same lighting, I changed my figure to Anuli because she uses a Cycles Root and seems to not have those eyebrow and scatter bugs. And then I loaded my Juliana Hair because it has more clear, straight hair cards that will probably be easier for me to see what's happening - all my hair styles use the same materials anyway.

In P11, in all of (or part of) its noodle glory:

image.png

(anyone tired of my image spam yet? I just want to make sure I'm documenting and testing these correctly.)

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 8:08 AM

And in P12, with so much difference going on I don't know where to start.

image.png

Someone mentioned something about speculars. So I'm unplugging Alternate Specular there to see what happens.

image.png

I can't see any difference. Seems like P12 can't read that at all.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 8:51 AM

... And I'm utterly failing to make a hair material with the Physical Surface. Specular is too limited. Sigh Cycles root it is.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 8:54 AM

The one thing you haven't tried with the subsurface scatter is to plug the Diffuse map into both color and SeparateRGB and render with the values you felt comfortable with. That is the way I currently set up SSS for some of my models. Soon I will be looking at darker skin textures to determine what works best for Afro characters. I will try to post the screencap of ghostman's hair shader, it appeared in a separate post but I am unable to find it ATM. However, I did create a custom material MT5 in my Library so it's easier for me to load the nodes into a blank model. The current BB hair shaders for P12 don't work well anymore. I'll screencap that also not that it will mean much to you.


Afrodite-Ohki posted Sat, 26 December 2020 at 9:09 AM

hborre posted at 9:09AM Sat, 26 December 2020 - #4408609

The one thing you haven't tried with the subsurface scatter is to plug the Diffuse map into both color and SeparateRGB and render with the values you felt comfortable with. That is the way I currently set up SSS for some of my models.

Would be a workaround, but they need to fix the bug with the purple scatter.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


ghostship2 posted Sat, 26 December 2020 at 9:10 AM

@ Ohki it was pointed out to me late last night (right before bedtime) that the SSS issue with glowing eyebrows only happens in Optix renders. I haven't been having any issues with my renders of V4 and V3 so I did not fully understand the issues. It IS a bug and it IS being looked at by the devs. Sorry to have led you down that rabbit hole.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Afrodite-Ohki posted Sat, 26 December 2020 at 9:14 AM

ghostship2 posted at 9:12AM Sat, 26 December 2020 - #4408612

@ Ohki it was pointed out to me late last night (right before bedtime) that the SSS issue with glowing eyebrows only happens in Optix renders. I haven't been having any issues with my renders of V4 and V3 so I did not fully understand the issues. It IS a bug and it IS being looked at by the devs. Sorry to have led you down that rabbit hole.

Pretty sure I've had it without Optix too. See last page - you can notice the eyebrows even in some CPU renders of mine, in those attempts of scatter options I did, even though they're set to be fully transparent there.

But if it's a bug being looked at, I'll ignore it in my tests, I'm patient and can wait for the fix!

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 9:48 AM

I don't have an Optix card and render exclusively CPU. I had seen the eyebrow problem with V4 and LF before and solved it but, unfortunately, I don't remember the process of how I solved it. I believe it's associated with the proximity of SSS material causing self glow and value settings. I found that if certain values are set too high for SSS, depending on the type of PhysicalSurface used for the model, the greater the chances that any skin-to-skin closeness will cause some glowing.

BTW, BB's absence from the P12 forum is due to not owning a copy of P12 and he can only render CPU. That limits his capacity to troubleshoot.


ghostship2 posted Sat, 26 December 2020 at 10:05 AM

you can use my hair shader if you like. Just give me some credit for it. It seems to work well. P12 hair again.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


hborre posted Sat, 26 December 2020 at 10:05 AM

As promised, I have posted the Ghostman Hair shader that works in P12. This is the workaround for the wonky Anisotropic connection in the PrincipledHairBsdf node. Please note, I created two compound nodes to clean up the Material Room workspace for easy access. The Anisotropic/Tangent node was created just to protect the Tangent node settings.

image.png

image.png

image.png


hborre posted Sat, 26 December 2020 at 10:07 AM

I'm getting a little confused, I'm giving credit to the wrong person. My apologies to you ghostship2, this is your hair shader I am posting, LOL.


