Forum: Poser - OFFICIAL


Subject: Brilliant renderer-Kerkythea: anyone have any experience?

RobynsVeil opened this issue on May 07, 2008 · 70 posts


bantha posted Thu, 15 May 2008 at 3:23 AM

Quote - > Quote - I looked for a dokumentation about the XML-format K uses. It should be possible to write some kind of exporter, at least for geometries, lights and camera. You will have to fix the materials, and probably the lighting as well, but it would be a starting point.

I have played with the renderer on the last weekend, and I liked the results. Nothing I would care to publish here, but that's fine considering that I did not spend that much time for it.

So, if I get the dokumentation and find some people here which would do some testing, I would give it a try. I'm not that fluently in Poser Python, but I do have some programming experience and I'm willing to try it.

If you want to, you can use my Poser->Yafray python script as a starting point:
http://www.keindesign.de/stefan/poser/scripts/poser2yafray.py

Getting basic camera, light and geometry support shouldn't be very hard. Translating material and lights properly can be more tricky, but odds are most users want to use K-specific light and material setups anyway so you won't need to get that 100% right.

Do you know if it supports any other primitives than triangle meshes? If it supports cylinders, translating dynamic hair will be easy, if it doesn't you'll have to come up with a scheme to turn hair curves into polygon meshes without having the polycount explode.

Thank you for the offer. I already looked in your exporter when I played around with yafray some time ago, it's good to have a similar script as a guideline.

Camera, geometry and light shouldn't be much of a problem, true. Hair will need some work, Kerkythea only knows triangles, as far as I can see. Since it's no REYES style renderer, high order surfaces probably won't have real advantages anyway. So i just will have to replace the cylinders with cylinder shaped tri-based meshes, and hope for the best.

I would like to include at least some basic material conversion. Transfering node-based shaders probably will not work, but maybe I can do some smart replacements - I will look into that when it's time.

The lighting should be done in Kerythea, that's right, but I want to give a starting point to users, which have working lights in Poser, mostly because I don't think it will be much work. But just rendering in Kerkythea, without changing the materials and lighting system isn't going to produce better renders - for me the point in using K is the better lighting system.

I will see how far I get, and will send you a mail if I need help.


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