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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Poser 7 Renders and examples


Teyon ( ) posted Mon, 11 December 2006 at 12:35 PM · edited Sun, 01 December 2024 at 2:05 PM

file_362103.jpg

Hi gang, thought I'd share some renders from Poser 7. These pics aren't meant to show you everything but  I did use a few of the new features to make them.

As you all know I've been creating a toon character but what you didn't know was that I was doing it in Poser 7 this whole time. Here's a render showing off the toon, Simon (one of the new Poser 7 G2 default characters),  and James Casual from Poser 6.  My toon isn't finished having its joint setup tweaked and he has a few extra body parts than the G2 characters  and a bunch more than James Casual. Despite the differences in their rigs, I was able to use a Universal Pose on all three which allowed them to take the proper pose with no tweaking on my part. Just three clicks (click the model, double click the Pose).


Teyon ( ) posted Mon, 11 December 2006 at 12:41 PM

file_362104.jpg

This is a quick test of some of the morphs I was making for the charcter. A few of them (the cheeks morph for example) used the new morphing features in Poser 7. I did export them out to my modeler though for additional tweaking but only because I needed a bit more control over some things.


Teyon ( ) posted Mon, 11 December 2006 at 12:59 PM

file_362105.jpg

Two of these goats are duplicates of the first one. The first goat tops in around 480,000 polygons big.  Multiply that by 3 and well...Poser's  pushing over 1.5 million polygons in this one scene!


Teyon ( ) posted Mon, 11 December 2006 at 1:01 PM

file_362107.jpg

Here's a wireframe view for anyone who cares... My Poser 6 would have choked and died somewhere around 500,000 I think.


JenX ( ) posted Mon, 11 December 2006 at 1:03 PM

Have I told you lately that you're a brat and a tease?  :lol:  j/k, Teyon, those look great!  I'm just waiting (anxiously, and probably a bit impatiently) for the email telling me that I can download my copy.  :D

Sitemail | Freestuff | Craftythings | Youtube|

Knowledge is knowing a tomato is a fruit. Wisdom is not putting it into a fruit salad.


Teyon ( ) posted Mon, 11 December 2006 at 1:05 PM

file_362108.jpg

Now for the renders.  This one was done using Poser 7's preview render.


BAR-CODE ( ) posted Mon, 11 December 2006 at 1:09 PM

Mmmm Okay and how did Mr incredible got his hands on P7 ....snifff :}
Looks good ..

 

IF YOU WANT TO CONTACT BAR-CODE SENT A  PM to 26FAHRENHEIT  "same person"

Chris

 


My Free Stuff



Teyon ( ) posted Mon, 11 December 2006 at 1:11 PM

file_362109.jpg

I know, I know, I'm evil. It's actually written on my birth certificate I think...assuming the state hasn't lost it again.  Believe me, it's worth the wait!

The materials feel like they really do handle better (to me anyway).  This was rendered in Poser 7. Unfinished  Silo model.


JenX ( ) posted Mon, 11 December 2006 at 1:11 PM

(Teyon was a beta tester, hence the usage of P7 ;)  )

Cool render...is that the cartoon render, or special shaders?

Sitemail | Freestuff | Craftythings | Youtube|

Knowledge is knowing a tomato is a fruit. Wisdom is not putting it into a fruit salad.


Teyon ( ) posted Mon, 11 December 2006 at 1:14 PM · edited Mon, 11 December 2006 at 2:12 PM

file_362110.jpg

Jen, that's an Open GL render using Poser's Preview Render option with the scene set to Toon with Lines. The trees were painted in Photoshop.   I still can't wrap my head around the toon shaders but that's more my problem than Poser's.


Teyon ( ) posted Mon, 11 December 2006 at 1:16 PM

So that's all the renders I'll post but I thought I wanted to give you guys some idea of what the program can do in real world testing. It's a joy to use, let me tell ya!


kobaltkween ( ) posted Mon, 11 December 2006 at 1:32 PM

god, that toon render looks great!  i would say it's just because of a background, but the edge highlight on the head and neck are wonderful.  and the lines! 

ooooo, i love the goat.

ok, this has recently been bugging me so i've got to ask.  are the sss issues any better? or will we still have to depend on a web of shaders to make skin, wax, leaves, stems, flower petals, stone, plastic, etc., etc.?

and can i say, boy do you know how to light a model.  the head looks great.



RAMWorks ( ) posted Mon, 11 December 2006 at 1:37 PM

WOW!!  I thought you looked familiar somehow.  I pop into the Silo forums here and there to see how things are progressing.  I swear between Silo and Poser 7 I might just be able to do something a bit more creative. 

