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Subject: Update to BB's Max Scatter Trick for Poser Pro 11 SuperFly?


Iuvenis_Scriptor ( ) posted Thu, 01 June 2017 at 2:13 PM · edited Fri, 19 April 2024 at 10:40 AM

I've been trying to get rid of some mild desaturation/blueishness on my character's fingertips around the nails. The nails are in a different Scatter Group, but that doesn't seem to be doing much. Heck, I experimented with completely removing the SSS from the nails, and the problem was still there.

Bagginsbill's "Max Scatter" trick doesn't work in Poser 11 Pro SuperFly (the requisite node connections are dashed), so I was wondering if BB or anyone else has figured out how to update it for that version of Poser and render engine.

Thanks in advance!


Boni ( ) posted Thu, 01 June 2017 at 2:58 PM
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A little more detail would help. A screen shot or render of the issue you are having and a screen-shot of the node settings. Generally blue means there was a "fake" tweek to emulate SSS somewhere and it might be a "light emitter" setting. Now this is just a guess based on a similar problem I had several months ago.

Boni



"Be Hero to Yourself" -- Peter Tork


Iuvenis_Scriptor ( ) posted Thu, 01 June 2017 at 4:00 PM

Thanks! Here's a cropped render. The problem is clearest on the thumb tip around the nail. The scatter node on the hand zone is also included.Hand.jpgScatterNode.jpg


Boni ( ) posted Thu, 01 June 2017 at 5:07 PM
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Could I see the settings for the PoserSurface root node? I think I can see the issue best there.

Boni



"Be Hero to Yourself" -- Peter Tork


Iuvenis_Scriptor ( ) posted Thu, 01 June 2017 at 6:08 PM

Here you go! SurfaceNode.jpg


bagginsbill ( ) posted Thu, 01 June 2017 at 9:13 PM

The max scatter trick cannot be done in SuperFly. No math after a lighting node is permitted.

Your stingy display of the material settings, while successfully hiding your shader, is successfully hiding the problem, too.

I think you have stuff plugged into Pre_Scatter_Color on the Custom_Scatter and that's a dangerous parameter. But since we can't see what's in there - can't help.


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bagginsbill ( ) posted Thu, 01 June 2017 at 9:31 PM

The Custom_Scatter node is a very dangerous tool. A bit like a power saw with no safety features.

Check this out. Magenta scatter produces green fingertips. Look familiar?

image.png


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)


bagginsbill ( ) posted Thu, 01 June 2017 at 9:34 PM

Peach or skin-color scatter gets you blue fingertips.

image.png

Is there a reason you're using Custom_Scatter? Because, frankly, even I cannot fully explain all its goofy behaviors.


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)


Boni ( ) posted Thu, 01 June 2017 at 10:00 PM
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Thank you bagginsbill, I knew there was something that didn't quite work in this.

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Fri, 02 June 2017 at 10:45 AM

here in this example I have three zones next to each other. The cycles skin next to zones that use either basic cycles diffuse or damaged old firefly shaders produce the same dark blue lines between the zones.

@bagginsbill, I don't know if bopperthijs plug-in brakes any rules but it's there for you download and check out, or maybe you have seen it already and figured out if there was something wrong with it?

either way still getting blue next to a zone that is pretty basic so this might just be the way cycles/superfly does it???

in my second example I'm using the new EZSkin3 plug-in on the hand and my Superfly car paint shader on the nails. You can see a bit of the blue on the skin at the top of the thumbnail. sss skin blue.jpghand.jpg

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Iuvenis_Scriptor ( ) posted Fri, 02 June 2017 at 3:37 PM

Thanks, BB, for joining us. I'm "stingy" about showing my shader simply because it's quite complex, but very little of that complexity is at all relevant to the SSS. I've created a couple of customized compound nodes (which I would need to expand in order to show the workings of the whole shader), and several nodes are just there to provide a means by which I can ultimately control certain aspects of the shader via dials in the Pose room.

I think I've figured out at least a rough solution. The key seems to be the Surface Color. This is what I get if I duplicate your setup with Andy.

SSS1.jpgHand1.jpg

Just as in your render, Andy's got the blues (pun intended) in a big way! However, if you duplicate the Scatter Color in the Surface Color and then make your Scatter Color just a bit pinker, the results look much better. There's still some desaturation (maybe even slight yellowing), but at least it's not nearly as blue-tinted.

SSS2.jpgHand2.jpg

Adding some Blinn has it looking like this... Hand3.jpg

And reducing the Mean Free Path to what I originally used in my cropped render of Victoria 5's hand coming out of a red flannel shirt has it looking pretty good, at least to me. Hand4.jpg


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