Forum: Poser - OFFICIAL


Subject: Poser's demise.. are we working towards ...?...

RobynsVeil opened this issue on May 30, 2008 · 267 posts


renderdog2000 posted Fri, 06 June 2008 at 6:53 AM

Quote - Exactly. Most of the memory issues folks have had with the Vue-Poser workflow have been the 16 megabyte per texture wallop the memory pool takes. The simplest would probably be a 'divide by two' stepping sequence; then you could take a texture down in increments that shouldn't affect the UV mapping. But that only behaves itself when the textures start out in the powers of 2 format to begin with. Oddball sized textures subjected to that can develop noticeable pixellation, or reveal mosaic artifacting at final rendertime, when you subject it to codec compression. And there is no easy way to predict the event happening; its purely a matter of clashing mathmatics. Probably the safest way would be with a divide by two step, a divide by three step, and if the library exists, an option to reduce the color pallete.32 bit textures can be reduced to 16bit, and even 8 bit, depending on the lighting and camera distance. That way you would have a choice of the ways to drop your texture import load without having to deal with another application. Actually, you might want to consider an out and out import conditioning module. Besides texture size, Poser meshes can have issues with backfacing and single sided polygons that Poser either corrects at runtime or ignores....but can bring a mesh import to a sceeching halt with errors. This might be getting too ambitious, but at the very least you'll need to take the cheats Poser uses into account so you don't get caught offguard...

Well, I don't think it's too ambitiuos overall - in fact I can see this coming in very handy not only for the Vue users but also for animators as well, and particularly for game designers.  Though the initial proposal doesn't mention it since I wasn't planning on this being in the initial release, I do at some point in the future intend on coding a module so that FAST can output characters,  items and animations in a format that those using OGRE as a gaming engine can easily make use of FAST as rapid development tool for game software as well.

That makes the texture reduction/mesh correction features pretty much a must have feature at some point. 

-Never fear, RenderDog is near!  Oh wait, is that a chew toy?  Yup. ok, nevermind.. go back to fearing...