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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: What is the secret for importing building objs. in Poser?


Paloth ( ) posted Thu, 29 November 2007 at 6:28 AM · edited Fri, 22 November 2024 at 1:14 PM

file_394444.jpg

I imported a building obj into Poser. Since it was comprised of flat planes, I turned turned off smoothing. The object displayed horribly and didn't render any better. I tested it in Vue Infinte 5 with smoothing off and there ws no problem. When I tested it in Daz Studio, it looked as bad as Poser. Does anyone know how to get this type of model to display and render properly in Poser?

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pakled ( ) posted Thu, 29 November 2007 at 6:58 AM

Attached Link: Wings 3d

depends on how it was made. Poser, being an organic (mainly doing people, critters, etc), wants to smooth *everything.* It has things it likes (4-sided polygons) and things it doesn't like (2-surfaced polygons, n-sided, or triangular, or more than 4 sided). so they don't import well. Also, Poser's scale is way smaller than most other programs, so things come in at different sizes (usually 'too big'), unless they've been scaled for Poser beforehand.

If you had a modeling program (say Wings 3d) you could post a mesh, and some of the problems might reveal themselves. To be honest, there's a modeling forum here, and that's where the experts hang out.

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Paloth ( ) posted Thu, 29 November 2007 at 7:16 AM

The building has polygons with more than four sides at the arches and where the windows are placed. This is just a shell of the actual structure. I wanted to test things in Poser. I built in Modo, but I thought this might be a Poser-related issue with a known workaround, so I posted here.

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Khai ( ) posted Thu, 29 November 2007 at 7:39 AM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=1895179

nope it's an OBJ related problem. at the link there's a tutorial I wrote for trueSpace that explains the problem - don't worry it's valid for all modeling programs.

basically OBJ does not like holes... and you've modeled Holes my friend. read the link and take a look at your model. (the images have been resized - click 'em to be able to read them)


SamTherapy ( ) posted Thu, 29 November 2007 at 7:49 AM

Pakled - Poser doesn't mind triangles at all.  There are thousands of models made up of tris.

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Paloth ( ) posted Thu, 29 November 2007 at 7:57 AM

Thanks, Khai. Now I can fix things.

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DarkEdge ( ) posted Thu, 29 November 2007 at 9:03 AM

Paloth,
Sometimes all you need to do is just split the verts (uv mapper) and all will settle down and look as it should.

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Khai ( ) posted Thu, 29 November 2007 at 9:25 AM

Quote - Paloth,
Sometimes all you need to do is just split the verts (uv mapper) and all will settle down and look as it should.

won't work on this one, mores the pity... if you see on each face with an arch or window, there's no edges connecting the vertices... so, when Poser (and a quite a few other programs) try to use it, they 'web' over the hole closing it. the only way to really sort the problem out is to add edges so the program can handle the hole properly.


dvlenk6 ( ) posted Thu, 29 November 2007 at 10:22 AM · edited Thu, 29 November 2007 at 10:24 AM

That looks like a triangulation problem to me, caused by your n-gons. The n-gons are being converted to mesh (triangles) and it is bridging across the arches, where you n-gons are, to do the conversion.
Quadrangulate the model.
Holes in faces are no problem for .obj, unless the surrounding topolgy of the faces co-planar to the hole are not correct. Unless that is a Poser specific thing.

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Khai ( ) posted Thu, 29 November 2007 at 10:27 AM

Quote - That looks like a triangulation problem to me, caused by your n-gons. The n-gons are being converted to mesh (triangles) and it is bridging across the arches, where you n-gons are, to do the conversion.
Quadrangulate the model.
Holes in faces are no problem for .obj, unless the surrounding topolgy of the faces co-planar to the hole are not correct. Unless that is a Poser specific thing.

nope sorry... OBJ does not like holes. the format was not written with them in mind - they have to be edged to avoid the bridging (webbing).

