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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)



Subject: Crowded place


simontemplar ( ) posted Sun, 20 June 2004 at 10:02 AM · edited Mon, 23 December 2024 at 8:32 AM

Hmm I don't know how to put this exactly... Let's imagine this: Using P5, I want to set a scene with several people (why not a public poolside, for example). I am aware that including too many people, even if they are dorks and posettes, will seriously kill my rendering speed, or even jam P5. Is there a workaround for that kind of problem ? I mean, except using some backdrop panels.


SamTherapy ( ) posted Sun, 20 June 2004 at 10:19 AM

Render in sections and piece it together in Photoshop.

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TrekkieGrrrl ( ) posted Sun, 20 June 2004 at 11:16 AM

You can also pose your characters, export them as obj's and re-import the static obj's. They take up far less memory than a full character, and can stil be textured :o)

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wyrwulf ( ) posted Sun, 20 June 2004 at 12:04 PM

Render in pieces, starting with objects farthest from the camera and behind other objects, save as PSD or TIF so you have an alpha channel, then assemble in a paint program. Or render in pieces, starting farthest from the camera and behind other objects, Then use MenuDisplayPaste onto Background to create layers in Poser.


igohigh ( ) posted Sun, 20 June 2004 at 12:18 PM

For 'background crowds' where close up details are not relivant then you can start as wyrwulf says "starting with objects farthest from the camera and behind other objects, save as PSD or TIF so you have an alpha channel" and then in your paint program create a Transparancy. Apply these to a flat plane to line up your crowd - very much the way Cyclorama has for trees/plants and what-not.


TrekkieGrrrl ( ) posted Sun, 20 June 2004 at 12:29 PM

The problem with that approach is that it's hard to get convincing shadows. Shadows from the layer in front of a flat one will not fall 100% correct. In most cases it doesn't really matter, but the "imported object" doesn't suffer from that. On the other hand it is of course higher in polycount than a flat square :o)

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
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igohigh ( ) posted Sun, 20 June 2004 at 1:13 PM

file_113472.jpg

"Am I real or am I Memorex?" Well like I said, it would be suitable for background crowds where detail and, as ernyoka1 points out, shadows will not be of great consern. Here is a quick and dirty example.


igohigh ( ) posted Sun, 20 June 2004 at 1:29 PM

Actually I prefer SamTherapy's method, sometimes I will have half a dozen or more PZ3s of the same scene each containing 'some' of the characters that will create the full scene once assembled in Photoshop. There is still a lot of planing involved where shadows are conserned. I sometimes use plain boxes, cones and what-nots as "stand-ins" to assist in cutting down the postwork or making sure the light doesn't get too strong where a missing character is in one of the 'parts of'. It does get kinda tricky sometimes trying to decide which characters to put into which part of the scene.... My example for this would be my "Beastiality" post in the gallery: 1 Mike2, 1 Naga, 1 Krysta, 1 Constanze, 2 P4Fems, 1 peacock, 1 salamander, 1 frog, 1 crow, 1 rabbit/P4cat, 3 butterflies, and a many props and clothing items; all rendered on a Win98 with only a PII and 256Meg of RAM. http://www.renderosity.com/viewed.ez?galleryid=129271


Riddokun ( ) posted Sun, 20 June 2004 at 3:39 PM

won't it be wiser to do the oppopsit ? i mean render the first plane and then the others, to cast the shadows of each foregroudn plane over the most backward ones , means one people in front will for sure cast a shadow on the one behind him if light is from front,ney ?


igohigh ( ) posted Sun, 20 June 2004 at 6:25 PM

??? I assume you are refering to the 'Copy to Background' method? You would have to start from the rear since if you start from the front you would have those in the rear super imposed 'in front' of those in the front. And you would not be able to cast any shadows on each proceeding one at all unless you use a flat plane and then the shadows would tend to float in mid air. Using the method I described with mutiple planes you would catch some shadows but as ernyoka1 points out they will not be exact as if there were actual characters (or props of characters) there. You could get some shadows but they are cast off flat image planes.


igohigh ( ) posted Sun, 20 June 2004 at 6:33 PM

file_113473.jpg

Here is a sample of the 'Copy to Background' method. It works but as you can see there is No Shadows at all from one render to the next.


dante ( ) posted Sun, 20 June 2004 at 7:45 PM

Content Advisory! This message contains violence

Hi... I use the method of multiple PZ3s and this is one of the results...As for missing shadows you can allways paint them in Photoshop...


dante ( ) posted Sun, 20 June 2004 at 7:47 PM

Content Advisory! This message contains violence

file_113474.jpg

Forgot to post the image...sorry


Tyger_purr ( ) posted Sun, 20 June 2004 at 9:56 PM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=662006&Start=1&Artist=Tyger%5Fpurr&ByArtist=Yes

It is actually not that unusual to cut your scenes into sections or layers.

You just need to be aware of where the shadows are and cut it up accordingly.

I did this image
http://www.renderosity.com/viewed.ez?galleryid=679353&Start=1&Artist=Tyger%5Fpurr&ByArtist=Yes

in multiple runs. I even changed the lighting to allow me to cut it up easier.

There are different methods for different needs.
You can cut them side to side and post work them together.
You can layer them back to front and post work them together.
You could even layer them from back to front and use the back image as a background image for the next closer layer. This is how i did the image linked above.

This image

http://www.renderosity.com/viewed.ez?galleryid=662006&Start=1&Artist=Tyger%5Fpurr&ByArtist=Yes

is the first one i layered and i explain where the layers are and how i put it together.

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simontemplar ( ) posted Mon, 21 June 2004 at 8:01 AM

Thanks to all of you for these tips... I'll try them tomorrow I think, and see if I can make it right :) A question though to Ernokya: when exporting of the characters as obj, can you just retexture them back with their original texture within the materials room ?


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