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



Subject: Normal, Co-Planared and Beveled?


Freakachu ( ) posted Sun, 27 May 2001 at 12:24 AM ยท edited Fri, 29 November 2024 at 10:30 PM

file_175248.jpg

I'm trying to figure out if the Mac version of Poser renders normal straight intersecting edges different from the PC version. I've never run into the "rounding" effect that a few folks have complained about. I guess what I'm asking is--if I can get a prop or figure to render correctly in the Mac version of Poser, will that same object render correctly in the PC version as well. I figure that both platforms should render identically, but then again, you never know.


bushi ( ) posted Sun, 27 May 2001 at 12:30 AM

Hmmm ... I don't know the answer to your question but those are great slots. Love the detail!


dcort ( ) posted Sun, 27 May 2001 at 2:05 AM

I have found Poser to be pretty consistent across platforms. The shading problem relates to things with sharp angles, like the edge of a box. The trick to getting rid of it is to subdivide the polygons so that there are very narrow polygons near the edges of the object. If the polygons are very small that may also do the trick. DAZ has some info on this on their site somewhere. If you look in the area on broker submissions you should find a link.


Marque ( ) posted Sun, 27 May 2001 at 3:59 AM

The slots are from one of the CD's from one of the 3D mags, can't remember which one. Marque


jbrugion ( ) posted Sun, 27 May 2001 at 11:44 AM

Other way to get around sharp angles is to break the polygons off into separate groups or break the spline before lathing/extruding. Check out the box that comes with poser. If you do a vertex count you'll see that the box is actually 6 separate polys. I think everyone's found breaking gets you there with a lower poly count unless you want to bevel the corners for appearance/artistic reasons.


Freakachu ( ) posted Sun, 27 May 2001 at 12:50 PM

These slots are mine. The reason I asked about the angles is that I used Freehand and Illustrator to develop the cross sections (since it allows me to develop sections from sketches) and I'm not sure how Infini-D (or Carrara, for that matter) handle the edges when the resulting pieces are imported into Poser. It doesn't appear to be a problem on my end, but after reading the Brokering conditions at the DAZ3D site, I wanted to make sure that they'd work equally well on Mac and PC. (I created these slots on a Mac)


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