I can prove this in : Poser, Daz Studio, trueSpace, UVmapper.....


dvlenk6 ( ) posted Thu, 29 November 2007 at 10:34 AM

file_394457.jpg

It is the programs then, not the file format. 3ds max (any of three renderers), Bryce, Carrara, Kerkythea, Indigo, etc. all render holes in polygon faces just fine. This is simple example, but the same principle applies regardless of the complexity of the model.

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Khai ( ) posted Thu, 29 November 2007 at 10:35 AM

wireframe please, since what you are saying is actually against observed facts.


dvlenk6 ( ) posted Thu, 29 November 2007 at 10:44 AM · edited Thu, 29 November 2007 at 10:47 AM

What is a wireframe going to prove?
It's a one-sided plane with a hole in it. Four quads (lines connecting the corners, like a picture frame).

EDIT- I just checked. It worked fine in Poser 5 too.

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Khai ( ) posted Thu, 29 November 2007 at 10:47 AM · edited Thu, 29 November 2007 at 10:48 AM

and theres how it works.

*Four quads (lines connecting the corners, like a picture frame)

*take the Quads out (remove the lines connecting the corners) and just have a square with hole and it won't work and will bridge / web. you are misunderstanding the problem. please read my link above and you will see what we are talking about.


dvlenk6 ( ) posted Thu, 29 November 2007 at 10:49 AM

That is because if there are no connecting lines, then you have an n-gon w/ angles greater than 180 degrees.
'sides' of a polygon refers to how many vertices the polygon has.

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Khai ( ) posted Thu, 29 November 2007 at 10:52 AM

file_394462.jpg

infact to demonstrate:


Khai ( ) posted Thu, 29 November 2007 at 10:53 AM · edited Thu, 29 November 2007 at 10:55 AM

Quote - That is because if there are no connecting lines, then you have an n-gon w/ angles greater than 180 degrees.
'

and that is what the problem with his mesh is. take a look at his picture and you will see.


lazycatstudio ( ) posted Thu, 29 November 2007 at 10:58 AM · edited Thu, 29 November 2007 at 10:59 AM

Quote - What is a wireframe going to prove?
It's a one-sided plane with a hole in it. Four quads (lines connecting the corners, like a picture frame).

EDIT- I just checked. It worked fine in Poser 5 too.

You, Sir, do not have a hole IN the face, you have your hole BETWEEN THE FACES. And This, Sir, is  something completely different to what you're pretending to talk about.


dvlenk6 ( ) posted Thu, 29 November 2007 at 11:00 AM

@Paloth
Just quadrangulate (or triangulate) your model. It is the n-gons that are causing the problem for you. Holes are fine, as long as they are surrounded by quads (or triangles) with angles less than 180 degrees.

@Khai
I have no idea what the garbage topology of the bottom wireframe is supposed to demonstrate. The top one has correct topology, and will work fine. The bottom just would need to connect the vertices to work...
I don't know what else to say about the subject; but don't want to argue with anyone. That is not why I come here.

Friends don't let friends use booleans.


Khai ( ) posted Thu, 29 November 2007 at 11:03 AM

ain't arguing anymore. you have no idea what we're talking about and I'm not going to argue with you.


Khai ( ) posted Thu, 29 November 2007 at 11:18 AM

hang on

I just reread your post.

*@Paloth
Just quadrangulate (or triangulate) your model. It is the n-gons that are causing the problem for you. Holes are fine, as long as they are surrounded by quads (or triangles) with angles less than 180 degrees.

THAT IS EXACTLY THE ADVICE I GAVE HIM BEFORE YOU ENTERED THE THREAD AND STARTED ARGUING ABOUT PETTY DETAILS!!!!!!!
thank you for annoying the hell out of me for no reason. please just go before I break the TOS.


Miss Nancy ( ) posted Thu, 29 November 2007 at 11:20 AM

in case nobody mentioned, poser prefers quadrangles, but uses plenty of triangles as polygon faces. in the old days it didn't like polygons with more than 4 sides, but that may have changed in P7.



