Forum: Poser - OFFICIAL


Subject: Poser Pro

thefixer opened this issue on Aug 07, 2007 · 430 posts


pjz99 posted Tue, 21 August 2007 at 5:19 PM

Quote - One old standby is use of proxies in place of the hefty geometry for collisions - a major part of the calculations by far.  It can be done in Poser perhaps using a low-res conformed figure or individually parented props - but as far as I know, Poser uses the figure geometry directly.  No idea how to use proxies in Poser for sims.

 

It's not a common practice in Poser as far as I know, but in principle it's pretty easy if you wanted to take the time to set something like that up - you could just parent a primitive (e.g. cylinder) to a given body part that you want to be a cloth collider, x/y/z scale the primitive so it roughly fits that body part, and let the cloth collide against the primitives instead of the body.  Set the primitives to have a transparent material or some such to keep them from being visible in the render.  As the figure animates, the primitives will follow their parent body part.  It never occurred to me to try this approach when I used Poser heavily, and now that I no longer do, I don't have a lot of interest in trying it.

I have to agree with Kuroyume though that dynamic cloth and hair simulate FAR faster in C4D than they ever did in Poser, even when using the same polygon counts.  Render speed is a bit hard to judge, but I'll say for sure you can get much, much higher quality renders out of C4D's Advanced Render than you can get out of Poser - there are things Poser just does not do at the moment, e.g. area lights, area shadows, GI.  I consider the implementation of GI that's built into Poser 7 to be very much beta, and it's already noted to be extremely slow (it's not even officially part of the product, so that's not really a slam against Poser).  When it comes to GI, we're talking minutes versus hours.

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