I'm quite impressed, that's for sure!! 😄

Thanks for the teases!! 😉

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


Teyon ( ) posted Mon, 11 December 2006 at 1:47 PM · edited Mon, 11 December 2006 at 1:49 PM

The SSS is a little better, actually, compared to Poser 6 but it's not perfect and you'd probably be better served with the shader web. I should mention on the toon render that the edge glow is partially due to the shader+light setup and also due to a blur in Photoshop. That's the only one of the images postworked and I should have mentioned that, even if it is a small thing. I don't want folks thinking it can do things it can't (I'd probably get fired). :)

Oh and I'm everywhere, I can't help it.


Little_Dragon ( ) posted Mon, 11 December 2006 at 1:57 PM

Quote - This is a quick test of some of the morphs I was making for the charcter.

Have you got him talking in Talk Designer yet?



SAMS3D ( ) posted Mon, 11 December 2006 at 2:04 PM

So cool.  Sharen


kobaltkween ( ) posted Mon, 11 December 2006 at 2:39 PM

teyon - is there anyone to pass on to how very important proper sss is?  it's the main reason i started using d|s (with pwSurface), and it's in about  90% of materials i want to render.  i realize development is done, but if someone can (in the future) make a plugin or service release or something that addresses this, it would be more than wonderful.  to even know it's a priority would good.  i love poser, and all it's vast power, but if all you guys had done was make it easier to render a humanoid figures (i.e., something with skin), i would have been content.

a list of some materials that require sss

  • skin  (actually involves 2 layers of scattering)
  • eyes
  • stone
  • milky liquids
  • wax
  • some plants & fruits
  • plastics
  • colored glass

basically, as one expert put it, " All non-metallic materials are translucent to some degree. "  sorry, i know this is late to say anything.  i'm realizing i should have said something before instead of waiting for it to be one of the reasons, then being silent in disappointment.   like i said, i'll be ecstatic if you just tell me that its importance is understood.

i'd say most people use poser to make people, making great skin a high priority.  and good sss is key to a realistic and beautiful skin.



Teyon ( ) posted Mon, 11 December 2006 at 2:39 PM

file_362121.jpg

:) Here's some Fast Scatter skins I made while testing my toons. These were rendered with depth map shadows whose blur radius was set to 2 ( I think I should have increased that).  I'll do a render of the same materials with raytraced lights.  I'm not a lighting expert (I'm a modeler) so I probably could get better results if I understood lighting a CG scene bit better. Sometimes I miss the good ol' days when we just used paper and pencil to shade a scene. :)


Miss Nancy ( ) posted Mon, 11 December 2006 at 2:41 PM

thx fr the info, teyon. regarding the "duplicate" function - if it's like the high-end 3D modeller apps, then I believe only one instance of each vertex is stored, not all three. then the software refers to the relative x-y-z positions of the entire duplicate objects to find their vertices. unless it's not actually a "duplicate' function, but just loading the same figure or prop, thrice.



Teyon ( ) posted Mon, 11 December 2006 at 2:48 PM

file_362122.jpg

I do know that good subsurface scattering can help an image greatly but I also know that until about a year or so ago, Maya was without a true SSS system and you had to work out complex shader trees yourself. The fact Poser's following along in a similar way is pretty cool I think, even if it's not perfect...but again, I'm a modeler and rarely do I have the time for proper renders of full scenes...my modeling itch starts up when I try.

Also keep in mind I am clueless when it comes to this stuff, and I'm sure using a map to tell the computer where and by how much to use the effect would help. These shaders all had translucency along with the simple Fast Scatter. I'm not sure if that's a good thing or a bad thing but they did. They also had it set a bit higher (I think 0.5 in some cases) then the default setting of 0.2.  

Here are the same shaders with raytraced lights.


kobaltkween ( ) posted Mon, 11 December 2006 at 2:50 PM

those look very nice!  still a bit "hard," and it would be wonderful to see them on your lantern jawed baby, but they're quite a promising beginning.   thanks so much for posting them.  will they come with your superhero?

oh, and on the talk designer comment: i think he looks like he should be voiced by the guy who did the tick and liono of the thundercats.

"naughty spawn, you face the tick!"

miss nancy - they said it was not instancing in a thread at cp, iirc.



Teyon ( ) posted Mon, 11 December 2006 at 3:00 PM · edited Mon, 11 December 2006 at 3:06 PM

I think it does handle it as instancing, Miss Nancy, so you're probably right about that. I should go back and re-read my docs though to be sure.  I should mention to one more time though that I don't do much texture work, I'm pretty specialized when it comes to my skill base, though in a pinch I can make a halfway decent map (like Ssorya or the Sandrunner - blatant plug). However, I also know I'm not even scratching the surface of what Poser can do in the right hands, as I've seen in posts by many of the members here.  I hope that the next release will have true sub surface scattering and the option (just the option) to rig a figure using weightmaps or other forms of skinning.  As it is, for the money, Poser really does more than many big boys do out of the box (some higher end apps only recently intergrated raytracing alongside their scanline rendering system).  

The african american toon character posted earlier actually uses a shader web posted by (and I'm going to screw this up so forgive me) billybaggins with color added to the Clay node.  So if you want to compare it to the simple Fast Scatter shaders of similar color also posted, you can.

