Maybe not a toon but little and with a great character ! voice over soon ?I'm a tooooooooon character - wheeeeeeeeeeeeeeeeeeeeee!
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Maybe not a toon but little and with a great character ! voice over soon ?I'm a tooooooooon character - wheeeeeeeeeeeeeeeeeeeeee!
Maybe not a toon but little and with a great character !
voice over soon ?![]()
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You need to have the last update of Poser12 , go to the Material room , select the ground ( floor) and on the Poser surface check the Shadow Catcher only, then set the diffuse color to 255 RED, now the ground will only catch your shadows and nothing else .@MEC4D How'd you get the ground shadows to render? Last I knew Poser had problems in SF when it came to catching the ground shadows. So... how'd you do it?
Thank you, both for the information and for the warning on the new product you're working on for the HDRI. Look forward to seeing it, and hopefully buying it when it comes out!You need to have the last update of Poser12 , go to the Material room , select the ground ( floor) and on the Poser surface check the Shadow Catcher only, then set the diffuse color to 255 RED, now the ground will only catch your shadows and nothing else .
They fixed the issues , I was not so happy with it in 2020 as I could do not much , but now it is perfect .
I also made shadow catcher for cycles root node , but what Superfly is using now is the same I believe but internal .
P.S you need also to have perfect HDRI that generate correct shadows , so fake HDRI will not produce any or very little . The proper EV for light HDRI is 20EV +/- , now I can create HDRI with spotlights and have it rendered as one map and move between the programs .
I am also preparing my own HDRI products for Poser12 , to make the HDRi visible in the viewport for reference while working
Thank you Rich , and it was just the scalp cap , without the rest of the 9 layers .. truly 100K of strand hair inside a texture , now imagine short hairstyle for Dusk2 or beard or horse's fur .. so much possibilitiesSounds wonderful! You are truly innovative hon!
Thank you @Miss B , I made it thinking you may like the red version ..Looking great Cath. I'm especially liking the 6th one, but then red's my favorite color.![]()
Why thank you ma'am.Thank you @Miss B , I made it thinking you may like the red version ..![]()
Hmmm, that last one, at a distance, isn't all that bad. When I think of "distance", I think of a full body render, as then you wouldn't be able see much detail in the hair. That's why closer renders, with highly detailed hair, takes so much longer to render.
it render very quick , but from distance you will need to use higher a mouth of samples to catch each hair if it is smaller , there will be another 9 layers on top beside the scalp cap think about that .. I will make another tests and see how it goes.Since it's a hair cap, smaller strands won't cost any more processing power, right? So, if it's not too much trouble, can we haz smaller?![]()
I've not worked with strand hair. But tell me, if it's just the scalp cap and will be covered with 9 more layers, why would it need to have such fine detail? What am I missing or misunderstanding?it render very quick , but from distance you will need to use higher a mouth of samples to catch each hair if it is smaller , there will be another 9 layers on top beside the scalp cap think about that .. I will make another tests and see how it goes.
Take a single hair in your hand and make full body picture , you will not see the single hair in that picture lol
It is not a strand hair , I painting it in 3D dimension , so normal and displacement are 3D dimensional and not just made from 2D .. giving the effect of a strand hair , fine details are needed since the edges will be not completely covered and it also use translucent shader so this type of hair construction needs all the details to work fineI've not worked with strand hair. But tell me, if it's just the scalp cap and will be covered with 9 more layers, why would it need to have such fine detail? What am I missing or misunderstanding?
Dana