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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: seeking help with Poser file size (using unimesh characters)


vxg139 ( ) posted Sun, 17 August 2008 at 9:06 PM · edited Sun, 12 January 2025 at 5:48 AM

Hi,

I am curious if there is a way of creating smaller file sizes in Poser when using unimesh characters....

My average poser file sizes when using three/four P4 characters + detailed scenes (e.g. swiming pool, building interior, etc.) is less than 80 MB. However, when I start a new porject with V3/M3 characters, the file size shoots up to over 100 MB!!

I recognize that V3 has more detailed polygons (as well as hi res textures), but is there a way of reducing the actual file size (since the woudl also help with rendering).....sometimes I get "out of memory message too!!

you advise would be greatly appreciated.... :c)

FYI, here is my PC config.

  • XPS 630, 2 Duo SPU, E8500 @ 3.16 GHZ,  4 GB RAM,
  • graphic driver: Nvidia GEforce 9800 GX2 (1024 MB)
  • operating system : Windows Vista (ultimate)

cheers

vxg139


Gareee ( ) posted Sun, 17 August 2008 at 9:20 PM

even if you zipped it up, and poser could unzip it, it would still have to unzip it into memory when you loaded it.

Way too many people take way too many things way too seriously.


JoePublic ( ) posted Sun, 17 August 2008 at 9:20 PM
  1. User IrfanView to reduce all textures to 1200 x 1200 or less.
  2. Load only the morphs which you actually use. Combine "dial spun" characters that need several morphs into a single new morph and delete the rest.
  3. Use V3RR and M3RR instead of V3 and M3.

Unless you do poster size print-outs of close-up mugshots, none of the above will be noticeable in the final render, but drastically improve Poser's performance.


lesbentley ( ) posted Mon, 18 August 2008 at 7:55 AM · edited Mon, 18 August 2008 at 7:56 AM

Attached Link: Spawn Character script

Re point #2 by JoePublic. If you are using P6 or above, you may find this Python script by svdl useful. It consolidates a number of morphs into one morph.


replicand ( ) posted Mon, 18 August 2008 at 1:33 PM

Again, reducing the texture size is highly recommended. If you can find the Morph Manager and removed your unused morphs, a Mil3 character weighs only 16MB. 


Acadia ( ) posted Mon, 18 August 2008 at 1:42 PM

Quote - ...sometimes I get "out of memory message too!!

Ahhh Yes! One of  the dreaded not enough memory  messages.

First of all to save yourself reworking things over and over, always do a File/Save before you render. Get into habit of doing that without exception so that when you do encounter this problem all you have to do is close poser, reopen it again and then browse to your ready to render .pz3 file. In order to get your file to render, you may have to do one, some or all of the following:

  1. Check the size of the shadow map for each of your lights. Sometimes they are set high and can cause problems  with memory when rendering. If that doesn't fix it....

2.  Reduce rendering bucket size to something smaller....64, 32, 16, or even 8. If that doesn't fix it...

3,  Make parts of the scene invisible using the Hierarchy Window or the Parameter Dials Properties.  Render what is left visible. Save it as a .png file.  Hide what you just rendered and make some other things visible and render that. Save that render as a .png file.  Keep doing that until you get all parts rendered.  Open your graphic program and reassemble all of your renders into one image. If that doesn't help...

4.  Browse to the folders that contains the textures you are trying to use.  Make a copy of these texture files to keep somewhere safe (because you are going to be overwriting the files in that particular texture folder in the next step). Make sure you account for the texture files for everything in your scene...hair textures, skin textures, clothing textures, prop textures.... it all adds up and eats up memory.

  1. Open your graphic program. Resize each of the texture and bump map files to a maximum of 1024 pixels on the longest side.  Use "Bicubic Resampling" so that you don't blur the textures when resizing.  Click "Save" and re-save the file to it's original location.

You may still have to render in pieces and lower the bucket size even after resizing the textures.

6  You can force XP to give Poser more memory (provided you have it to give). See these threads:

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2516735

http://www.keindesign.de/stefan/poser/3gb.html

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



vxg139 ( ) posted Mon, 18 August 2008 at 7:37 PM · edited Mon, 18 August 2008 at 7:46 PM

Thank yo ufor the head up guys!! :c)

By reducing the texutre to 1000 x 1000 (as recommended)  I was able to get the image rendered!! :c)

couple of questions comes to mind....

  • How do I remove unused individual morphs?
  • once a morph target is used, can I remove that particular morph? I other words, would removing of a used morph reset the more target to ints original setting?

Once again "THANK YOU ALL" for your wonderful advice..... much appreciated... :c)

BTW the consolidation morph program by svdl (Spawn Character script) seems to be broken... any chance of re-posting the script?

Cheers

vxg139


grichter ( ) posted Mon, 18 August 2008 at 8:22 PM

 try this link

http://www.renderosity.com/mod/freestuff/index.php?user_id=99327

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


vxg139 ( ) posted Mon, 18 August 2008 at 8:28 PM

Thank you.... found out how to delete morph targets too....

Cheers

vxg139


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