Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Oct 31 4:59 pm)
Addendum: Now that Poser 9 and Poser Pro 2012 are out, this shader is even more useful. The blurred reflections are much faster and much better quality, and you can push the amount of blur to a satisfying level never possible before with Poser.
Try the shader again in the new programs.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
looks good. Note that the bounce is a max cut-off, if it doesn't need all of them, they won't be used. According to me, the inner upper side of the right thigh suggest that you can use more, just try 8 or 16 or so. Perhaps an area render will reduce the time to get this sorted.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Great, Silver Surfer ahead. Thanks.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Quote - looks good. Note that the bounce is a max cut-off, if it doesn't need all of them, they won't be used. According to me, the inner upper side of the right thigh suggest that you can use more, just try 8 or 16 or so. Perhaps an area render will reduce the time to get this sorted.
When the bounce reaches its max cutoff it resorts to using the background value. That is usually black by default, hence the black spots. You can plug the image for your environment sphere, through a sphere mapped node there for a better looking cheat with fewer bounces.
Quote - When the bounce reaches its max cutoff it resorts to using the background value. That is usually black by default, hence the black spots. You can plug the image for your environment sphere, through a sphere mapped node there for a better looking cheat with fewer bounces.
Interesting info Batronyx, thanks... would this by any chance be true of IDL bounces too then?
Cheers
Yes, but differently. When the light stop bouncing it just uses whatever color it has picked up from bouncing around. If it didn't hit anything, it will return whatever is in the background shader. This won't ever happen if you are using an envirosphere or some such.
I've used this technique similar to a Diffuse IBL light for compositing in post ( to help a figure feel more integrated into whatever photo you want to composite with ) but without an actual light emitting environment, the results aren't very pronounced, just less washed out than a default solid color. So I still needed to add supplemental 'not-visible-in-camera' emitters.
Ah okay... I'd half wondered if the black artifacts that can appear in IDL only renders were any relation to what you'd mentioned.
But I've since read an explanation from Bagginsbill on how these are linked to Irradiance Caching... and from what you're also saying above too, it doesn't sound like that sphere mapped node cheat would help with those black IDL pre-pass artifacts?
Still, very interesting relative to ray-traced reflections...
Many thanks
But I have a problem when I apply BBGlossy, I completely lose the "material" object.
If I apply BBGLossy to the wood support i loose the wood....
I'm not able to understand,
can anyone help me ?
Many thanks.
Poser Pro 2014 SR 1 on Windows 7 64
bit
I use IDL, Gamma Correction and EZSkin for all
final renders.
This will be some work for you, but it's not going to take forever.
It is simply a matter of putting the texture images back into the shader after you load BBGlossy.
I will show you the steps.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
I'm going to use an airplane because it has a nice texture, and it has just one material zone - making my demonstration easy.
This is how the plane renders after loading it - no shine.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
They should all be color white.
They should be adjusted in the other parameters to produce the kinds of shine you will need.
You will make adjustments to IOR, Reflectivity, and Blur. Prepare a few and save them to your library.
Here is an example from mine.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Click on some part of your object you want to work on in the preview window. Its material will appear in the material window.
Most materials are simple and only have a color texture. Some will have color and a bump as this one does.
They may or may not have names that tell you what they are. But generally you can tell by where they are connected. Diffuse_Color usually connects to the color map. Bump usually connects to the bump map.
By using ctrl-click with the mouse, select both. Then right-click and Copy. You now have these nodes in the clipboard. (Or just a color map.)
If you have a bump map, look at the number in bump. You will need to type that again.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Now right-click and do Paste. Your texture will be back. But they will lose their names. You will have to look at them to know which is which.
Move them into place as shown.
Connect the color map to PMC:Color and to PoserSurface Diffuse_Color. (Red arrows)
Connect the bump map to PoserSurface Bump. (Red arrow)
Change Filtering to Crisp (circled).
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
The numerical value in the Bump parameter will need adjustment. You should take note of these before you change the shader, and then re-enter the value. In my case, it was .2.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Adjust the parameters as desired.
PM:IOR - increase/decrease the shine of the middle - controls the Fresnel effect minimum shine
PM:Reflectivity - increase/decrease the overall shine - controls the Fresnel effect minimum and maximum shine
PM:Blur - increase/decrease roughness of the surface - spreads highlights
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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Save it to the Poser runtime which is logical for you (assuming you have more than one). The rest of the path would be runtime/libraries/materials. Add a subfolder if you're organized. You'll access from the material room.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3