Valandar ( ) posted Thu, 29 November 2007 at 11:39 AM

M1 and V1 both have N-gons hidden in their topology, but that was fixed with M3/V3/etc.

And if you don't export as quads/tris, you have an extremely good chance of getting issues.

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ockham ( ) posted Thu, 29 November 2007 at 11:49 AM

There is a version difference in handling holes, even when the
mesh is nicely built with 4-sided polys everywhere.  P4 and 5
render a hole in a one-sided mesh properly, but 6 tries to 'web over'
the hole.

I think 7 had the same problem initially, but it seems to have been fixed 
in the latest SR.

I noticed this when building terrains with excavations for cellars...
in 6 (and maybe the first 7) I had to make the terrain as a two-sided
box with inward-facing facets around the hole.
(Topologically, a squared-off torus.)

All versions will reject a not-so-nice mesh with convex or overlapping
faces, or badly-formed holes.

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dvlenk6 ( ) posted Thu, 29 November 2007 at 1:20 PM

Quote - hang on

I just reread your post...*
*THAT IS EXACTLY THE ADVICE I GAVE HIM BEFORE YOU ENTERED THE THREAD AND STARTED ARGUING ABOUT PETTY DETAILS!!!!!!!
thank you for annoying the hell out of me for no reason. please just go before I break the TOS.

I wasn't trying to be annoying or argumentive, sorry about that.

Friends don't let friends use booleans.


markschum ( ) posted Thu, 29 November 2007 at 1:38 PM

As others pointed out Poser and Daz Studio dont interpret n-gons in the same way other modelling programs do. Turn off the check box for smoothing , and in your modelling program split your mesh into quads and triangles , especially where there are holes .

Poser also seems to hate long thin triangles , so you may have to manually split polys .

If you can see the underlying mesh on a surface (shown by lines on the texture) you may want to unweld those polys . Its that automatic smoothing again that is messing up .

Good luck with it .


pakled ( ) posted Thu, 29 November 2007 at 2:20 PM

now you see why I don't post in the Modeling forum...;) I'm still on Poser 5...I guess P6 and 7 are different..;)
Welp, never too old to learn something new. thanks. 

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Khai ( ) posted Thu, 29 November 2007 at 2:27 PM

*Its that automatic smoothing again that is messing up .

actually smoothing does nothing to affect this situation... you can recreate the same 'webbing' over holes in any program. Eg you can create it easily in Uvmapper which does not use smoothing. 


HeyDork ( ) posted Thu, 29 November 2007 at 10:31 PM

Quote - THAT IS EXACTLY THE ADVICE I GAVE HIM BEFORE YOU ENTERED THE THREAD AND STARTED ARGUING ABOUT PETTY DETAILS!!!!!!!
thank you for annoying the hell out of me for no reason. please just go before I break the TOS.

 

Khai,
Why do you have to take such a condensending and agressive stance for?
Can't you accept a different opinion as just that, a different opinion; instead of taking it as a insult against your intelligence???

Your anger is very unbecoming.


Paloth ( ) posted Fri, 30 November 2007 at 10:00 AM · edited Fri, 30 November 2007 at 10:04 AM

Paloth, Sometimes all you need to do is just split the verts (uv mapper) and all will settle down and look as it should. Darkedge, you saved my sanity. I had connected the points at the edge of a round window hole, but no matter how close I brought the connection, the stretch lines distorted the geometry in Poser at every crease level setting. When I cut the wall loose from the inner window and imported the model into Poser, the stretch lines had disappeared. It was perfect. I think this obj. issue will be less nettlesome next time when I know what to expect.

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DarkEdge ( ) posted Fri, 30 November 2007 at 3:55 PM

Good Paloth, happy that helped you.
Learning what Poser does to obj's is a learning experience. After a while you can pretty much stay away from problems but there will always be a new one lurking in the background I'm afraid. 😉

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UVDan ( ) posted Sat, 01 December 2007 at 7:10 PM
Forum Moderator

I just wanted to mention that UVMapper Pro will do two types of triangulation and will also sub divide meshes as well.

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