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Poser (Integrated Plugin developed by Paul Kinnane)

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jtbullet
Licensed Customer
Posts: 14
Joined: Tue Aug 13, 2013 9:28 pm

Hi. I am a newbie. I used 1.x for awhile and now I am moving to 2.x (whatever is current as soon as my payment goes through). I was sort of frustrated with getting the results I liked with 1.x but I could see the potential. It really was difficult to adjust lighting...it never seemed like the lighting carried over from Poser Pro even when using the script. Normally I would just play with the intensity of the environment image maps to get a level of lighting that was good enough.

Now I have decided to dedicate a significant amount of time to learning correctly. Are there any good resources you would suggest? Would any of you master renderers accept payment for tutorials? Has anyone thought of putting their techniques on Udemy? I would gladly pay for some good training.

Thanks for the great resource!
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TRRazor
Licensed Customer
Posts: 684
Joined: Sun Nov 03, 2013 10:21 am

Hey!

I think you just made the first important step - asking for advice in the matter :)
I'm certain everybody here will give you guidance as good as they can, since there are some very talented people gathered here on the boards (not just in the Poser one, but also on all the other OR plug-in boards.)

I actually come from a photography background, which helps me a lot in lighting my scenes and adjusting everything, because I can apply my real world knowledge to my rendering.
Your main problem right now is the fact that you want to move away from the biased-lighting-model-thinking which applies to Poser but is far away from how things are being lit in real life.

Enter the "world" of photometric lighting instead!

I'm not going to kid you, but this is going to be a very painful process (not kidding you on this one) - especially if you're very used to the way things work inside Poser.
But fortunately you will move towards a working method which is how the GFX / CGI industry has been doing it for years - and that is to work as close to reality as possible.

OctaneRender is an unbiased rendering engine, which means everything it does abides by the same laws of physics that the world you live in does.
This means that you can apply the same techniques of lighting your scenes, as you would in real life when for example lighting a movie set or a portrait photo shoot.

Most artists tend to crank up their light volumes REALLY high instead of working with the tools provided by OctaneRender, which are quite similar to the functions you can find on a camera.
The basics of these are:

There are several ways to light your scene:

1.) Emitter lights (You essentially take a 3D or 2D object in your scene, and turn it into a light emitting material --> there you go, it will emit light)
2.) Use am HDRi to light your scene (High Dynamic Range Images give you great results right from the start, since they are actually light maps taken from a real-life-situation.
Go here: http://render.otoy.com/forum/viewtopic.php?f=21&t=146 to get some great free ones to work with.)
3.) The OctaneRender Sunlight (also a good way to start with, as this will also give you some nice results, depending on where you position the sun in your scene)

Check out my mesh light video tutorial, to get you going on some of the basics and principles of Octane lighting here: https://vimeo.com/113861642

Most importantly, don't stop asking and always stay creative and interested, and you'll see you'll produce great results in a moderately short amount of time.
Don't get discouraged when things don't work out right away the way you want it, it takes time to master Octane - most of us are still trying ;)

Oh and of course: Read up on the manual - https://www.google.com/search?q=octaner ... 8&oe=utf-8 Paul did a great job on it.

Hope this helps you a little bit :)

Happy Rendering!

Noel
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
jtbullet
Licensed Customer
Posts: 14
Joined: Tue Aug 13, 2013 9:28 pm

Thanks so much for the answer. I plan to buy all of the shaders once I have learned to push it as far as I can go.

Off to purchase a big multi-drive bay to finally organize all of my runtime folders!
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