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Poser Realism posted on Jul 15, 2004
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Description


I've been playing around with some tricky texture settings for a few weeks now, with no luck. Then I changed one parameter, and this render popped out! This is standard V3 hi-res texturemaps, with a heap of mat room node trickery-pokery.

Comments (7)


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Holli

2:54AM | Thu, 15 July 2004

Very nice render. Very realistic.

svdl

6:42AM | Thu, 15 July 2004

That skin texture looks brilliant! Hope you saved those nodes as a material... Excellent!

richardson

9:01AM | Thu, 15 July 2004

Those nodes would look so nice in my matroom! lol. Now I see the light...Astonishing but can it hold up in a closer shot. The ear looks sculptural. Most neglected item on V3. You can almost imagine "peachfuzz" on her cheek. A superb bit of homework!

jeriko

10:18AM | Thu, 15 July 2004

Excellent close-up!!! Try to show the eye, will be perfect!!

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StealthWorks

6:38PM | Thu, 15 July 2004

Excellent!! I LOVE photo-realistic renders and obviously a lot of work has gone into this - why are there not a lot more comments here? C'mon people - credit where credit is due

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Jedi_Padawan

7:14PM | Mon, 26 July 2004

sigh what a wonderful work! I'm deeply impressed. I think it was a perfect idea to hide the eyes, as they always destry the realistic look. This way it's perfect with the poser-abilities - I love it! Would you mind to share your material settings with us? Pretty please? ~Saskia~

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face_off

11:05PM | Mon, 26 July 2004

The material settings for this image are very complex. It's a series of edge_blend nodes connected to mathes functions, into ambient and alt_diffuse. It's all very much "work in progress", and seems to be quite light dependent. I'm looking at writing a phython script to take a standard mat pose, and add all the extras. Try this as a starter....1) add a very small amount of ambient red (say RGB 30, 0 0). 2) Switch off specular and use a blinn spec shader in the alt_spec slot. Plug the bump map into the blinn source, and tint it blue. 3) Subtract a small spot node from the diffuse texture map (only subtract green and blue - maybe 30, 30). 4) Use an edge_blend + bunch of mathes nodes to make polys on a 45 degree to the camera redder.


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