Forum: Poser - OFFICIAL


Subject: What is the deal with Poser's shadows?

Cage opened this issue on Jan 29, 2000 ยท 8 posts


Cage posted Sat, 29 January 2000 at 9:59 PM

Okay, it is finally driving me crazy. Why does Poser keep trying to cast shadows as though my figures were hovering six inches above the ground? I can't seem to fix this. I even imbedded the figure in the ground plane, and his shadows still suggested that he was floating. Is there some strange trick to casting normal shadows? I'm not using any of the patches. Is it a P4 bug? Help!

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Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


Kalypso posted Sat, 29 January 2000 at 10:33 PM Site Admin

Can you post a picture so we can see? Where are you trying to cast the shadow? If it's a wall behind the figure then you must make sure that the wall and ground plane are at a 90 degree angle. It's tricky but it can be done. I also find it easier to use a sqare prop instead of the default ground.


smallspace posted Sat, 29 January 2000 at 10:34 PM

From the Ghost Effects Site about bug fixes in the patches: "Some information was not properly interpolated during final rendering which resulted in some badly replaced shadows." This may or may not be your problem, but I would suggest coing to Ghost Effects (use link on the right) and getting the patch.

I'd rather stay in my lane than lay in my stain!


Cage posted Sat, 29 January 2000 at 10:42 PM

Okay. I will be patient if it is a Bug. Thank you! I am waiting for the final version, personally. I'll let those more observant and less prone to panic participate in the Beta process. Someone has suggested that I try using a cube as the floor, instead of a square. Would this make any difference?

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


SewerRat posted Sat, 29 January 2000 at 10:54 PM

I always use one-sided squares for the floor and walls that way I can still look "up" through the floor at the characters I haven't had much trouble with this method SewerRat


Cage posted Sun, 30 January 2000 at 9:39 AM

I very rarely use the ground plane for anything, because it keeps disappearing on me. I finally had to resort to post-production editing of the shadows. I have been having this (offset) problem with the shadows pretty consistently, but I have been working around it using different camera angles. I hope it is a bug. Can you render from behind one of the one-sided squares, 'Rat? Or does it still get in the way, and need to be hidden? I'll try that. Thanks alle, and Alle.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


duesentrieb posted Sun, 30 January 2000 at 4:55 PM

I always avoid using Poser for rendering when the shadows are playing an important role. Too much trouble. It's worth the effort to import the character via an OBJ file to RayDream, Bryce, etc. and render there. They give you more flexible light sources, too.


SewerRat posted Mon, 31 January 2000 at 1:26 AM

cage: I think you can render from behind the one sided square, I don't see why you shouldn't be able to It's never come up for me 'cause I don't usually put in one sided squares where I won't be able to see them from the final render SewerRat