Rhia474 posted Sat, 26 December 2020 at 10:24 AM

I can confirm the eyebrow bug is alive and well with very old GTX cards as well, guys. I posted somewhere weeks ago about it. For us not inside the node cults: should another bug report be filed or is this already being worked on please?


hborre posted Sat, 26 December 2020 at 10:42 AM

I think that a report has already been submitted but I'm not quite sure that it is a bug. I have test three different sets of cycle nodes, the PhysicalSurface, the PrincipledBsdf, and Ghostship's Uber 3, and fine-tuned the SSS settings for each. For every instance, I found that each node required very low SSS values, anything that is considered too high causes glowing. And some of those values are based on posted Blender tutorials that support what I am seeing.


Rhia474 posted Sat, 26 December 2020 at 10:49 AM

Thank you for the answer, hborre. Out of curiosity: what is that value in your experiments? And: here is the question then. Will EZSkin for Python 3 fix this by including an 'adjust SSS value for fixing eyebrow glow'? Or will this need to be an entirely manually adjusted function?

So many questions!


Afrodite-Ohki posted Sat, 26 December 2020 at 11:09 AM

@ghostship2 thank you muchly! I'll test this in my hair props - can I include it in my comercial products as long as I credit you in the readme for them?

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 11:14 AM

I don't know which route Snarly will take when EZSkin is finally released. There are 3 flavors of Cycles nodes to choose from. Straight cycle nodes would be more complex and wouldn't help individuals that don't have a Material Room background. PhysicalSurface is better and can be used in both P11 and P12 and easy to work with. PrincipledBsdf is exclusive to P12 and is also to work with. I can give examples of what I have put together that works for me.


Rhia474 posted Sat, 26 December 2020 at 11:18 AM

hborre, that would be much appreciated and thank you. I now mostly work in Superfly given how the render times improved dramatically with P12, it it would be a great help.


Rhia474 posted Sat, 26 December 2020 at 11:21 AM

@ghostship2 :

May I ask what the Trans Mask is in your setup please? I'm familiar with the rest of the 'sghetti otherwise but that threw me.


ghostship2 posted Sat, 26 December 2020 at 11:29 AM

@Rhia474 it's the transmap that comes with whatever hair you apply the shader to. Same with the texture maps and bump maps. It still uses those from your hair. I personally use color and bump maps from OutOfTouch but this one is using the color and bump maps from the Juno hair itself. Biscuits and OutOfTouch make fantastic maps with no shadows or highlights. This business with the glow thing is interesting one of the vendors here is on the beta team and told me that it WAS and issue with Optix but you and others now have stated that it is popping up with older cards without Optix. Sounds like a change of Cycles node standards to me just like the glossy node issue.

@Ohki Yes go ahead and use my shaders in your commercial stuff, just give me credit for them! What the hell am I going to do with them otherwise? lol

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Rhia474 posted Sat, 26 December 2020 at 11:35 AM

@ghostship2, thank you, off to futz. Yes, those hair maps are great, and 3Dream also put out some Superfly mats for their hair that they added as freebies with no highlights as well.

@Ohki: thank you for working on this, I love your work and would gobble up all your hairs at once if I had the funds right now.


hborre posted Sat, 26 December 2020 at 12:00 PM

I going to start with the PrincipledBsdf node in P12. I came across a Blender tutorial based on its PrincipledBsdf and each of the channels. I will attempt to explain the additional nodes as I go along. Note, I crossed out 2 nodes that I typically connect to the Specular channel on the PrincipledBsdf node, it is an IOR to Specular converter based on a Blender tutorial and specific to the dielectric material.

