Welcome to the Poser - OFFICIAL Forum

Forum Moderators:  Digitell, CHMedia    Forum Coordinators:  RedPhantom

Poser - OFFICIAL F.A.Q (Updated: 2020 May 06 10:25 am)


 Subject: Physical Surface Node question

RAMWolff opened this issue on Aug 29, 2020 · 21 posts

Top of Forum Print

  RAMWolff    ( ) ( posted at 8:22PM Sat, 29 August 2020 

Hi,

How does one hook up translucency using the Physical Surface Node? I don't want to use Cycles and I'm not crazy about the Poser Root node for what I'm trying to achieve and I think the Physical Surface Node is next to try.

Would I hook into the Transparency node? Makes no sense to me as when I put any value in it the object begins to fade out so can't be right.

Thanks for the help!

Richard

---Wolff On The Prowl---

  hborre    ( ) ( posted at 8:41PM Sat, 29 August 2020  · @4398113

IIRC, translucency is akin to specularity but don't quote me on it. Unfortunately, Physical Surface Node has no provision for a direct translucent node. What are you trying to achieve?


  infinity10    ( ) ( posted at 1:58AM Sun, 30 August 2020  · @4398125

You need to plug in an Image node which has your transparency, and switch the transparency on. There is also a coloured transparency option. I am using the Physical Root Surface with transparency effects, so it works.

Eternal Hobbyist

 


  hborre    ( ) ( posted at 7:20AM Sun, 30 August 2020  · @4398137

@ infinity10: RAMWolff is inquiring about translucency and its relationship to the Physical Surface Node, not transparency.


  EClark1894    ( ) ( posted at 8:20AM Sun, 30 August 2020  · @4398143

hborre posted at 9:12AM Sun, 30 August 2020 - #4398113

IIRC, translucency is akin to specularity but don't quote me on it. Unfortunately, Physical Surface Node has no provision for a direct translucent node. What are you trying to achieve?

Here's the difference between transparent and translucent: When light encounters transparent materials, almost all of it passes directly through them. Glass, for example, is transparent to all visible light. Translucent objects allow some light to travel through them. Materials like frosted glass and some plastics are called translucent.

As for the Physical Surface node in Poser, you can plug the Translucent node into the Volume node connection. In fact, in many cases with Poser, the nodes will only allow you to plug into the correct connections. Here's an example: You want to plug the Translucent node into the Physical Surface Root node. But if you'll notice all the connections are greyed out except volume.

image.png


 Poser Content Directory


  RAMWolff    ( ) ( posted at 9:13AM Sun, 30 August 2020  · @4398145

Thanks so much Earl. That was what I think I'm looking for. So TranslucentBsdf node plugged into Volume!

---Wolff On The Prowl---

  bagginsbill    ( ) ( posted at 9:28AM Sun, 30 August 2020 · edited on 9:29AM Sun, 30 August 2020 · @4398146

You cannot plug Bsdf nodes into the Physical Surface. It has all the various node types you need built in.

Translucence is a hack, to be used with one-sided objects. For things that have a properly enclosed surface, you use scatter. And scatter is fully built into the Physical Surface node.

If you intend to use one-sided props, then you're not "physical" - such a thing is a fiction and requires the fictional "Translucence"


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 at 9:30AM Sun, 30 August 2020  · @4398147

By the way, BSDF stands for bidirectional scattering distribution function


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 at 9:31AM Sun, 30 August 2020  · @4398148

RAMWolff posted at 10:30AM Sun, 30 August 2020 - #4398145

Thanks so much Earl. That was what I think I'm looking for. So TranslucentBsdf node plugged into Volume!

No - that is nonsense. Like saying your recipe calls for apples roasted by burning oranges.


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 at 9:33AM Sun, 30 August 2020 · edited on 9:35AM Sun, 30 August 2020 · @4398149

The volume input is for volume scattering and attenuation - i.e. the alteration of light rays as they pass through a colored medium, like oil, colored glass, or coffee, or a liquid or gas with particles suspended in it like smoke, fog, etc. The latter is a phenomenon that includes scattering but not from "solid" things.


