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Show Us Your Lisa's Botanicals Renders!

Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
Gorgeous renders Satira!! I recognize some of them, but some are new to me, and just amazing!! :)
 

NapalmArsenal

Distinguished
Contributing Artist
Beautiful renders everyone! =) I have enjoyed browsing through them! Love the bell flowers Satira and the Si-Fi spin on them.

Oh what the Hay! I'm working on a little something for New Years that I will post soon.

Chipmunk Amore ........

Lisa's Botanicals Curious Grasses and Vines
Lisa's Botanicals Daylily
Frills Prism Textures for Lisa's Botanicals Daylily
RDNA winter foliage vol 1
RDNA Fall Foliage
Tree and pumpkin from Daz Studio
Chipmunks freebie from Renderosity JTrout
Chips2 copy.jpg
 

Satira Capriccio

Renowned
CV-BEE
Contributing Artist
OOOh! Gorgeous Napalm!

Even though I was born in October, I'm not crazy about orange, but I'll make an exception for this one!

Thanks Miss B and Napalm.
 

Lyne

Distinguished
HW Honey Bear
STUNNING!!! How did you use SSS on Lisa's flowers, please?

and @NapalmArsenal - I just love this...and it looks even better here in the new forum!! :)
 

Satira Capriccio

Renowned
CV-BEE
Contributing Artist
Easy Peasy. I saved the original post to a google doc, so let me dig it up. I used the same setup on the two above that I used with the Hyacinths here

Here are Lisa's Hyacinths. I used Poser Unimesh and set SubD to 1.
Listed below are the material, IDL Sphere, SkyDome, and IDL Render settings I used with the Hyacinths.
The same texture map (LB_Hyacinth02.jpg) is used on all of the Hyacinths, so I'm not sure why two are pink while the others are purple.

Hyacinth.jpg


Hyacinths

PoserSurface

Diffuse_Color: R 253, G 253, B 253
Diffuse_Value: 0.0

Specular_Color: Black
Specular_Value: 1.0

Highlight_Size: 100.0

Ambient_Color: Black
Ambient_Value: 0.0

Transparency: 0.0
Transparency_Edge: 0.0
Transparency_Falloff: 0.0

Translucence_Color: Black
Translucence_Value: 0.0

Nodes:
Diffuse Channel
Texture Node
  • Add New Node > 2D Textures > image_map
  • Click Image_Source (None) and browse to and select texture file
  • Change Filtering to Crisp
  • Connect to Diffuse_Color Channel
Bump Channel
Subtract Node
  • Add New Node > Math > math_functions
  • Change Math_Argument to Subtract
  • Value_2 to 0.5
  • Connect to Bump Channel
  • Change Bump to 0.001667
Turbulence Node
  • Add New Node > 3D Textures > turbulence
  • Change x scale to 0.05
  • Change y scale to 0.05
  • Change z scale to 0.05
  • Change Gain to 0.15
  • Change Noise_Type to Improved
  • Connect to Value_1 of Subtract Node
Alternate Diffuse Channel
Blender Node
  • Add New Node > Math > blender
  • Change Input_2 to Black
  • Change Blending to 1
  • Connect to Alternate_Diffuse channel
Alternate_Diffuse: R 239, G 239, B 239

HSV Node
  • Add New Node > Math > hsv
  • Change Value to 1.1
  • Connect to Input_1 of Blender Node
Scatter Node
  • Add New Node > Lighting > Special > scatter
  • Change Material to Skin 1
  • Uncheck User_Material_Color
  • Change Texture_Detail to 1
  • Change Scale to 1.75
  • Connect to Color of HSV Node
Alternate Specular Channel

Blinn Node
  • Add New Node > Lighting > Specular > blinn
  • Change Eccentricity to 0.25
  • Change SpecularRollOff to 0.5
  • Change Reflectivity to 1.4
  • Connect to Blending of Blender Node
  • Connect to Alternate_Specular
  • Specular_Color: R 239, G 239, B 239
Turbulence Node 2
  • Add New Node > 3D Textures > turbulence
  • Connect to Reflectivity of Blinn Node
  • Change x scale to 0.02
  • Change y scale to 0.02
  • Change z scale to 0.02
  • Change Bias to 0.8
  • Change Noise_Type to Improved
  • Connect Texture Node to Color of Scatter Node
  • Connect Texture Node to Specular_Color of Blinn Node

TerraDome 2 SkyDome
  • Visible checked
  • Visible in Raytracing checked
  • Light emitter checked
  • Visible to Camera checked
PoserSurface

Diffuse_Color: R 182, G 237, B 255
Diffuse_Value: 0.0

Specular_Color: Black
Specular_Value: 1.0

Highlight_Size: 0.02

Ambient_Color: White
Ambient_Value: 1.0

Both connected to Image_Source Stratocumulus
(RDNA TerraDome 2 SkyDome texture)

Transparency: 0
Transparency_Edge: 0
Transparency_Falloff: 0

Translucence_Color: Black
Translucence_Value: 0


IDL Sphere
  • Visible checked
  • Casts shadows unchecked
  • Light emitter checked
  • Visible in Raytracing checked
  • Visible to Camera unchecked
PoserSurface

Diffuse_Color: R 204, G 204, B 204
Diffuse_Value: 0.0

Specular_Color: R 153, G 153, B 153
Specular_Value: 0.0

Highlight_Size: 0.1

Ambient_Color: R 237, G 237, B 239
Ambient_Value: 0.6

Transparency: 0
Transparency_Edge: 0
Transparency_Falloff: 0

Translucence_Color: Black
Translucence_Value: 0

Alternate_Diffuse
Connected to Image_Source Overcast
(RDNA IDL Studio texture)


Light
  • Shadows unchecked
  • Diffuse IBL
  • xRotate: -90
  • Intensity: 50%
When using IDL, Visible must be checked on Light emitter objects
When Visible to Camera unchecked, object will not appear in render

I sometimes get better results when I use the IDL Sphere as a not visible to camera Light emitter and use a second smaller IDL Sphere or a skydome as a visible to camera sky background.


Render Settings
  • Cast shadows checked
  • Subsurface Scattering checked
  • Raytracing: 1 bounce
  • Irradiance caching: 50
  • Indirect Light Quality: 50
  • Pixel samples: 10
  • Min shading rate: 0.10
 

Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
OK Satira, I assume once I have this set up the first time, I can then save as a new "material" preset for reuse?
 

Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
Yup, that's exactly what I'm going to try it with, one of Napalm's Day Lily textures. ;)
 

Pendraia

Sage
Contributing Artist
Great renders NA and Satira...

Thanks for the info Satira...I would guess that the different colour is due to the SSS effect and light placement. If you moved the lights and render does the pink stay in the same parts?
 

Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
Good point Pen, since those are higher than the others, it's possible the sunlight is hitting it differently.
 

Pendraia

Sage
Contributing Artist
My thought was that light shining through ears with sss make them red so it might be doing something similar on the flowers. If so changing the sss colour will change the flowers also. Could make for some interesting effects.
 

Lyne

Distinguished
HW Honey Bear
OH MY GOOD GRAVY!!!!!!!!!! Thanks!! I am going to copy out and study this... wow!!

um....the flowers already have a map...so not sure if there are some of these I don't have to do because they are set up already... um.... I wonder too, if one could just tell poser to create the SSS on/for the flower petals? I'm a bit over whelmed the more I look at this... :eek:
 
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