image.png

Whenever I use a character diffuse map, I try to find a comparable base map that contains no makeup or tattoos. In this particular case, I am using a character map from V4 and her base map that was originally included with her release ages ago. I use the base map as a subdermal texture map that is connected to a CombineRGB, red channel, and eventually connected to the PrincipleBsdf Subsurface Color. The reason I use the CombineRGB is to separate the RGB but yet have some control over what color is expressed by the Subsurface Color. I played with various combinations by changing numbers in the green and blue channels. Use your imagination. If I make a Star Trek Vulcan character, I can recreate green subsurface scatter because those aliens have copper as a hemoglobin base as opposed to humans that have iron as a base component. For a bump map, again I use an unblemished base map. I lifted the bump map nodes from EZSkin3 and bundled them into a compound node. If you like to see that, let me know.


hborre posted Sat, 26 December 2020 at 12:17 PM

As for value settings, the Subsurface value is set to 0.015 in the post. To be honest, 0.01 seems to be better than 0.015, too much will cause 'glowing' and a strong reaction. This recommendation comes from Blender. The Subsurface Radius value, hidden, is 1,0.5,0.1, although 1,0.2,0.1 gives a better expression. The Subsurface radius value is a breakdown of how each RGB channel is expressed. By default, each value is 0.1, so if you want more red expression you need to increase that value to at least 1. Below is a render of V4 as Cheetara with the nodes above. Note the ear and the nails. That little hot spot on the ear can be reduced by changing the Subsurface value to 0.01.

image.png


ChromeStar posted Sat, 26 December 2020 at 12:23 PM

Afrodite-Ohki posted at 12:16PM Sat, 26 December 2020 - #4408588

-I'm avoiding to use Cycles root and nodes specifically because they preview all white, which is a bummer because I spent this entire year in blender and got quite comfortable with Cycles nodes meanwhile. But from what I understand, the Eevee realtime renderer has different terms of use than Cycles so we probably can't ever hope for nice previews of cycles nodes anyway because they can't add Eevee to Poser. Which makes me wanna stick to PoserSurface and PhysicalSurface.

Even if all we got was Poser picking the most likely diffuse map and using just that by itself, or reverting to the Firefly materials for preview purposes, it would still be easier to work with than all white. (Sometimes I switch the renderer back to Firefly so I can work, but it's slow to switch and then inevitably I forget and accidentally do a Firefly render.)

Failing that, the root nodes could add a "Preview" option the way they currently have Superfly and Firefly, so you could explicitly define the preview materials.

An accurate preview would be even better, or maybe a preview that required a "pre-bake" step to do a partial render, but how are you supposed to point eyes correctly when the eyesurface material is all white? Impossible. A mini-render button would be pretty useful in the material editor, too -- maybe I can't get a live preview as I adjust the nodes, but how about clicking a button and having Poser calculate them? That would be an improvement.


hborre posted Sat, 26 December 2020 at 12:49 PM

Keep your render settings simple and use the Raytrace Preview. In the Material Room set the Auto Refresh on and whenever you make changes in the Material Room it will automatically refresh. I have it pinned in the Material Room but Auto Refresh off.

image.png


hborre posted Sat, 26 December 2020 at 1:22 PM

Ghostship Uber 3. I have to admit, this is a custom shader that can be found at Sharecg.com and works very well. I really like it a lot. This node arrangement is rather simple, I'm only using a texture and bump map. Again, it's a creature character but I use the same workflow with tweaks for regular models. This is Grotto's Vampire for Michael 3, something I was playing around with that has no base texture with the exception of Michael 3 original map. I omitted that map and worked with what I had.

image.png

Again, the arrangement is simple, I used the CombineRGB as part of the subdermal texture and connected that to the SSS Color of the Main Node. Since I am working with the original character map, I connected a BrightContrast node between it and the red channel connector of the CombineRGB. The purpose was to brighten original map and lose some background detail. On the Main Node, the SSS Radius was set to 1,0.2,0.1, I don't deviate much from those numbers unless it's a fantasy character with different subdermal properties. I believe the SSS Scale determines how much subscatter is emitted through the base skin, I actually need to research the connector further. Anything over 50% is too much; I think I settled on 0.5. The Diffuse/SSS Mix is sensitive, 0.1 to 0.15 seems about right. Over that and things just don't look right.


hborre posted Sat, 26 December 2020 at 1:32 PM

This is what I rendered:

image.png

If you notice, my HSV node values are high to compensate for the lack of detail in the skin due to SSS in previous renders.


