IDL in Poser 11: a step back from Poser 10



  • @englishbob Got it working.

    As other have said, 1 level of Sub D and it looks fine. In fact, just turning off smoothing fixed the problem.

    0_1479313221044_1lvlSubD.jpg



  • P11's Firefly renderer is slightly different somehow, but it hasn't bothered me that much yet. I use these settings and I haven't come across any real trouble.

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  • @englishbob said in IDL in Poser 11: a step back from Poser 10:

    The trigger - one trigger, anyway - seems to be having 'Smooth Polygons' enabled in the render settings.

    This gives me a relatively simple, distributable scene that I sent to Smith Micro when I raised a support ticket:

    Excellent, thanks a lot for narrowing it down.



  • @erogenesis said in IDL in Poser 11: a step back from Poser 10:

    P11's Firefly renderer is slightly different somehow, but it hasn't bothered me that much yet. I use these settings and I haven't come across any real trouble.

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    Min shading rate of 0 doesn't give any benefit because this number is overridden by the larger number on individual bodyparts/models in their property settings. I'm guessing you already know this but just in case you did not.



  • @ghostship said in IDL in Poser 11: a step back from Poser 10:

    Min shading rate of 0 doesn't give any benefit because this number is overridden by the larger number on individual bodyparts/models in their property settings. I'm guessing you already know this but just in case you did not.

    lol no I didn't know that. I obtained these settings mostly by experimenting with the values and checking the results over the years. I just wanted to get on with making comics... :P


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    @erogenesis

    By default the MSR setting is overwritten by 0.2 on a "vertex group by vertex group" level at render time.
    (PS : it is in the manual)

    => If you want to go lower then 0.2 MSR you have to set this value lower for EACH and EVERY vertex group in your scene..... And that can be many. LOL. => I use 1.000 for draft; 0.5 for medium, and 0.2 for High Quality. Going lower then 0.2 has no use if you do not adapt the vertex groups settings.

    While we are here: Most settings look normal but what I do:

    • Irradiance caching goes to 0 (zero)
    • Indirect light Quality goes to 100 (maxed out)
    • Pixel samples : 13 is extremely high, most of the effect maxes out at about 5 to 6. => I use 3 for draft, and 5 to 6 for quality.

    Max bucket size depends on available memory, but if you have dynamic hair or so in the scene it is best to bring it back down to 32.
    Min displacement bounds prefers a small value like 0.001 => See manual because you have "Use Displacement Maps" checked ON.

    Right hand side:

    • I always have Smooth Polygons set to ON, but a lot of content is not build for that, and has to be changed in its parameters palette. (Yeah, again, on a vertex group level.)
    • Post filter size : For clearest and sharpest results set to 3 and Sync. (depends, 2 to 3 at sync seems sharpest)
      (Box at higher values will get softer or blurry images)

    best regards, Tony



  • haha waw. Well thanks vilters. I did kind of know most of those things but like I said, I get very different results when experimenting, especially with the pixel samples. If I go lower than 13 I start seeing certain artifacts in certain situations (I can't remember what but this value works very well for me). With post filter my images go blurry if I remember correctly, I prefer them sharp. Smooth polys, mja, rarely had a need for that, only if something is very blocky might I use it.

    But anyway I'll play around with your setting when I have time. thanks



  • tried your settings and compared to mine with this render.

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    Conclusion: no difference lol. Same render times. IDL behaves the same. The little shadows were ever so slightly darker in mine, but hardly noticeable really. The 13 pixel samples probably starts becoming more evident in the IDL results when the area is poorly lit.

    PS: I forgot about the post filter stuff. that was still set to 1
    PSS: changed post filter size to 3. Result: hardly any difference to be honest.


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    Thanks for the feedback.
    You have a lovely lady there.
    Good work.



  • cheers! her name is Miyu :)



  • @erogenesis Funny story (to me anyway). Was watching tv last night and one of the Marvel's Agents of SHIELD re-runs were on from the first season. One of the main characters is named SKYE. I was amazed at how much she looked like one of Erogenesis' girls. :)



  • @eclark1849

    hehe you mean roxanna? (the one with the crate)

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