lakes123 opened this issue on Oct 30, 2022 ยท 11 posts
lakes123 posted Sun, 30 October 2022 at 2:57 AM
Im like lost with lighting. How do I get rid of those shadowy parts? I even set the shadow to 0 but didn't work.
RedPhantom posted Sun, 30 October 2022 at 8:03 AM Site Admin
We're going to need more information than just the image. What render engine are you using? Firefly or Superfly? What do the shaders look like? A screenshot of the material room's advanced tab would help.
At first glance, I'm guessing you're using firefly and you have one of the settings too low, but that is a guess, and I couldn't tell you which one without seeing your settings.
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lakes123 posted Sun, 30 October 2022 at 8:48 AM
shaders? whats that?
lakes123 posted Sun, 30 October 2022 at 8:59 AM
Here are more firefly images.
Y-Phil posted Sun, 30 October 2022 at 9:58 AM
lakes123 posted at 8:48 AM Sun, 30 October 2022 - #4447941
A shader is what lets Poser know how to render an object.shaders? whats that?
The left part shows the shader of the sphere
One thing that could help us help you is how the door, the wall are setup, for example
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lakes123 posted Sun, 30 October 2022 at 10:11 AM
the above images I posted are the shaders of the wall.
Miss B posted Sun, 30 October 2022 at 12:44 PM
Actually @lakes123, the images you posted above are the "renders" of the shaders you used.
What @Y-Phil would like to see is a screenshot of the "Material Room" setup like the screenshot he posted above, which will show exactly which shader nodes you used, such as the Albedo, Roughness, Metallic and Normal nodes he has connected to the main PhysicalSurace root node in his setup.
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primorge posted Sun, 30 October 2022 at 12:59 PM
It's IDL splotchies.
primorge posted Sun, 30 October 2022 at 1:10 PM
Try setting the Irradiance cache setting to around 35 and adding a very low intensity point light near where it's happening. In corners for instance...
More than likely materials will have nothing to do with it. But make sure that reflection light mult is off in your materials just in case. And no AO in the lights and materials. Global illumination has superior AO built in, adding light or mat AO will cause problems.
primorge posted Sun, 30 October 2022 at 1:17 PM
And use ray traced shadows not depth mapped on your shadow casting lights. Generally I find a setting of 0.350 min bias and 75 samples or thereabouts produces shadows with good edges and detail without starting to show self shadowing polygons too much. Increase the Indirect Light Quality to about 50 or higher if you haven't done so.
primorge posted Sun, 30 October 2022 at 1:19 PM
...or switch to rendering with Superfly. Which doesn't have this problem but has it's own set of gotchas...