Ghost texture map



  • Hello,

    Is there a way to create a transparent texturemap with edge blends for glows so that body parts on the other side of the body do NOT show?
    For example, in the pict below the left ear is a bit distracting. If push comes to shove, it can be fixed in post, but it would be nice, for example, to have a material for the cloth that would be transparent but would cover her boobs underneath:

    0_1503107697699_spirit1.jpg

    Here's a reference snap from Skyrim:

    0_1503107715555_spiritR.jpg

    Thanks!



  • which render engine are you using?



  • @redphantom FireFly, Poser Pro 2014


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    Don't use transparency; use refraction. It works well in Superfly.
    0_1503115049845_SydneyG2 as Cortana 1200x750 Superfly.jpg

    0_1503115802831_Pauline fire sprite.jpg

    I don't see a material screenshot offhand; I'll need to either find one or reload a scene and take a screenshot.


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    Ooops. Crossposted. Pro2014, Firefly. I've done it, but the results are not as good as with Superfly. Render with raytracing engaged.

    This gave animated flames for SydneyG2:
    0_1503116239164_Blaze refractive body mat.PNG
    0_1503116423495_SydneyG2 as Blaze - refractive test.PNG

    I'll see if I can whip up something without the flames.



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  • Poser Ambassadors

    @bagginsbill 's refractive ghost material:
    0_1503120925851_refractive ghost MkIII - BB.jpg



  • Physics Based Render (PBR) engines by definition are not very good at rendering ghosts. For rendering items from the spiritual world you need an SBR. ;-)



  • @fverbaas Surely the FF (Final Fantasy) Render Engine would be best for this? ;-)


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    Pro2014, Firefly, no flames...
    0_1503159784764_Pro2014 Firefly refractive ghost - Faeryl A3.jpg
    Material setup (BB's design): render with raytracing engaged, because of using refraction
    0_1503159818753_Pro2014 Firefly refractive ghost material - Faeryl A3.png



  • @seachnasaigh
    Very nice samples! Thank you for the tips. First round of experiment, based on your M4 sample did not look so hot... back to the drawing board...
    By the way, why do you have the texture plugged into the Ambient Color instead of the Diffuse Color?


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    Hmmm... Did you have raytracing engaged, and give it at least 8 bounces?
    If it is too opaque, then you might try adjusting the attenuation in the edge blend node; lowering it to 0.075 would make the ghost much more see-through.

    The color map plugs into the ambient because ghosts are luminous.

    In the first two renders (Cortana and a fire sprite sitting by a lava stream), notice that the ghosts cast light onto the surface. Those first two pics are Superfly renders, and not only is it easier to get clean refraction (see-through effect), but you can also make the ghost cast light onto their surroundings.



  • I could be wrong, but plugging the texture into the Ambient channel essentially makes the texture itself part of the "glow", rather than just something alongside it, and to keep the glow from "washing out" the texture.

    Also, to get the same effect as from Skyrim, you'll need to go into the Properties tab of the Parameter Palette, have the Body of the figure selected, and Uncheck "Visible in Raytracing". This will cause Firefly to ignore any parts of the figure that the camera wouldn't see, like the full eyeball, internal mouth and such.

    This will, however, have the unfortunate effect of stopping the figure from emitting any light onto the surroundings (Note how in the Firefly examples seachnasaigh posted there's not glow from the figures). There are several methods you can use to get around this:

    You could do two renders, one with "Visible in Raytracing" checked and one without, then composite the parts you want to be invisible from the second render onto the first.
    You could add a duplicate of the "ghost" figure, have the ghost be invisible to raytracing while the duplicate isn't, but the duplicate has "Visible in Camera" unchecked, which will make it not be visible in the render, but it's glow will light the scene.
    Instead of having a full duplicate of the ghost figure, you could have another object, say a scaled cylinder, act as the glow source, with "Visible to Raytracing" checked, and "Visible in Camera" unchecked.



  • @seachnasaigh said in Ghost texture map:

    Hmmm... Did you have raytracing engaged, and give it at least 8 bounces?
    If it is too opaque, then you might try adjusting the attenuation in the edge blend node; lowering it to 0.075 would make the ghost much more see-through.

    Your setup was copied to the letter, but it somehow looks different... even the preview sphere looks noticeably different (the increased bounces did not help much)
    And lowering the attenuation to 0.075 did take the glow down, but it also lost the sharp contrast around the edge

    0_1503263284168_glow.jpg

    But thank you for sharing a few of your techniques. I learned the difference between diffuse and ambient :]



  • @modus0 said in Ghost texture map:

    Also, to get the same effect as from Skyrim, you'll need to go into the Properties tab of the Parameter Palette, have the Body of the figure selected, and Uncheck "Visible in Raytracing". This will cause Firefly to ignore any parts of the figure that the camera wouldn't see, like the full eyeball, internal mouth and such.

    Modus... turning off "Visible in Raytracing" did not remove the geometry from the other side of the figure.
    But checking "Remove backfacing polys" in the render settings did help a bit (the pict on the right). As for the left ear, a simple transparency texturemap took it right off

    0_1503263840395_BF.jpg

    Thank you for the tips!



  • Can you post a screenshot of your render settings?



  • @modus0
    render settings:

    0_1503289900072_setings.jpg

    and just in case, the material settings:

    0_1503289946777_Material.jpg

    Here's another example where this setup falls apart:

    0_1503289972414_ErosGost.jpg

    Seeing both hands is very distracting, and he looks like a eunuch, which would go against the story's structure ;]
    seachnasaigh is on the right track with the refraction trick, and if it would be possible to get that style of transparency with this level of contrast, the effect would be perfect.



  • Okay, try this:

    Apply just the Edge Blend, Refract, and Math Functions nodes from seachnasaigh's 3rd post to all of the figure's materials zones. (Just those nodes, delete everything else but maybe the texture map)

    Uncheck "Visible in Raytracing" in the Properties panel of the Parameters Palette.

    Check the box in the Render Settings for "Indirect Light".

    Render.

    Also, which figures are you using?



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  • Here's the final version favoring seachnasaigh's tip of plugging into the refraction channel. But instead of the edge blend, a fresnel blend offered better contrast for the glowing edges. The transparency has been reduced to 0.2 on the body and 0.0 on the head to make it more readable.

    0_1503337889646_Glowing.jpg

    ...and if anyone is interested, here're the material settings:

    0_1503337950812_Glowing_material.jpg

    Psyche is played by Terai Yuki and Eros by M4
    Thank you for all your help!
    Krios