{"id":3542,"date":"2014-04-30T12:33:25","date_gmt":"2014-04-30T10:33:25","guid":{"rendered":"http:\/\/www.book.artbeeweb.nl\/?p=3542"},"modified":"2014-05-07T13:56:49","modified_gmt":"2014-05-07T11:56:49","slug":"whats-the-diffuse-component-intended-for","status":"publish","type":"post","link":"http:\/\/www.book.artbeeweb.nl\/?p=3542","title":{"rendered":"What\u2019s the Diffuse component intended for?"},"content":{"rendered":"<p>For short: Diffusion is equivalent to Object Color. This is the place to turn an object simply green, and\/or to assign an image to it for a detailed coloring of the surface. The color swatch then works as a filter: when I assign an image as well as turn the swatch to green, it\u2019s like I\u2019m looking at the image through green glasses or through a sheet of green transparent plastic. A white swatch means: no filtering, and is generally recommended when images are used.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.05.01.jpg\" alt=\"\" \/> makes <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.05.02.jpg\" alt=\"\" \/><\/p>\n<p>Clicking the larger area opens the Texture Manager, which offers the option to import an image.<\/p>\n<p><strong><em>More in detail<\/em><\/strong><\/p>\n<p>In nature, objects get their color by scattering back some of the light that falls upon them, and do so in a color-filtered way. So white light shining on a plants leaf will make it look green because the leaf scatters back the green portion out of the white light, at the place and time the light hits the leaf. When the light is pure red without any green in it, then the leaf cannot scatter anything back and hence will look black instead. This \u201cscattering back\u201d is called Diffusion, not to be confused with <a title=\"click for details\" href=\"\/?p=3550\">Reflection<\/a>.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.05.03.jpg\" alt=\"\" align=\"right\" \/>The amount of light which is received by a \u201cunit of surface\u201d (say 1 cm<sup>2<\/sup> or in<sup>2<\/sup>) depends on the angle the light makes with the surface. Perpendicular lighting makes high intensities, skew angles make low intensities as the same amount of light has to shine on a larger area.<\/p>\n<p>Also, the diffuse response to light usually will not be equal in all directions: the response perpendicular to the surface might be stronger than that parallel to it, making objects look darker at skew angles towards the camera. That is: at their edges.<\/p>\n<p>Both effects are referred to as: shading, in contrast to shadowing which includes blocking the light by other objects, or other parts of the same object. In Poser all this is understood in the Diffuse part of the material definition.<\/p>\n<p><strong>Intermediate<\/strong><\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.05.04.jpg\" alt=\"\" align=\"left\" \/>The Advanced interface into Poser Material Room offers a <strong>Diffuse_Color<\/strong> which makes it the equivalent of Simple interface, and offers a <strong>Diffuse_Value<\/strong> next to it which acts as an extra filter. Intensities are reduced by that factor, and it can be driven by a (greyscale) image map as well. This way one can easily make dark stains on a surface. See\u00a0the various articles\u00a0on how both <a title=\"click for details\" href=\"\/?p=3537\">Simple and Advanced interfaces relate<\/a>, and\u00a0on <a title=\"click for details\" href=\"\/?p=3566\">the way Colors and Values work together<\/a>.<\/p>\n<p>Recommendations:<\/p>\n<ul>\n<li>To prevent artefacts in rendering when applying the <a title=\"click for details\" href=\"\/?p=3717\">Gamma mechanism <\/a>(recommended, available in PoserPro and Poser 10 and up) the Value setting should be kept to 1.0 only (or 0.0 but no intermediate values).<\/li>\n<li>To prevent overlighting when combined with other aspects of lighting and material definitions, it\u2019s recommended not to exceed 80% brightness in the Color-swatch and maps (or in the Value setting when not applying Gamma).<\/li>\n<\/ul>\n<p>As said, in nature the diffuse response to light usually will not be equal in all directions. This was already investigated upon by the mathematician J.H. Lambert (about 1750). In Poser, this \u201cLambert diffusion\u201d is embedded in the Diffuse part of the material definition (Simple and Advanced interface), as well as implemented in the diffuse node (Advanced interface only). See the various articles on <a title=\"click for details\" href=\"\/?p=3571\">more background on Lambert<\/a>, on <a title=\"click for details\" href=\"\/?p=3593\">details about the Diffuse node<\/a>, and on assigning either an <a title=\"click for details\" href=\"\/?p=3645\">image <\/a>or a <a title=\"click or details\" href=\"\/?p=3649\">movie <\/a>respectively to the Diffuse slot(s).<\/p>\n<p>Anyway, the diffuse light is scattered outward, that is: with following the surface normal, which is a vector perpendicular to the surface which generally should be pointing outward. For various reasons the latter is not always the case, depending on the way the object is made and imported into Poser. If not, it can make the scattering go in the wrong direction, causing black spots in the render. The solution is to force Poser to reconsider the surface normals, and I can make it doing so by ticking the <strong>Normals Forward<\/strong> checkbox. It\u2019s in the node, as well as at the bottom end of the PoserSurface definition itself. It\u2019s not available in the Simple interface.<\/p>\n<p>That aside, the results from the \u201cLambert approximation\u201d do not look utterly realistic for organic, porous surfaces. Therefore, Poser offers alternatives to the Diffuse component, like the <a title=\"click for details\" href=\"\/?p=3591\">Alternate_Diffuse <\/a>part of the material definition, plus a <a title=\"click for details\" href=\"\/?p=3593\">Clay node<\/a>\u00a0 with enhanced properties.<\/p>\n<p>On top of all this: in nature, <strong>non-metallic objects<\/strong> get their color from diffusion, while <strong>metals<\/strong> get theirs from reflection. Especially when I\u2019m into photorealism, it will be good to understand \u2013 and to implement \u2013 this difference. Metals don\u2019t diffuse, they reflect.<\/p>\n<p style=\"text-align: right;\"><a href=\"\/?p=3544\">Next &gt;<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>For short: Diffusion is equivalent to Object Color. This is the place to turn an object simply green, and\/or to assign an image to it for a detailed coloring of the surface. The color swatch then works as a filter: when I assign an image as well as turn the swatch to green, it\u2019s like &hellip; <a href=\"http:\/\/www.book.artbeeweb.nl\/?p=3542\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;What\u2019s the Diffuse component intended for?&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[5],"tags":[145,133],"series":[126],"class_list":["post-3542","post","type-post","status-publish","format-standard","hentry","category-poser","tag-material-room","tag-poser","series-matroom-simple"],"_links":{"self":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3542","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3542"}],"version-history":[{"count":4,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3542\/revisions"}],"predecessor-version":[{"id":4234,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3542\/revisions\/4234"}],"wp:attachment":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3542"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3542"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3542"},{"taxonomy":"series","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fseries&post=3542"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}