Forum: Poser - OFFICIAL


Subject: Improving Poser Renders (Room Models)

Dr Max opened this issue on Mar 23, 2004 ยท 14 posts


Ajax posted Tue, 23 March 2004 at 5:57 PM

  1. Don't split the vertices on the curved areas, just on the areas you need to be flat. Specifically, only split them at the borders of flat areas. Most modellers allow you to split at a certain angle. If you split anything that makes an angle of 46 degrees or more from the continuation of bordering polygons, you should get pretty good results. Alternatively, bevel the edges of flat areas and don't split anything. This adds a few polygons but works well. 2. Yeah, welcome to the ugly world of Poser lighting. The trick for lighting rooms is to use lots of spotlights. It's hard work. You can also provide ambient lighting by turning off shadows for one or more of the infinite lights. 3. Yes, it's normal. Polygon clipping is usually pretty good at render time though. If you're having trouble at render time, you may have some double sided polygons or multiple polygons occupying the same space. The Poser render engine hates that. It also hates polygons with any concave angles. From the look of the pic you posted, you may well have one of those on the floor. Try splitting it into all convex polygons, ideally with no more than four sides each. 4. see 3 5. You betcha. 6. Yes it's acceptable. Possibly some people may be annoyed by it, but more fool them. It's the sensible approach. Yes, you can get better results with other packages. You can pay 10 to 50 times as much for them too. Would you be able to get better results with Poser 5? Well, that really depends on what you want to achieve. Lighting is no better in P5 than it is in P4 so there's no advantage there. I think light gels were about the only thing that was added to lighting features. Texturing on the other hand is much more flexible in P5. It has a very advanced procedural shader system with raytracing, displacement mapping and improved bump mapping. The displacement mapping strikes me as the most obvious advantage for you. It would allow you to add complex plaster moulding, such as floral patterns, to your ceilings for example, without any additional polygons. You could also generate things like marble tiling, pavers or bricks procedurally. Specular highlights are handled a lot better in P5 too (much better control over size and brightness) and you can set up specular maps if you want them.


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