Forum Moderators: nerd
Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Dec 30 12:17 pm)
Welcome to the Poser Forums! Need help with these versions, advice on upgrading? Etc...you've arrived at the right place!
Looking for Poser Tutorials? Find those HERE
You can use a mask. Create a black and white image for the mask where the black is "off" or not illuminating and the white is the bright part. plug that into your ambient or emitter value, (where you tell poser how bight you want it)
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
Thank you. I made copies of the two room-lights' texture maps, flood-filled the un-lit parts with black in free Irfan View, used them as 'ambient' maps. Not obvious in 'preview', needed several partial test-renders, then lonnnng render to do justice, but seems to work. Currently running two recipe variants: 34 pix_sample Superfly Progressive on PC, 64 pix_sample Superfly Progressive on network render 'Box'. As latter system renders rather faster than former beyond its GPU cards' now-modest capacity, they'll arrive together and i'll post both for comparison...
Ooh !! I've just spotted a desk-lamp, no, two !! Are there more ? I wonder if I can recruit them...
Forgot to mention this is Richard Mandel's free SCG post of https://www.sharecg.com/v/97841/view/5/3D-Model/RE2-Source-ROOM20B-1F-East-Office
~8 MB OBJ imported at ~33% of original size. Note I had to edit OBJ in Wordpad as it sought MTL deep, deep within RM's folder tree, confusing Poser...
I masked and dialled the desk lights, also found the inner-office glazing material and dialled that to ~95% transparency. Turned camera to show 'reverse angle', adjusted 'hither' to hide the wall and its heaped boxes. Sent 96 pixel-sample Superfly render to Box. ~75 mins later, I got...
if you want a boost from emitted materials in superfly, without super cranking the ambient value, the ambient boost shader in Superfly material sampler by seachnasaigh located here in freestuff works really great. Of course you'd still need your masking.
--------------------------------------------------------------------------------
Consider me insane if you wish, but is your reality any better?
Again, thank you, bwldrd, for the advice. Applied to another Richard Mandel freebie: https://www.sharecg.com/v/97857/view/5/3D-Model/RE2-Source-ROOM20E-1F-Interrogation-Rooms
As-is, the strip and pendant lights dialled to super-ambient made their fittings, cables etc glow anomalously, too. I used their textures as templates for the ambient maps. Attached, so you can see what I did. A few test-renders with Superfly showed I'd need a lot of pixel-samples for a good piccy. I set 256, queued job to my network-render 'Box'. That ran ~1900 to ~0300, probably my longest since an 'overnight' P4. But, IMHO, worth it...
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Rather than 'fly' Poser lights into an enclosed scene, I try to illuminate set by dialling any scene 'luminaires' to 'super-ambient'.
This is okay when the model part is split so the filament / bulb / source is allocated its own group, so its own texture. But what to do when entire luminaire --the bulb / tube, holder, shade, ferrule, cable & pattress-- forms one group, shares one texture map ?
Is there any way to 'mask' that shared texture map so that only eg the bulb region responds to 'super-ambient' setting ??
Alternative would need the model re-grouping so mesh for eg bulb may be allocated its own material, and that dialled to 'super-ambient'.
Not much of a problem when the set is low-poly but, if set's OBJ is 10~~20 MB with 60++ textures, becomes harder...