Afrodite-Ohki posted Sat, 26 December 2020 at 1:34 PM

@ghostship2: Thank you! I'm up from my (failed) nap (attempt), I'm gonna give your shader a try here and see how well it works on my hair!

@Rhia474: My pleasure, and my quality control I impose on myself demands that I can let go of versions that are too old but won't get stuck in previous versions - I wouldn't simply ignore P12 users just because things are changing. Though I am learning now to probably only update things once the renderer is stable! And I'm glad you like my stuff <3

@ChromeStar: god, being allowed to define which root is the preview would be a godsend. Though I'd also be happy if Poser automatically picked up whatever root is NOT CyclesSurface for the previewer.

@hborre: every time I tried using the Raytrace Previewer, I'd crash my system. Not sure if it's more stable now in P12. Also, that tiny window doesn't allow for noticing much in the sense of issues in a scene's setup.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 1:37 PM

Using the Uber 3, here is a Vulcan. Green subdermal Subsurface scatter.

image.png


hborre posted Sat, 26 December 2020 at 1:40 PM

BTW, I just remembered, if you are not using the eyebrows zone for any eyebrow texturing, do not apply any SSS to it. The zone will glow.


Afrodite-Ohki posted Sat, 26 December 2020 at 1:50 PM

hborre posted at 1:49PM Sat, 26 December 2020 - #4408651

BTW, I just remembered, if you are not using the eyebrows zone for any eyebrow texturing, do not apply any SSS to it. The zone will glow.

It's glowing without any SSS in the eyebrow zone - just SSS on the underlying skin is enough to make it glow.

Anyway, trying ghostship2's hair shader - I think I'll adjust a little, but I do like where this is going~~

image.png

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 1:53 PM

Checking with other lights before I change anything.

image.png

Oh god, Anuli's skin is looking like varnished plastic in P12. LMAO

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 2:33 PM

I tinkered a bit. Perhaps too much. xDDD

image.png

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 2:59 PM

On to the PhysicalSurface. In this last set, I used a simplified version that works. In this case, I used a SeparateRGB with a Diffuse Map and ScatterDist_mm values for the following: R=5, G=4.5, B=0.9. I don't deviate from these numbers unless it's for fantasy characters.

image.png

This is the result:

image.png

Don't mind the lips, that needs some work.


hborre posted Sat, 26 December 2020 at 3:14 PM

I duplicated Ohki's skin shader by introducing a CombineRGB between the Diffuse map and SeparateRGB. The Diffuse map got plugged into the red channel and rendered without any further changes.

image.png

The results.

image.png

I think I like this better.


Afrodite-Ohki posted Sat, 26 December 2020 at 3:21 PM

You're not getting the problem I had because you have no purples in your scatter map :)

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 3:27 PM

I actually used the Diffuse map to generate a scatter map within Poser. Did you create the Scatter map in 2D software? Try my set up and see if it works for you.


Afrodite-Ohki posted Sat, 26 December 2020 at 3:36 PM

Yep I painted the map. I have tried the setup, long before, when I was making that character - the thing is, there's a bug in the scatter. It needs to be fixed. I know how to work around it for characters, but it's not how I intended the skin to look like - and anyone who needs a purple scatter can't do it properly, at least with the PhysicalSurface root.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 3:56 PM

Do you want a purple subdermal scatter?


Afrodite-Ohki posted Sat, 26 December 2020 at 4:09 PM

For specific areas - yes. That's why I painted the subsurface texture in that character. AND - no matter what I need for my characters specifically, the purpose of this thread is trying to figure out what's bugged and what we'll have to adapt in our materials because they've changed :)

I've just submitted two support tickets: one to report the purple scatter bug, and the other to suggest that they make the previewer pick up non-CyclesSurface roots so we have better previews other than pure white.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 4:28 PM

I understand now. I went over all the posts in this thread to get an idea of what you wanted to accomplish. There has been a recent update uploaded recently, 12/22, version 12.0.340. Are you working with this version currently?


