Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 03 8:59 am)
AND there are five frame digits on the animation bar!! The content section appears pretty conprehensive and the ambient occlusion features look similar to GI. To me Jessi and James have a distinctive look that will be a nice contrast with used with Daz figures. I just hope it renders faster and I'm REALLY glad that I pre-ordered!
Message edited on: 03/10/2005 23:45
Attached Link: http://www.curiouslabs.com/article/articleview/1381/1/580?sbss=580
Anyone notice the wonderful support for content paradise?Attached Link: http://www.curiouslabs.com/article/articleview/1382/1/580?sbss=580
Hmmm ... here's a couple from the little "additional new features" page that are VERY cool ... - Save all of the materials on a figure or prop as an easy-to-access Material Collection - External Morph Targets reduce file sizes making opening files fasterAttached Link: http://www.curiouslabs.com/go/poser6/animation
In another thread, I think operaguy was frustrated that the P5 animation bar only goes to 999. The animation bar (above the movies) *appear* to go to 99999 Strange. Clicking the animation bar link reveals only three digits. Now I'm confused. Apologies.Message edited on: 03/10/2005 23:58
same god damn animals though.
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I think the struggle was to compete with the unimesh market. So CL really brought in some big guns to provide Alpha Man, LaRoo, the P6 family, etc. The human end was what they were probably expecting to help sell the program. The animals are a tough market as there's a lot of diversity in what people actually want in them...
Can somebody PUUUUHLLEEEEAAASEEE!!!! pass me a working serial number so that I can order? ;0) By the time I get a copy of Poser 6 they'll be on Poser 9! [ba-dah-bum] By the time I get a copy of Poser 6 my Poser 5 Material system emulation for C4D will be done! (not much kidding there - it might be). What looks to be the most major update to Poser since Poser 1 and I'm still sitting here waiting. Ughhhhh. Aside from rant: External Morph Targets might ACTUALLY be Morph Injection. Maybe CL got the hint?
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
kuro call CL's I am sure they will hook you up.
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Free content available for you to download and use in your artwork, and bonus content for registered Poser 6 users. Whoot Whoot!!!
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Zygote????? Is a CP partner?????????
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odeathoflife, it's a long distance call. I hope the call doesn't cost more than the upgrade! >;0)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
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Squid69, in one place it still shows three digits, but on the above graphic, you see five. I think I pulled a muscle when I saw it!
I detect no other changes in animation, so far. Probably no change in hair or cloth room. I don't care! They chose to implement only certain key changes and not go WAY over-ambitious. If they do this once every 12-18 months, that is a healthy attitude toware continuous, paced improvmement. Congratulations Curious Labs!
Here is my first guess about rendering. It is Firefly. They are committed to fire fly. Unless they have enabled the engine to take advantage of RAM more efficiently, I would guess there will be NO INTRINSIC improvement in render speed.
BUT (a BIG but!) there are some new tools in the firefly window. You can render shadows separately (shadow catcher). You have ambient occlusion and image-based lighting and point lights, which may very well reduce the need for "29-light dome arrays" and huge, heavy shadow map sizes, etc. And this little tidbit:
THAT COULD BE HUGE. If it means what it seems to mean, successive frames of animation would NOT have to render shadow map if somehow the program can be signalled that 'nothing has changed' on many shadows.
What I am saying is this: Firefly intrinsic render power, perhaps not changed. But new lighting and render features could help us LEARN to setup renders efficiently, leading to substantial improvement on render time.
I am very elated over this release, based on the little we can see so far. Very pleasantly suprised.
::::: Opera :::::
Creasing sounds almost like a form of weighted NURBS (where you can control the smoothness of the base mesh with the NURBS cage). e-Frontier is investing well it seems.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
that is what I am assuming too Kuro, also I may no longer have to split verts on architecture for poser any more, I can add a group and set it to not balloon it :)
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If James and Jessi can take V3/M3 textures and/or clothing....and if they render way faster than V&M.....The purpose of the unimesh models would be?????? There is still PLENTY to discover, like what are the high/low poly counts, and just how good are the morph sets anyway. I agree the defaults for J&J are just dandy, let's see how they bend/pose/move/morph. ::::: Opera :::::
I think the creasing is a counter for the effects of rounding. So you can set an indedpendent crease in a mesh to prevent a sharp corner from being a rounded one. Improving the programs' usefulness for handling mechanical meshes.
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
I have no inside info sorry, but am anquiusly awaiting my delivery :)
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It's midnight here on the east coast, and the Poser 6 site is updated!! -hOss69