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)

  RAMWolff    ( ) ( posted at 10:42AM Sun, 30 August 2020  · @4398158

What I'm experimenting with is skin. Since I'm still trying to figure out things in Poser and have a character that just needs really nice skin I've tried just about all I can to try to achieve as realistic as I can. I don't want to use a canned solution and I know you make some great shaders Baggins but I don't learn by just click and apply, I need to know what I'm doing but I also have an old brain so pointing me to really technical pages to read through will really mess me up! LOL So if I know of the nodes that are more designed for skin, where to plug them in and what settings are generally used will give me a BASE to work from!

---Wolff On The Prowl---

  EClark1894    ( ) ( posted at 12:17PM Sun, 30 August 2020  · @4398162

bagginsbill posted at 1:14PM Sun, 30 August 2020 - #4398149

The volume input is for volume scattering and attenuation - i.e. the alteration of light rays as they pass through a colored medium, like oil, colored glass, or coffee, or a liquid or gas with particles suspended in it like smoke, fog, etc. The latter is a phenomenon that includes scattering but not from "solid" things.

Someone should tell the Poser engineers that Poser is allowing something that can't be done. Sorry Ted, I checked before I posted that image. As you can see in the screen image, the volume connection is NOT greyed out, and I had just disconnected that input to show that Poser would allow it.


 Poser Content Directory


  EClark1894    ( ) ( posted at 12:30PM Sun, 30 August 2020  · @4398166

bagginsbill posted at 1:28PM Sun, 30 August 2020 - #4398148

RAMWolff posted at 10:30AM Sun, 30 August 2020 - #4398145

Thanks so much Earl. That was what I think I'm looking for. So TranslucentBsdf node plugged into Volume!

No - that is nonsense. Like saying your recipe calls for apples roasted by burning oranges.

So what do I do? Believe BB, or my own lying eyes?

image.png


 Poser Content Directory


  hborre    ( ) ( posted at 12:32PM Sun, 30 August 2020  · @4398169

Sorry, EClark1894. I just checked that in the material room, the PhysicalSurface still shows all connectors available in the presence of only the TranslucentBsdf node. Reboot your system and try again.


  hborre    ( ) ( posted at 12:34PM Sun, 30 August 2020 · edited on 12:40PM Sun, 30 August 2020 · @4398171

image.png

The connectors gray out when the node is selected but it does not prevent you from connecting to other channels. Try it.


  hborre    ( ) ( posted at 12:44PM Sun, 30 August 2020  · @4398176

As a matter of fact, put any cycle Bsdf node and all the channels except for Volume will gray out.


  RAMWolff    ( ) ( posted at 1:26PM Sun, 30 August 2020  · @4398180

SO until I can get this figured out I'm going to fudge a bit and just use the default L'Homme skin settings but what I'm noticing in those settings is a fine layer of stippling on the skin after a render. Is there a way to get rid of that? I want the skin to look natural and this makes it NOT look natural. I've only had to adjust tiny bits here and there but I did notice this with the default textures plugged in so it's in the settings themselves! I think the lighter skin maps (default) didn't show these as much but now with my Gino face plugged into the face and lips it's quite obvious!

Skin speckles.png

---Wolff On The Prowl---

  hborre    ( ) ( posted at 2:13PM Sun, 30 August 2020 · edited on 2:14PM Sun, 30 August 2020 · @4398183

Longer render time or your render settings need adjustment.


  RAMWolff    ( ) ( posted at 2:32PM Sun, 30 August 2020  · @4398184

Here are my current settings

Current Render Settings.png

---Wolff On The Prowl---

  RAMWolff    ( ) ( posted at 6:04PM Sun, 30 August 2020  · @4398199

OK, got some acceptable render settings, the render takes a might longer but the results are acceptable! Good actually! Wish Poser had iRAY option! That would be nice!

---Wolff On The Prowl---

  bagginsbill    ( ) ( posted at 6:35AM Mon, 31 August 2020  · @4398220

When I say "you cannot plug X into Y" I am not telling you that you will be physically stopped from making that connection. I'm saying it won't work. You cannot get the effect you want by doing that.

The Poser engineers made a bug there - the Volume input should only let you connect volumetric effect nodes, or Mixes or Adds that only carry volumetric effect nodes.


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)

 To create a post you must first sign in or register an account.

Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.