No light masks in Superfly
Light masks don't seem to work on lights with Superfly. Eg if you use the Poser studio_blinds light, the blinds effect is gone. disabling all other lights seems to confirm the fact. Anyone got a work around for Superfly please?
pavig last edited by
Superfly is a physically correct renderer so sticking an actual physical (shadow casting) object between the light and your subject should work fine.
Change the scale of the light to 1% and try again.
Sorry to resurrect this thread - only just got a chance to try out your suggestions.
Thank you for your comments about simply using a shadow casting object in the scene Pavig. That works just fine, but is less useful on a large scale scene with an infinite light. I could do it as a last resort though.
Piers, I tried rescaling the light scale to 1% no joy. Tried scaling the map size to 1% same result. Tried increasing the light intensity to 200% and changing attenuation to increase magnitude of effect. Still no effect. Any further thoughts? At this rate I'm gonna have to pay you tech support fees! :-)
Superfly render - no effect
Superfly with high res plane using checkerboard as trans map - works fine
This is the position of the blinds light (plane included)
pavig last edited by
Unfortunately my only experience is with Blender Cycles, which is rather obfuscated by the time it becomes superfly. All I know is that point, spot and sun lamps of size zero cast sharp shadows - any non-zero size turns the light into a 3D surface and softens shadows. I can't test in poser right now due to the holidays.
Thank you anyway. If you do remember to give it a look after the break I'd really appreciate it!
Putting a 'gel' plane in front of the light is an accurate reflection of real world and is a lot easier. If you really want to use the gel as a material on the light it is possible but finicky. You DO need to change the scale to 1%, but you also need a different material set up.
You need to fiddle with the location and scale parameters to get the image centred in the light field. It's a bit painful.
settings for the light. In this case pointing straight down and scaled at 1%.
The result... so it does work, but I'd say the only time this is the better way to go is in a dark room where light bleeding around the plane may be problematic. Otherwise (as in your test scene), the interposed plane is MUCH simpler and just as effective.
joker last edited by joker
This does not work. I dont get the picture projected. Only a uniform blue colored light projection. The light is scaled to 1%.
Well obviously it worked for me when I posted the image. I also said it was finicky and not the preferred option. It is much easier and more controllable to use an interposed gel plane. See here: https://forum.smithmicro.com/topic/2150/white-borders-in-aerearender-in-firefly/6.
You might also note in the thread I have linked to that even when I have saved scenes where the gel on a light is used, it has not worked when re-opened.
Either Poser's code changed during an SR or the process is inherently unstable.
joker last edited by
@piersyf Ah, ok. Thank you very much.. So I will try with the gel plane :-)
raven last edited by
This is what I got using @piersyf 's settings on a spotlight but also with a slight change. I changed the Projection to Sphere on the ImageTexture node. I also changed the Scale on the Mapping node. The unattached image_map node shows the texture I used. The spotlight I used is at 100% scale, you can adjust the scale to adjust the shadow sharpness, smaller for sharper.
Actually you may have identified why I have so much trouble with that set up... I'd have to experiment a bit, but it's possible the scale changed on the light I had saved which might explain why it didn't work when I reopened it. I have a render going at the moment, but I'll see if I can replicate what you've done and post back...
OK, the scales had changed on my save. It does still work.
I had been using the set up as a 'projector' light, so casting images like floor plans, and found positioning the image to be very hit and miss and painfully tedious. I ended up just using a gel plane.
Also, as you identified, lights aren't UV'd, so the UV channel won't work. I used the Normal channel.
I took a basic water image, used that attached to a point light, set the point light to constant, and rendered it in the default construct. Sorta works, but as you can imaging, the further from the light you get the more stretched, scaled and distorted the image gets. It also would have helped to use a seamless image...
Also, it didn't matter what scale the light was set to, it rendered the same (scale DID have an impact with my 'projector' images).
semicharm last edited by semicharm
I had the same problem and came across this thread. Based on the suggestions here, I decided to experiment with the various lights behavior in SuperFly. In each test, I either used the following setup or connected "normal" directly to light "color".
Note, I used an equirectangular image, so I opted to use the EnvironmentTexture node rather than than ImageTexture. This gave the most reliable results, regardless of light angle.
All images rendered in Poser11 basic scene with a single test light. I didn't include images for Distant and Area lights, as they only render a solid color that appears to be based on the light's "normal".
Point Normal Test
Point Image Test
Spot Normal Test1
Spot Image Test1
Spot Normal Test2
Spot Image Test2
Spot Object Test
Ironically needed this info again today. Thanks so much to Piers and semicharm for their invaluable input.