Afrodite-Ohki posted Sat, 26 December 2020 at 4:44 PM

hborre posted at 4:44PM Sat, 26 December 2020 - #4408668

I understand now. I went over all the posts in this thread to get an idea of what you wanted to accomplish. There has been a recent update uploaded recently, 12/22, version 12.0.340. Are you working with this version currently?

Yep, that's the one I have :D

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 5:07 PM

I have managed to get some purplish SSS in the ears by ramping up the R and B channels to around 20, leaving the G channel at zero. I think the values are too high because the texture there is blooming. Also, there is an overall softening of the rest of the model due to the higher values but this is the best I can do. No purple around the eyes from what I can observe.

image.png

There is a bug on the PhysicalSurface SSS as reported by Chromestar, I believe. If all the SSS channels are set to the same value, they negate each other and you get no Subsurface scattering. At the moment, I am just as stumped as you are. Maybe that's the way it should be but until a tech says otherwise we'll need to sit tight and figure out a workaround for your particular needs.


Afrodite-Ohki posted Sat, 26 December 2020 at 5:24 PM

hborre posted at 5:19PM Sat, 26 December 2020 - #4408671

I have managed to get some purplish SSS in the ears by ramping up the R and B channels to around 20, leaving the G channel at zero. I think the values are too high because the texture there is blooming. Also, there is an overall softening of the rest of the model due to the higher values but this is the best I can do. No purple around the eyes from what I can observe.

From my tests, it gets green where it's directly front-lit - perhaps it didn't happen in your test because you don't have a direct strong light?

There is a bug on the PhysicalSurface SSS as reported by Chromestar, I believe. If all the SSS channels are set to the same value, they negate each other and you get no Subsurface scattering. At the moment, I am just as stumped as you are. Maybe that's the way it should be but until a tech says otherwise we'll need to sit tight and figure out a workaround for your particular needs.

Oh, so that remains. That bug seemed to be discovered in P11 when BB was trying to help me make a PhysicalSurface skin for Mayu, in the thread I posted earlier in this thread. You'll notice I add tiny fractions in some of my values in my tests because of this :) so that's not what's at play here.

Also, my bug report got a reply already - they have confirmed the behavior and that it also happens with the Cycles native BSSRDF Subsurface Scattering node. Apparently it only happens if the green Subsurf value is at 0, so supposedly we can work around it by adding something like 0,001 to green there. I'll test here. But they're gonna write it up as a bug anyway. I'll test the workaround here to see if we can use that meanwhile - if it works, I'll be able to issue an update to Mayu soon.

(Anuli will likely take a bit longer - her skin is lit everywhere, the poor babe.)

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 5:28 PM

Workaround confirmed - add a bit of green when you try to have purple in your scatters.

image.png

Will see how to use this on Mayu's shader soon.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 5:29 PM

Okay, that makes some sense although I have tried offsetting the green channel value to something other than zero. Nothing on my end. And yes, I am getting the green as you are.


Afrodite-Ohki posted Sat, 26 December 2020 at 5:36 PM

Hmmm I'm not sure what to make of Mayu's skin - her lips get yellowed even though the ScatterDistG is at 2.0015.

image.png

If I unplug the scatter map, it renders the correct color, but very blurry - I take it it's because P12 needs lower scatter values.

image.png

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sat, 26 December 2020 at 5:41 PM

Lowered values, almost no green value, still yellowed lips.

image.png

No map, lowered values, lip is pink.

image.png

I'm annoyed. xD

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 5:44 PM

This is as purple as I can get her without turning her into a grape.

image.png


Afrodite-Ohki posted Sat, 26 December 2020 at 5:45 PM

Supersaturated skin map instead of my painted SSSMap.

image.png

Lips are the correct color. I'm twenty shades of annoyed. Poser, why do you hate me.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sat, 26 December 2020 at 5:46 PM

You won't believe what the Material Room looks like.

image.png


Afrodite-Ohki posted Sat, 26 December 2020 at 5:46 PM

hborre posted at 5:46PM Sat, 26 December 2020 - #4408677

This is as purple as I can get her without turning her into a grape.