EDIT:

See, it pays to read first doesn't it Teyon? I just looked at my docs and sure enough, it does not mention instancing. So Poser really is pushing those extra polys!  Sorry for the mix up. It's my b-day so I'm a bit wacky.


Teyon ( ) posted Mon, 11 December 2006 at 3:03 PM

We're like one post behind eachother, sorry about that...totally my fault.

Yes, I'll be offering a few of the ones I like most with the toons...I'm still trying to decide which ones to make free and which to charge for.  (yes folks, some will be free!)


kobaltkween ( ) posted Mon, 11 December 2006 at 3:05 PM

bagginsbill!  cool.  where was that posted?  and i'm assuming not a matmatic script?



Teyon ( ) posted Mon, 11 December 2006 at 3:08 PM

Nope, not a script, it was just shaders listed...I'll find the link.

disappears into darkness

reappears later

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2553769&page=1


kobaltkween ( ) posted Mon, 11 December 2006 at 3:12 PM

thanks!  i know he's made several efforts, so i wanted to know which one.



Teyon ( ) posted Mon, 11 December 2006 at 3:17 PM

Anytime.  I'm going to go do birthday stuff now. I hope you all enojy Poser 7, it really is a lot of bang for the money if you can't afford a higher end application or need a figure generating program to run along side one.


pikusuru ( ) posted Mon, 11 December 2006 at 9:05 PM

First off, Happy Birthday Teyon!!  I'm going to be all fanboyish and say I love seeing your models.  Now that I have that out of my system.

The pic showing the Universal Pose is nice.  I'm really curious about that feature.  I'd be curious to know more about how the three character rigs differ.  I know it's asking alot but it'd be great if you could somehow show an image with the bone setup.

Thanks for sharing.


Teyon ( ) posted Mon, 11 December 2006 at 9:34 PM

Hey, thanks! That means alot to me. :)

Well, here are parts where the bodies differ in terms of the actual skeleton:

Simon - has right and left buttocks similar to the other G2 models and Daz Millenium figures. Simon also has a waist in addition to the abdomen.

James Casual - is a standard Poser Propack kind of rig, with no buttocks, only thighs and no waist, only an abdomen.

My toon character has seperate bones for the upper and lower teeth/gums, a waist 1 and waist 2 (I find it bends better on this particular figure), and right and left buttocks'.  

Also, both the G2 male and James Casual have dials for things like hand spread and grip, which are often used in these poses. While they simply call for the joints to take certain positions, the hands of my model have not been tweaked and by all rights, should have turned out an awful mess when the pose was applied.  The fact it did not was no testament to my rig, as I tried the same mesh in Poser 6 to little joy.


RAMWorks ( ) posted Mon, 11 December 2006 at 10:11 PM

Hope your Birthday celebration was fun!!  Happy Birthday to you Teyon!! 😄

---Wolff On The Prowl---

My Store is HERE

My Freebies are HERE  


pikusuru ( ) posted Mon, 11 December 2006 at 10:15 PM

Thanks for the breakdown!  That's truly amazing; it's kinda like XSI's Motor.

I looked into more of the P7 features and checked out the Morphing Tool.  It be great if ef could add the visual falloff of the selected verts in the Morphing Tool to the Magnet deformer.


JOELGLAINE ( ) posted Tue, 12 December 2006 at 7:01 AM

Thanks for the heads up on P7, Lightning Man!  Dude, I love your models!  I can't wait to see more of him!  He's sort of "Pixar super-hero meets Sixus1" kind of guy and I love that kind of thing!

It'll be months before I can afford P7, but it's good to see high quality stuff come out it already! ^__^ V,,

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


takezo3001 ( ) posted Thu, 14 December 2006 at 10:42 PM

Quote - :) Here's some Fast Scatter skins I made while testing my toons. These were rendered with depth map shadows whose blur radius was set to 2 ( I think I should have increased that).  I'll do a render of the same materials with raytraced lights.  I'm not a lighting expert (I'm a modeler) so I probably could get better results if I understood lighting a CG scene bit better. Sometimes I miss the good ol' days when we just used paper and pencil to shade a scene. :)

YOW! It looks like they didn't have much improvment for the "Fastscatter" shader, as I can still see the HARD transitions between the shadow, and the FS shader!

Ahhh, that's ok, as it would've "Rendered" my custom shaders moot! I do wish they would've concentrated on the improvement of the FS, or at least introduced REAL SSS as a shader!

From 3DMAX, to C4D they have true SSS shaders, I guess they'll release it in 2010!



takezo3001 ( ) posted Thu, 14 December 2006 at 10:57 PM

Quote - Nope, not a script, it was just shaders listed...I'll find the link.

disappears into darkness

reappears later

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2553769&page=1

I also did a tut on this..

http://www.renderosity.com/mod/bcs/index.php?ViewProduct=37447

It was a fun project, one that I'm STILL working on to this day!



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