Sat, Oct 5, 11:18 PM CDT

Global illumination - Poser 7

Poser (none) posted on Jul 09, 2007
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Description


I dunno if this has already been covered in the gallery here, but thanks to stewer, we now know how to render in Poser 7 using Global illumination (GI). what this means in plain english: it's now possible to render using an ordinary lite source (in this case 1 infinite lite) so that the objects in the scene pick up lite-rays bouncing off other objects and in so doing, they pick up the colours of the objects in their environment. see attached link for the method: attached link
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Comments (10)


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Victoria_Lee

7:03PM | Mon, 09 July 2007

Sweet! Bookmarked the tut for later. Thanks!

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drifterlee

8:39PM | Mon, 09 July 2007

Cool Miss Nancy. Thanks

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ClawShrimp

10:29PM | Mon, 09 July 2007

WOW! Poser with GI...it's a whole new ball game now! Thanks to everyone that made this possible. There goes the last remnants of my free time :).

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maxxxmodelz

12:19AM | Tue, 10 July 2007

Interesting. I see the GI in the brightening of the overall diffuse colors, etc., but I'm curious about the bright spots on the hand that appear to be caustics, not necessarily color bleeding (although I do see some of that as well). Were some of these materials set to generate reflective/refractive caustics? I don't have Poser 7, and only use 6 now to sometimes transfer figures to other apps, but this has my attention.

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Miss Nancy

12:49AM | Tue, 10 July 2007

max, I checked those dice (mystic-nights freebie) and both materials have white specular at 100%, so it may be that caustics is another hidden feature, along with the two GI variables. i expect by SR4 they will release a GUI to control the GI render properties. the colour bleeding node (called "gather" in P7) is turned off for all these objects, as are reflection and ambient. the two poser boxes (scaled to 7.5%) have the same specular settings. all 4 objects are held in the p4 dork's hand (dork scaled to 100%). when i saw the render, I didn't know what caused the caustic-like area, but it may be that the GI variables enable both reflected and refracted caustics. in addition, there are several other hidden render variables whose function I don't know yet. in this render I used: GIIntensity(0.8) MaxSampleSize(100) GINumBounces(3) GINumSamples(40) I've found that higher GI bounces will really exaggerate the effect too much, and GI intensity of 0.3 to 0.5 gets better results as well.

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face_off

10:43PM | Tue, 14 August 2007

Ground-breaking stuff for Poser. Well done.

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tallpindo

8:10PM | Sat, 06 October 2007

Certainly gets us out of the Dark Ages.

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Elcet

11:47PM | Sun, 18 May 2008

Very interesting study! I like that kind of experiment! Thanks for sharing!

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Seaview123

11:37PM | Sun, 19 July 2009

Really cool looking effect! Thanks for the lesson!

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Elfwine

6:54PM | Fri, 14 January 2011

3 and 1/2 years and still waiting for SR4 : P Hehe... thanks for the link! ; )


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