image.png

Not a grape perhaps, but she's definitely looking fruity xD

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Rhia474 posted Sat, 26 December 2020 at 6:10 PM

I must confess I'm completely puzzled; in my tests everything had a super strong orange or red tint. @hborre--what lights and background are you using, and are you testing in other environments than what your base setup is? I have EnvSphere, a neutral colored backgound drop and one light. Unusably orange or red, everything I tried from your setups.


hborre posted Sat, 26 December 2020 at 7:27 PM

I usually use a Studio lighting set created by Ghostship that comprises 3 area lights. I think you can download the set from Rendo or Sharecg.com. I use no background whatsoever when testing; that eliminates any unwanted reflected surfaces and color that can influence the results. I want a natural response to the existing lights. Once I determine that the texture settings are to my liking I proceed to introduce other props and environmental background. If I need to tweak I will but that is seldom the case. I wind up tweaking and testing in preproduction a lot. If you are using SSS and those settings are unusually bright or just don't look right then the values are totally off somewhere. Of course, whenever I start introducing props and environments those also get the same treatment, tweak until they look right in the scene.


ChromeStar posted Sat, 26 December 2020 at 7:52 PM

There is a bug on the PhysicalSurface SSS as reported by Chromestar, I believe.

Wasn't me, but I'm glad it's reported.

@hborre What's the rationale of separating the RGB channels before sending them to the ScatterDistR, G, and B inputs? Don't those scatter channels already only look at their respective color channels without having a node explicitly split it?


hborre posted Sat, 26 December 2020 at 8:02 PM

Bagginsbill was the individual who suggested the separation node when Ohki began exploring the option of using an SSS map. I wish I bookmarked that discussion for future reference, maybe Ohki has it archived somewhere. I believe it cleans the signals better without having to rely on huge values for SSS activation. It also makes it convenient to plug the map into one connector rather than 3.


Rhia474 posted Sat, 26 December 2020 at 8:31 PM

I use those lights too. Are you saying you just popping the lights and the figure into an empty scene and render? What causes scatter and Sss then if it is an empty universe? What am I missing here?


Rhia474 posted Sat, 26 December 2020 at 9:16 PM

Also, even when I only use the Construct, or nothing whatsoever but figure and light, the orange/red highlights are there and making this unuseable. None of your setups work for me and I am really not suyre what I am missing.

For now I just give up until EZSkin is fixed. Thank you.


ghostship2 posted Sat, 26 December 2020 at 10:04 PM

Take her to the squeezing room to be juiced.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


ghostship2 posted Sat, 26 December 2020 at 10:09 PM

@hborre I think the separate RGB node is used to separate skin from eyebrows and pubic hair on the map. you don't want SSS on hair parts. you take the red portion out and use that to drive the SSS. This is why I use a natural map on face and body so that tattoos are included as skin.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


hborre posted Sat, 26 December 2020 at 10:52 PM

That's why I use a pristine base map if I can find one.

@Rhia474: you inquired about an environment around the model with ambient light. I quickly threw an HDRI onto the background, just something simple and basic. The first creature I was playing with still has the lights in place and on. The second image is just illuminated with ambient light from the HDRI.

image.png

Ambient light.

image.png

I think the background image might be upside down but you get the idea.


ChromeStar posted Sun, 27 December 2020 at 12:08 AM

ghostship2 posted at 12:00AM Sun, 27 December 2020 - #4408695

@hborre I think the separate RGB node is used to separate skin from eyebrows and pubic hair on the map. you don't want SSS on hair parts. you take the red portion out and use that to drive the SSS. This is why I use a natural map on face and body so that tattoos are included as skin.

But assuming you don't have tattoos to worry about (or use a separate map without them), doesn't the ScatterDistR_mm input on the PhysicalSurface root node already only look at the red channel? Isn't that the point of having separate ScatterDistR_mm, ScatterDistG_mm, and ScatterDistB_mm inputs with their own parameters?

