Ohhhh Central Park! That is a great source for HDRi backgrounds.Thanks Miss B , I have a lot of new HDRI maps.. also a lot from NYC while pandemic , Central Park, empty streets, Bear Mountains, 7 Lakes NYC etc.. just perfect for the 3D scene , once I setup the proper way everything I will be ready to make a products from my collections .
I need to talk to Ken, he may help me doing HDRI control panel using script for easy usage.
Because HDRI can't illuminate from standard light , but if you have 3D scene with floor it works great in combination with standard light and emitters .One question...in test 3, the white ball seems to be emitting light. Why is there a heavy shadow from the ball above it, and the ground doesn't look extra illuminated near it.
Dana
me wants it , me wants it alotHello,
I am excited today since finally I setup my HDRI maps to use in Poser 12 , one map for everything ( no external spheres needed no more) , no other lights needed , proper PBR materials and looks just like in iray , also I made some setting for the contrast, aperture/shutter speed and tone .
very excited ..
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Thanks Miss B , I have 12000 cudas so it get quick in no time with GPU rendering , it definitely render faster than in iray .Looking wonderful Cath. I don't think I've ever rendered anything with 500 samples. I think the most I've ever done in Poser is 100 samples.
IKR? This is what I was thinking too. I can only get so much "hobby spending" through my accountant per month.Are you TRYING to break everyone's bank account honey??? LOL
Just do us all a favor and DO NOT release all this at the same time. YIKES! My wallet just started sweating. Not pretty!
I like the nose in 2 but the ears in 1. Number 1 interacts with the light better. But number 2 has the nicer colour. It's actually easier to see the difference when they're side by side and smaller because I can take in all of both at the same time.Guys and Gals
here are 2 SSS setting I started working on in Poser12 , the only light in scene is HDRI and plain OBJ , since I did not have yet the main version installed so totally plain.
personally I like #2 so far as it is more "fleshy" and reflecting better enviorment , but #1 reflecting the environment more accurate according to PBR , so most SSS happening in cavities . Both are for Cycles Surface -Superfly
Let me know what is your favor. It is work in progress so things my change , but I need some starting point .
so #1 or #2
Thanks
Cath
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No shadow catcher in Poser for superfly, right? I thought Blender (cycles) had one? Or is there, now?Because HDRI can't illuminate from standard light , but if you have 3D scene with floor it works great in combination with standard light and emitters .
Yes shadow catcher is already done for Superfly , I just made renders with it today , check my early posts .. no more spheres for HDRI , straight into the engine and working as a charm . I was waiting for it for a while now, so glad they listen to my opinion, it is game changer for me .No shadow catcher in Poser for superfly, right? I thought Blender (cycles) had one? Or is there, now?
I didn't play much with HDRI in poser 12. At least, not with scenes that needed a catcher.
Thanks for your feedback , same here , the reason I am asking , also the cavity in #2 produce more AO than in the first model settings . The color can be changed as that is not big deal but the point is for SSS, it will be different with regular spot light , right now it is full blown sun .I like the nose in 2 but the ears in 1. Number 1 interacts with the light better. But number 2 has the nicer colour. It's actually easier to see the difference when they're side by side and smaller because I can take in all of both at the same time.
Actually, this makes me want to create a 3d render and bring it up on my TV (3d). The old PS3 can show high res 3d images on a 3d tv. I've been wanting to play with this for a while. I have a bunch of historic 3d glass slides I need to compose into 3d images.
Cool, with the spheres, right?Yes shadow catcher is already done for Superfly , I just made renders with it today , check my early posts .. no more spheres for HDRI , straight into the engine and working as a charm . I was waiting for it for a while now, so glad they listen to my opinion, it is game changer for me .
No more spheres, straight into background to render Engine .Cool, with the spheres, right?
It's been a while, but I remember BB holding forth on shadow catchers and how they weren't actually dealing with shadow colour correctly. I remember some insane (for me) collection of nodes being used to correct this. I don't remember if this was pre or post superfly era.
I can see how they'd be difficult to implement for PBR.
Is there a way to apply a displacement map to a shadow catcher? The grass could have a texture.