If your texture is too bright, or lacks contrast, you'll look like a dead person. If its too dark and too much contrast, you'll look like a chimney sweep. Black people have dark skin, but the contrast is not so high, and there is more blue in the color than you might expect. If all your surrounding colors are very dark, your character will look like a ghost. It needs to match the environment.
A good tip is to make the render, save the render, level the color of the character in photoshop, then use that levels to adjust the texture itself as a copy of course. SSS is really no big deal, its just a matter of getting the light to behave more-or-less realistically through something like an ear, or if a bright light shines across a face.
The light can travel a few millimeters through the skin like that. Too extreme and you'll be rendering Madame Tusseau's people.
Photoshop and Poser Integration
You can go all scientific on this, that's up to you. Specularity depends entirely on the person. Some people have greasy skin, some sweaty, some dry, and some have make up. This can all be determined with specularity, and perhaps even with a reflection node. Bump depends on the picture.
Because many bump maps and even some normal maps are not designed to accommodate for different resolutions, you might have to adjust it depending on how close the camera is to the skin. Some bump maps often try to accommodate big creases with little ones and so from a distance you might see wrinkles but up close the face will look like a moonscape. It depends on the bump map.
Color of the texture is very important. VERY important. Textures with shadows and reflections suck. There is a way to force Studio to do it right but it's way too much work. It's been asked several times and so far I think the best answer is "It should work" Well I decided to actually do it. We CAN inject weight maps and Animated joint centers. Those of you thinking about weight mapping some older figures and wondering if you can make a distributable Injector to do it, the answer is "Yes". If you have used any of the other Nerd3D volumetric simulations you will have a real head start in this tutorial.
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The basic concept is very similar to the Rain Tool. There are three main components of the Spray Tool. The Splat Tool lays flat, just below the ground and simulates the drops hitting the ground. Using a modeling application allows you to build a custom prop to use in Poser scenes- this tutorial shows how to add a little functionality to that prop, by 'building in' morphs.
Building a morphing prop for Poser is not much more complicated than building a regular prop. It is important though to stay organized and ensure that you follow the right procedure, or the morph may not work properly.
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People sometimes inquire, 'How can I make my own Poser figure? Welcome to the Shade tutorial: Shoes for Poser. This is my first tutorial for Shade. I was inspired by the friendly and generous people at , especially juanmanuel. Thank you, people! Also, thank you e-frontier for making these two wonderful programs, Shade and Poser, and for your excellent tech support. This tutorial describes how to use Poser's Cloth Room to handle a tricky animation issue- how to have a flexible object 'attached' to an animated one without tedious hand-adjusting of posed elements.
Making a Simulated Guitar Strap. Poser's strand-based hair can produce very realistic images and animations- here's how to use Poser's wind force fields to give strand-based hair a windblown look. Not all of Poser's material properties can be keyframed- but if you're willing to take a trip into the Advanced Material Room the regular Material Room in Poser 5 you can use a special type of node to create animated textures and produce all kinds of interesting effects.
This tutorial shows a workflow that has proven efficient and useful in professional and amateur animation projects alike. One of the exciting features in Poser 6 is its ability to use image-based lighting, in which the lighting values for the scene are computed based on the brightness values of an image which is "wrapped" around the scene.
This allows a realistic lighting model to be applied quickly and easily without having to place and fine-tune multiple lights in a scene. One of the most common things that new Poser users want to do is to install a new figure or prop, or pose set to add a little variety to their scenes. While this is not a terribly complicated process, it helps to have a little guidance Many people have asked what is contained in the Content CD- and how to get to it.
Here's the answer Poser 5's Content CD, while it isn't essential to installing or running the program, has some useful items for those trying to spice up their Poser scenes. Also, the process of installing library items from the Content CD illustrates how to manage and install other third-party items from vendors like RuntimeDNA and Renderosity.
Poser's Library structure can be intimidating at first, but once you learn your way around, you'll find that installing new props and figures becomes second nature Most Poser content will consist of three main components: a Poser file, a geometry or mesh file, and one or more texture map files. Importing a fully-textured Poser character in Vue for rendering. Tobias Sugar demonstrates how Poser, Vue and Photoshop create the ideal toolset for any imaginable illustration. Poser's render engine provides the detail he needs for foreground characters and objects, Vue allows him to create an atmosphere for his scene that is highly realistic, and Photoshop enables him to composite and finesse the final illustration.
The Firefly engine in Poser can produce amazingly detailed, photorealistic renders- but it can also generate a cel-shaded look for more stylized images. Here's how-Poser's Firefly render engine can create beautiful, photorealistic images- but it can also be used to create a classic "cel-shaded" cartoon look.
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Choose the Superfly rendering engine and select GPU rendering. Rendering with Branched Path Tracing turned off for additional render stability , and a setting of just 5 Pixel Samples is enough to assess colour, lighting and general form of even 4K images in just a few minutes. Then you can ramp up the settings as needed. I find that a setting of 40 overall gives great results, and sometimes you can get away with as little as 30 or even You can significantly improve rendering speed by increasing the bucket size on the Superfly render tab if you are using your GPU to render.
The bucket speed determines the number of pixels that the program will render simultaneously, and the number of cores on your graphics card will determine the bucket size your card can manage.
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Try and increase in increments until performance starts to degrade. This is a great way to set up renders before you go to bed, however, it is somewhat twitchy about being paused if you require your processor for other tasks. I find that the best workflow is to only send jobs to the queue when you do not require your computer for anything else that night. The tiny details make all the difference.
By all means start with off-the shelf poses, but then take the time to adjust them precisely to your scene.