If the answer is "we don't trust that the ScatterDistR_mm input is correctly only using the red channel", I accept that. It just looks redundant to me to separate out the red channel and then feed it into an input that I think is only going to look at red anyway. It's also possible I misunderstand what ScatterDistR_mm is doing. But after teaching myself Poser for many years I've accepted that there are people who actually know what they are doing and I should try asking them. :)


Afrodite-Ohki posted Sun, 27 December 2020 at 5:34 AM

On the Separate RGB thing: they use the node to separate the color channels because the PhysicalSurface root has one definition for each color channel - so to correctly use the colors of an image map, you have to plug each color into its scatter channel.

And the discussion on that skin shader can still be accessed on Rendo, I linked to it earlier on in this thread, here: https://www.renderosity.com/rr/mod/forumpro/?thread_id=2935202

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


ChromeStar posted Sun, 27 December 2020 at 11:27 AM

Ok, so the answer is I misunderstand ScatterDist. That's good. :) For the sake of my own understanding, it's helpful for me to restate it:

Scatter Inputs expect values not colors. It's not that you're feeding it the color that should be scattered, but the distance that a particular color should be scattered. It's not that ScatterDistR_mm is taking the input red light and scattering it, but that it is taking in a value that says how far red light should be scattered. If the color isn't present (i.e. in the diffuse), it doesn't matter how far light of that color will be scattered, because there still is none of it present and scatter won't add any of its own. If you feed the color map into the ScatterDist inputs directly, the scatter distance will be proportional to the total brightness of a given point, but it will be the same distance for all three color channels (unless you change the numeric parameters for those inputs). That might work to a degree because the light available to be scattered is also getting that color from the diffuse map.

Separating your component map with the SeparateRGB node and feeding those into the ScatterDist inputs tells Poser to assume for areas with more of a given color that light of that color should scatter more, and colors that are less present should scatter less. That's a bit redundant because the available light to be scattered already has those colors more or less present according to the same map, but it might magnify the effect. It becomes most obviously wrong when the surface color is different from the desired scatter color, e.g. a colored tattoo or makeup shouldn't change the fact that we've got a lot of red under our skin.

Also, the bug appears if the parameters for the three ScatterDist?_mm are all the same. Regardless of the input values coming in from different nodes. Different inputs don't fix it.


Afrodite-Ohki posted Sun, 27 December 2020 at 1:11 PM

ChromeStar posted at 1:11PM Sun, 27 December 2020 - #4408723

Also, the bug appears if the parameters for the three ScatterDist?_mm are all the same. Regardless of the input values coming in from different nodes. Different inputs don't fix it.

What you said before this was what I had figured from that past thread, but this part here confused me - not sure I get what you mean.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


ChromeStar posted Sun, 27 December 2020 at 2:28 PM

I'm glad it matches what you got from that thread, that means I probably understand it now. :) On that last point...

If the issue was that the distance light is being scattered in the red, green, and blue channels could not be the same, then you would be okay setting those channels to the same value (e.g. set them all to 1.0) if you had different maps or other data plugged into them (e.g. perhaps from the SeparateRGB node). Because then for each point, the scatter distance would still be different.

But that's not the case. For whatever reason, if you set them all to the same numeric value (e.g. 1.0) even with different inputs, the bug still occurs.


Afrodite-Ohki posted Sun, 27 December 2020 at 3:25 PM

ChromeStar posted at 3:23PM Sun, 27 December 2020 - #4408739

I'm glad it matches what you got from that thread, that means I probably understand it now. :) On that last point...

If the issue was that the distance light is being scattered in the red, green, and blue channels could not be the same, then you would be okay setting those channels to the same value (e.g. set them all to 1.0) if you had different maps or other data plugged into them (e.g. perhaps from the SeparateRGB node). Because then for each point, the scatter distance would still be different.

But that's not the case. For whatever reason, if you set them all to the same numeric value (e.g. 1.0) even with different inputs, the bug still occurs.

