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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Pakled suggested I post this here too.


SyddyKitty ( ) posted Tue, 28 June 2005 at 7:47 PM ยท edited Thu, 28 November 2024 at 9:46 PM

Could someone tell me where that tutorial is that explains how to makes Wings-made ojects fully compatible with Poser? You know, poser's instant smooth and bubble trick... -.- I've been trying a few different methods, but none of proven themselves. Here are some exapmples of triangulation, beveling, and superfluous polys I've done. Not sure if these forums allow html, so I'll just post the address: http://www.furnation.com/symplicidy/junk/chess.jpg http://www.furnation.com/symplicidy/junk/chesswire.jpg Also, why can't I render correctly in here? And why can't the Yaffray plug-in even start up? I've thought it's because I might not have OpenGL support, bu t I have no idea how to check. I'd love to simply render in Wings, since I only like Poser for raytracing so far... exactly what Yaffray is for. This was originally in the Wings section, but as the suubject says, pakled suggested I put it here too.


stonemason ( ) posted Wed, 29 June 2005 at 12:50 AM

for smoothing in Poser: if your in P5/6 then you can just turn off smoothing alltogether(via rendering dialog or object properties)..in P6 you can control the amount of smoothing with the 'crease' dial for P4/PP you'll need to either model with extra bevelled edges ..or split the vertices on your mesh. the polycount looks excessively high in this model btw..you sure you need all those polys? Cheers Stefan

Cg Society Portfolio


SyddyKitty ( ) posted Wed, 29 June 2005 at 2:48 AM

points to the word 'superfluous', meaning to have an abundance of I'm aware it has too many ploys. That was the point of the test, seing if the amount would cause the smoothing to stop. It only lessened it, sadly. :( I'm using 5, so I'll try what you said and see what happens <3


SyddyKitty ( ) posted Wed, 29 June 2005 at 3:00 AM

Wow, that makes no sense. Using Poser 5 and following your suggestion of turning foff smoothing still formed the same bubbling/smoothing :/ As you can tell, from the wire, the playing field was already bevelled AND triangulated like mad... still leaving bubbles in the corners. Hmm. :/


stonemason ( ) posted Wed, 29 June 2005 at 4:38 AM

hmm..okay then how about just splitting the verts?..or add another bevel along all edges you want to be sharp triangulating a mesh wont help with any smoothing..if anything you should try & work in quads

Cg Society Portfolio


obm890 ( ) posted Wed, 29 June 2005 at 4:47 AM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2315295

Try this thread (link) It's not a question of how many polys but rather where you place the edges. Take a look at the image I posted in that linked thread. Placing some additional edges near the hard edges will do the trick, in Wings you select the hard edges and pick 'extrude' (zero distance). This will add the extra edges, then hit + or minus to move them to where you want them. It you just keep subdividing the original mesh you'll eventually get to a point where the bubbling stops but only because of that one extra edge near your hard corner - all the other edges will be superfluous.



obm890 ( ) posted Wed, 29 June 2005 at 4:49 AM

"As you can tell, from the wire, the playing field was already bevelled ...." Aah! so that's where the expression "to bevel the playing field" comes from eh? ;o)



stahlratte ( ) posted Wed, 29 June 2005 at 7:03 AM

I run everything I make in Wings through UV-Mapper and split the vertices at 43 :

Image hosted by Photobucket.com
Image hosted by Photobucket.com
Image hosted by Photobucket.com
Image hosted by Photobucket.com

You just have to make sure that truly round objects like wheels have a higher poly count, as otherwise the can look blocky.
(Happened with the wheels of the Lego engine.)

But if the polycount is high enough, round objects still will render perfectly smooth, like the cowl and wheels on this plane:
Image hosted by Photobucket.com
Image hosted by Photobucket.com

The nice thing is that by splitting vertices you dont have to add extra edges or select hard edges, and you dont have to worry about n-gons, either.

stahlratte


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