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From: clipka
Subject: Stephanie Up Close (2MB)
Date: 14 Dec 2010 20:55:11
Message: <4d081fff@news.povray.org>
Working on a library of textures for Poser figures.

Here's DAZ's Stephanie 4 up close.

Most textures are more or less tweaked versions of what PoseRay 
generates, except I'm using a homebrewn macro framework; eyes needed 
more work; teeth use subsurface scattering.


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Preview of image 'stephanie_pov_scene_2010-12-15_0234.png'
stephanie_pov_scene_2010-12-15_0234.png


 

From: Thomas de Groot
Subject: Re: Stephanie Up Close (2MB)
Date: 15 Dec 2010 03:13:08
Message: <4d087894$1@news.povray.org>
"clipka" <ano### [at] anonymousorg> schreef in bericht 
news:4d081fff@news.povray.org...
> Working on a library of textures for Poser figures.
>
> Here's DAZ's Stephanie 4 up close.
>
> Most textures are more or less tweaked versions of what PoseRay
> generates, except I'm using a homebrewn macro framework; eyes needed
> more work; teeth use subsurface scattering.
>

Looking very good indeed.

Thomas


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From: Cousin Ricky
Subject: Re: Stephanie Up Close (2MB)
Date: 15 Dec 2010 16:50:00
Message: <web.4d0936e59785f45fe6676e8d0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Here's DAZ's Stephanie 4 up close.

Why are the eyelashes bluish?


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From: clipka
Subject: Re: Stephanie Up Close (2MB)
Date: 15 Dec 2010 18:19:55
Message: <4d094d1b$1@news.povray.org>
Am 15.12.2010 22:45, schrieb Cousin Ricky:
> clipka<ano### [at] anonymousorg>  wrote:
>> Here's DAZ's Stephanie 4 up close.
>
> Why are the eyelashes bluish?

Because they still need more work?


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From: FlyerX
Subject: Re: Stephanie Up Close (2MB)
Date: 16 Dec 2010 04:32:13
Message: <4d09dc9d@news.povray.org>
On 12/14/2010 7:53 PM, clipka wrote:
> Working on a library of textures for Poser figures.
>
> Here's DAZ's Stephanie 4 up close.
>
> Most textures are more or less tweaked versions of what PoseRay
> generates, except I'm using a homebrewn macro framework; eyes needed
> more work; teeth use subsurface scattering.

Some tips that worked for me:
-no specular for any eye part. 10% reflection on eyesurface with a nice 
room HDRI background.
-remove specular and bump from hair for faster renders. Also no specular 
on the hair or it will look like a silk cover over the head.
-Lip: No specular and 5% reflection. Works best with a nice specular and 
bump map.
-Skin: specular of about 0.078 and roughness about 0.025. No phong.
-Bilinear interpolation works best for most maps. Bicubic just does not 
work well for transparencies.
-No ambient for the skin or eyes.


I have been trying to modify PoseRay to get a more consistent result 
from Poser using the diffuse, specular and bump maps plus some some 
pigment macros. Unfortunately Poser materials using the node system are 
typically so badly implemented that many skin textures are just a mangle 
of useless nodes. Sometimes Poser nodes are used as a hack to get better 
rendering in a particular lighting making them useless for any other 
scene. To the node problem you can also add bad maps with specular, 
reflection and shadow effects baked in. I also think that lack of 
direction from Smith Micro on how to properly define a basic skin 
material using nodes is what creates this mess.

This makes it very difficult to translate a Poser material to POV-Ray 
SDL. I am sure that each of the Poser nodes can be easily duplicated in 
POV-Ray but many times I find that just using the basic components 
(diffuse, specular, bump & transp) plus POV-Ray enhancements yield 
better results.

The image I attached is Stephanie 4 with the Natasha elite maps. POV-Ray 
3.7 windows beta 40 which works much better than 3.6 for image map 
handling.

FlyerX


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From: clipka
Subject: Re: Stephanie Up Close (2MB)
Date: 16 Dec 2010 05:16:56
Message: <4d09e718$1@news.povray.org>
Am 16.12.2010 10:32, schrieb FlyerX:

> Some tips that worked for me:
> -no specular for any eye part. 10% reflection on eyesurface with a nice
> room HDRI background.
> -remove specular and bump from hair for faster renders. Also no specular
> on the hair or it will look like a silk cover over the head.
> -Lip: No specular and 5% reflection. Works best with a nice specular and
> bump map.
> -Skin: specular of about 0.078 and roughness about 0.025. No phong.
> -Bilinear interpolation works best for most maps. Bicubic just does not
> work well for transparencies.
> -No ambient for the skin or eyes.

I'm using radiosity for these types of scenes, so ambient is a no-go for 
me anyway ;-) (and is turned off automatically by POV-Ray 3.7)

As for specular, I intended to "sync" that with reflection intensity, 
because physically they're the very same phenomenon. It's not trivial 
though, as the proper relation between the "specular" parameter and the 
"reflection" intensity depends on the roughness of the material. Also, 
as I've learned recently, the specular highlights should follow the 
fresnel formula, which they don't. And light sources with a looks_like 
object are another problem, as they'd show up twice, once via the 
"specular" and once via the "reflection" mechanism. Blurred reflections 
would come in handy, too.