Yeah that's why this is annoying me to no end. The greenery on the purple scatter goes away with any amount of green set to the scatter, but then there IS green being added ther with my shader and it still makes my purple-colored parts all yellow - if and only if I have a map with purple in it set up. I don't know what to make of this arrrrrgh

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Mon, 28 December 2020 at 1:21 PM

Figured out a workaround for my SSSmap.

image.png

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


RAMWorks posted Sun, 03 January 2021 at 11:37 AM

Rhia474 posted at 11:36AM Sun, 03 January 2021 - #4408622

I can confirm the eyebrow bug is alive and well with very old GTX cards as well, guys. I posted somewhere weeks ago about it. For us not inside the node cults: should another bug report be filed or is this already being worked on please?

Hiya, I've found it's reduced or goes away completely by not using the OptiX option in the card drop down! This is being worked on but they are not there yet!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


Rhia474 posted Sun, 03 January 2021 at 12:06 PM

I am not having an OptiX card and I still have it. My card is a lot older than those fancy options.


RAMWorks posted Sun, 03 January 2021 at 12:36 PM

OK. It was something I noticed was smoothed out when I wasn't using OptiX so thought I'd mention it. I'm hoping this week we testers get a new beta with that fix working. Fingers crossed!

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


Afrodite-Ohki posted Sun, 03 January 2021 at 1:34 PM

I tried with Optix, with no-optix gpu and with cpu render and had the issue, sadly we can only wait for them to fix the thing...

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Sun, 03 January 2021 at 5:15 PM

Ok so I tampered with ghostship2's hair shader into oblivion - I hope that's okay, and of course I will still give you credit - and now I love the result.

image.png

If anyone wants this shader, I'll post it, if ghostship2 is ok with it.

Looks pretty horrible in P11 though and I guess it's because it's blowing up all the many highlights I put in there - could be wrong though. The thing just... seems to be ignoring the color texture for whatever reason? I don't know.

image.png

Anyway, I'm a bit bummed that I'll have to offer different mats for P11 AND for P12, but hey, what ya gonna do. Now I just have to wait for them to fix the eyebrow thing and the HDRI background thing so I can start working on renders for this next hairstyle :3 until they do, I'll be sitting here making ports of my hairstyles to DS. Don't wanna release a new thing only to have to issue an update soon after.

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


hborre posted Sun, 03 January 2021 at 5:42 PM

Sure, I'll be willing to take look at your hair shader. Just as well wait until things are sorted out with the erroneous nodes. Sheesh, fix one thing break another. Neverending process.


ghostship2 posted Tue, 26 January 2021 at 3:40 PM

@Afrodite-Ohki looks great! Yeah share the shader if you can. The more people get to use good working shaders the better.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Afrodite-Ohki posted Wed, 27 January 2021 at 7:00 AM

Alright - credit ghostship2 for this, no need to credit me too, but you can if you'd prefer.

image.png

image.png

image.png

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Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Afrodite-Ohki posted Wed, 27 January 2021 at 7:03 AM

And I do realize that's a lot of node noodle so here, library preset ready to apply and replace with your textures (diffuse color, bump map and transparency map):

https://drive.google.com/file/d/1wc8VN1Owkt6e9Ny7FTDz3TKQ5sKB2Jv6/view?usp=sharing

(@ghostship2 if you want to download this and share as a freebie feel free to if you'd like, I thought it should be posted by you if anything because you've come up with the whole logic I used for this variation.)

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Bastep posted Thu, 28 January 2021 at 2:20 AM

@Afrodite-Ohki I like the hair very much! A small tip when using compound nodes. If you have several compound inputs of the same type, for example 5 inputs for the colormap, use a Blendernode in the compound node for distribution. This makes the whole thing a bit clearer. Have a nice day!

Example:

Distribute.jpg



Afrodite-Ohki posted Thu, 28 January 2021 at 7:26 AM

Bastep posted at 7:26AM Thu, 28 January 2021 - #4411232

@Afrodite-Ohki I like the hair very much! A small tip when using compound nodes. If you have several compound inputs of the same type, for example 5 inputs for the colormap, use a Blendernode in the compound node for distribution. This makes the whole thing a bit clearer. Have a nice day!

Example:

Good idea! Thanks for the tip :)

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.