Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)
"Hey! Is this about Poser?!! Huh, IS IT?!"
HEY! ..... It absolutely IS!!!
I found it in the Group Edit window in Poser4.
So ........................... it quallifies, ... no?
;=] <-------------------- I hope.
Mods? ............ dis ok?
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Thanks xenic ....... I'll go try that right now .... and if you guys never "see" me again, you'll know what happened. Good-bye cruel thread ..... sniff .... ;=[ But ..... I'll try it! cheers, dr geep <-------------------- feelin' brave ;=? ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
I'm sure there are plenty of Poser users who would benefit from an informed explanation of what "normals" and "reverse normals" are. If I recall correctly, there's an explanation in the Poser manual, but who ever reads that? :-) What's this about a Bowl game today? I'm waiting for the 2004 World Series. Go Giants!
Of course what's really confusing is that Poser doesn't use normals. (Try importing a mesh that doesn't have any - it works!) It actually uses the winding order of the vertices around each polygon; clockwise, anti-clockwise, I never can remember which is which even though knowledgeable people keep telling me. So, a "reverse normals" button shouldn't do anything at all. Except that when Poser says "normal" it means "winding order". Apologies for the interruption. I now return you to your scheduled programme of silliness. :-) EB the abwindingorder.
geep, I saw your panel in another thread but forgot to come back here with a 'nevermind'. I too like the silliness, I'm just not always sure how to respond. :) EnglishBob, winding order is generally used to compute the normal. I suspect Poser ignores them and generates it's own so it can do the phong shading interpolation smoothly across group boundaries, ignoring (potentially) duplicate vertices, where other programs would normally show a seam. One exception of course is in importing .dxf files. They always have seams on every face, or look faceted, if you prefer.
I'm curious, is it the same in P5? Or have they finally fixed that, allowing for true "2 sided" polys... Example: in C4D or MAX i can assign a material to the "Front" face of polys & a different Mat to the "Back" face of the same polys... Makes it easy to say have a red velvet sleeve with it's inside made of cotton blue... :-)) And of course this saves on the polycount, cause you don't have to double them up. I'm asking this, cause i was debating the pros & cons of finally buying P5. But, if this simple task is not available, then i will stick to what i'm doing. Which is pose my characters in P4, then export & render in C4D. And Yes Geep! You are allowed to be silly! In Fact, you're students, fans & friends encourage you to it!! Marco[A frenchman, which means "silly"... ;-O]
Compiler, you raised my eyebrow! :-) Can you explain quickly the "workaround"? That info could tip the scale for me... I've said a few times that i wouldn't never buy P5. But, that contradicted my "open minded philosophy".. LOL So far the "pros & cons" list of mine is about equal. A few more positive thoughts & i'm hooked. Marco
I know only enough about this subject to be dangerous, but whenever I have a model (usually an imported 3ds or obj one) and the surface renders shadowed when it should have rendered as if the light is shining on it instead (because it is), I reverse the normals for the offending group element and it renders OK (usually, but not always).
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Just curious. ;=]
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019