> I have been trying to modify PoseRay to get a more consistent result
> from Poser using the diffuse, specular and bump maps plus some some
> pigment macros. Unfortunately Poser materials using the node system are
> typically so badly implemented that many skin textures are just a mangle
> of useless nodes. Sometimes Poser nodes are used as a hack to get better
> rendering in a particular lighting making them useless for any other
> scene. To the node problem you can also add bad maps with specular,
> reflection and shadow effects baked in. I also think that lack of
> direction from Smith Micro on how to properly define a basic skin
> material using nodes is what creates this mess.

Yes, that's my experience, too. Ambient to simulate subsurface 
scattering - yuck! I don't want glow-in-the-dark people in my renders...

> This makes it very difficult to translate a Poser material to POV-Ray
> SDL. I am sure that each of the Poser nodes can be easily duplicated in
> POV-Ray but many times I find that just using the basic components
> (diffuse, specular, bump & transp) plus POV-Ray enhancements yield
> better results.

That's why I'm aiming for a macro framework to define the materials in 
POV-Ray: My hope is that I can just plug in the different 
image/bump/specular/transparency maps, tweak a few constants, and get 
better results than with the original materials in the original 
software, with consistent quality in all lighting situations.

> The image I attached is Stephanie 4 with the Natasha elite maps. POV-Ray
> 3.7 windows beta 40 which works much better than 3.6 for image map
> handling.

... and I happen to know why ;-) You might want to add an option to 
PoseRay though to automatically add "gamma 1.0" to specularity and 
transparency maps, as I guess they're typically intended to be consumed 
"raw" (wouldn't hurt for bump maps either, but isn't strictly necessary 
there).

Nice render, btw. If it wasn't for the hair (which in my experience is 
the most difficult part to get right), I'd call it convincing.


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From: Thomas de Groot
Subject: Re: Stephanie Up Close (2MB)
Date: 17 Dec 2010 03:15:21
Message: <4d0b1c19$1@news.povray.org>
I think there is an interesting possibility here: to use settings like 
explained by FlyerX for more general scenes where figures are not too close, 
and and a method like Clipka's or Ive's for the really close ups where 
details matter.

I already use a varying combination of both for most of my scenes where 
figures are clearly visible. In particular, I always use a glass texture for 
the eye transparency layer.

But, for sure, never use materials the way they come out of Poser! ;-)

Thomas


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From: FlyerX
Subject: Re: Stephanie Up Close (2MB)
Date: 17 Dec 2010 06:14:31
Message: <4d0b4617$1@news.povray.org>
On 12/16/2010 4:16 AM, clipka wrote:

> ... and I happen to know why ;-) You might want to add an option to
> PoseRay though to automatically add "gamma 1.0" to specularity and
> transparency maps, as I guess they're typically intended to be consumed
> "raw" (wouldn't hurt for bump maps either, but isn't strictly necessary
> there).
>

The latest beta has gamma 1.0 for bump, transparency and finish maps 
among a few other minor updates.

http://mysite.verizon.net/sfg0000/index.htm

FlyerX


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From: Ive
Subject: Re: Stephanie Up Close (2MB)
Date: 17 Dec 2010 07:35:59
Message: <4d0b592f$1@news.povray.org>
On 16.12.2010 11:16, clipka wrote:
> As for specular, I intended to "sync" that with reflection intensity,
> because physically they're the very same phenomenon. It's not trivial
> though, as the proper relation between the "specular" parameter and the
> "reflection" intensity depends on the roughness of the material. Also,
> as I've learned recently, the specular highlights should follow the
> fresnel formula, which they don't.

In fact from my experience the missing fresnel falloff for specular 
highlights within POV-Ray is the most important issue that currently 
prevents any generic solution for rendering realistic skins.
I've faked it by either using aoi (a pain to setup and no generic 
solution) or blurred reflection (incredible long render times and 
therefor of no *practical* use).
For short: it is currently not possible to do something as simple as a 
classical Hollywood-Three-Point-Lighting portrait shot within POV-Ray 
and getting any satisfying result :(

-Ive


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From: Thomas de Groot
Subject: Re: Stephanie Up Close (2MB)
Date: 17 Dec 2010 10:15:06
Message: <4d0b7e7a@news.povray.org>
"FlyerX" <fly### [at] yahoocom> schreef in bericht 
news:4d0b4617$1@news.povray.org...
> On 12/16/2010 4:16 AM, clipka wrote:
>
>> ... and I happen to know why ;-) You might want to add an option to
>> PoseRay though to automatically add "gamma 1.0" to specularity and
>> transparency maps, as I guess they're typically intended to be consumed
>> "raw" (wouldn't hurt for bump maps either, but isn't strictly necessary
>> there).
>>
>
> The latest beta has gamma 1.0 for bump, transparency and finish maps among 
> a few other minor updates.
>
> http://mysite.verizon.net/sfg0000/index.htm
>

Excellent!

Something I just thought about is the possibility to add  interior_texture 
{...}  to a material in the Materials window. This can be of use to simulate 
(silk) lining in clothes for instance.

Thomas


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