Mon, Jan 20, 10:58 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 20 11:41 am)



Subject: P6 Problem cannot render more than 2 fully textured figures!!


DIMENSION_X ( ) posted Tue, 29 March 2005 at 8:37 AM ยท edited Sun, 29 December 2024 at 1:40 AM

Since I purchased the download version of Poser 6 I have found a number features very useful.

However the problem start that when I try to create a scene with more than 3 figures ( Micheal 3) and or (Victoria 3) models fully textured, morphed with all the additional props and attemt to Render using the Poser 4 / Firefly engine. Poser 6 just sit their thinking about it.

I have a AMD 2500mhz 1gig ram Gforce 4 graphics card with 256m DDR and 300gig HDD.

Poser 5 was able to do this with no problem.

Any suggestions?


Fazzel ( ) posted Tue, 29 March 2005 at 8:48 AM

Usually this has to do with Poser running out of memory to load up all the textures. Maybe you could use some smaller or reduced resolution texture maps that don't take up as much memory. Also try removing morphs you aren't using. Anything to make the file smaller would help.



aeilkema ( ) posted Tue, 29 March 2005 at 8:52 AM

No suggestions, but CL has confirmed there's a bug or issue in the firefly rendering issue. Perhaps the problems you're having (an I'm having too) will be solved when this is fixed.

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


Little_Dragon ( ) posted Tue, 29 March 2005 at 8:56 AM

Lower the texture resolution and cut back on the morphs, or wait for the first service release. P6 has some sort of memory handling issue that allegedly wasn't detected until the last moment. Hopefully they're working on the problem.

http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2174088#15



Fazzel ( ) posted Tue, 29 March 2005 at 8:58 AM

And make the files sizes of the textures smaller. And don't load any morphs you don't need.



nerd ( ) posted Tue, 29 March 2005 at 10:27 AM
Forum Moderator

Turn on texture filtering and set the max texture resolution to no larger than the final render dimensions. (The max texture res is an option in the manual settings for FireFly.) Nerd3D


artistheat ( ) posted Tue, 29 March 2005 at 11:17 AM

I use to have that problem with PP..I would save file to pz3 then I would close poser..Then restart my comp..restart Pose and that would clear up memory issues...


pzrite ( ) posted Tue, 29 March 2005 at 11:18 AM

Yep, same here. I discovered that problem (and posted it in another thread: Poser 6 Bug/Question) What everyone else is saying about turning down the max texture resolution seems to work. I only noticed a difference in quality when I was doing closeups, but for a scene with 3 figures and a background, you don't really notice any quality loss. I have been setting the slider about half way, and that usually does the trick. Hopefully the first service release is coming soon.


Berserga ( ) posted Tue, 29 March 2005 at 11:19 AM

Turning on texture filtering will give you awful visible seams on your figures. especially V3.


momodot ( ) posted Tue, 29 March 2005 at 12:19 PM

How would setting the slider on atexture down help... wouldn't it require even more math to render? Would it help to resample the textures to 512x512 and 1024x1024 and 2048x2048 outside of Poser help speed things up? I assume the P6 textures are square. Would setting up a partition help? I only have one harddrive. Would all the runtimes I intend to have need to be in that partion?



Berserga ( ) posted Tue, 29 March 2005 at 1:10 PM ยท edited Tue, 29 March 2005 at 1:11 PM

I'd just wait till the first patch. CL has been informed of the memory handling bug, so I imagine it's gotta be pretty high on the to fix list.

Until then I'd just render one character at a time to layers. and/or increase your swap file size.

Message edited on: 03/29/2005 13:11


nerd ( ) posted Tue, 29 March 2005 at 1:16 PM
Forum Moderator

Max texture size limits the size of the texture map sent to the render engine. It probably takes a bit more cpu than if you loaded an already resized texture, but it takes much less than feeding in a 4000 px texture. (You know, "Loading Textures") All those different sized textures will be taking up drive space too. It's going to take a lot longer to load the texture up in an image editor and resave it at a reduced resolution. Setting up a partition isn't going to do any thing for speed that defragmenting wouldn't do. It might would keep things organized though and you could quickly defrag that partition. "Turning on texture filtering will give you awful visible seams..." It depends on your texture and figure. Some times it helps nasty seams look better. I find that if the texture is cut too close the the edge of the map it will make the seam worse. If the texture extends beyond the template a bit it usually makes the seam smoother. (Hint: Flood fill the white part of the V3 maps with a nice skin tone. ) On the V3 body map DAZ (Who knows why!) decided to trace all the way around the texture with a dark outline. That outline has gotta go! flood fill it with a color closer to the rest of the map. That's why V3's seams look horrible. Nerd3D


Dizzi ( ) posted Tue, 29 March 2005 at 2:07 PM

The advantage of reducing texture sizes with an image editor rather than setting the maximum resolution in the render options is of course that you can reduce resolution of the head maps more than the body texture (and that allows even more characters per scene). (I'm not sure if the engine keeps the whole image loaded when downsizing it - but if that's true then you can run out of memory even if the reduced textures would fit in memory...)



momodot ( ) posted Tue, 29 March 2005 at 7:22 PM

Irfanview is an image viewer that resamples beter quality than Photoshop in my opinion and it loads and acts right from the desktop (PC) very quickly... I use it to tweek textures as it is given that it has B/S/V and gamma adjustment. It can batch resample too. I think it just has better sampling algarythms than PS and it is Freeware. My manager always tell me that defraging is unecessary but I do it anyway. Do 1020 maps render fast than 1025 maps? You now what I mean, binary factors sized? Is there a rule of thumb on optimal map sizes?



Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.