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Poser F.A.Q (Updated: 2019 Jan 31 1:28 pm)


 Subject: "Neutral" light for testing skins

Hioushi opened this issue on May 10, 2019 · 6 posts

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  Hioushi    ( ) ( posted at 10:56AM Fri, 10 May 2019 

I looking for advice on what is considered a "neutral" light for testing different skin textures and shaders. What is the standard setup for this? 1 white light? 2? 2 in front and from behind? Any input is appreciated

Thanks.


  SamTherapy    ( ) ( posted at 1:28PM Fri, 10 May 2019  · @4351533

Single white light and Envirosphere without texture is going to give a relatively even white light. That's how I'd do it, anyhow.

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  dlfurman    ( ) ( posted at 2:56PM Fri, 10 May 2019  · @4351534

Tweak the light intensity also. It will not be 100% 55-67% works pretty well, Play around to what your eyes says is good.

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  ironsoul    ( ) ( posted at 3:50PM Fri, 10 May 2019  · @4351535

BB had somekind of Gamma and Exposure meter to help with getting the exposure correct but my Googlefu is failing, maybe someone still has the link.



  Miss B    ( ) ( posted at 8:38PM Fri, 10 May 2019 · edited on 8:38PM Fri, 10 May 2019 · @4351540

ironsoul posted at 9:36PM Fri, 10 May 2019 - #4351535

BB had somekind of Gamma and Exposure meter to help with getting the exposure correct but my Googlefu is failing, maybe someone still has the link.

If you're referring to his BBGammaMeter, you can find it, and whole lot more of his goodies, in his File Cabinet

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  caisson    ( ) ( posted at 8:57AM Sat, 11 May 2019  · @4351557

Pretty much what SamTherapy said.

The standard lighting I use to test all materials I make is a single white infinite light set to 100% intensity on the grounds that it's the simplest possible setup that works well. As I use Poser 11 with Superfly, which comes with free reflections on everything all the time, I use the Poser Ground with a simple material for indirect reflected light - White and Blackout materials are in the Construct folder in Poser 11 Materials. Changing one of those materials to a mid-grey colour will give a nice neutral test setup (for speed when test rendering I switch off Visible in Camera in the Ground Properties too).

I check exposure like a digital photo - render a low quality test, save it, then look at the Histogram in an image editor.


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