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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)



Subject: I have a question about color.


smalll ( ) posted Thu, 06 November 2008 at 6:50 PM · edited Thu, 23 January 2025 at 4:18 PM

Hi.
I have a question about color.
I made a model.
It is very simple.
I like it.
But color is not smooth.

You can download my model.
http://www.bokgi.net/test/poser-question.zip
Would you tell me how can I made it smooth?
Please.


ockham ( ) posted Thu, 06 November 2008 at 9:04 PM

file_417332.txt

The three parts are different groups.  If you make them all the same group, Poser will show them as a single color.

I attached the revised OBJ file as a TXT.

My python page
My ShareCG freebies


ockham ( ) posted Thu, 06 November 2008 at 9:04 PM

file_417333.jpg

Here's what it looks like now.

My python page
My ShareCG freebies


ockham ( ) posted Thu, 06 November 2008 at 9:06 PM

Poser treats different Groups as different body parts....
Even if you haven't made them into different body parts,
Poser renders each one "halfway" separate.

My python page
My ShareCG freebies


smalll ( ) posted Thu, 06 November 2008 at 9:16 PM

Wow!
I am deeply grateful to you.
Thank you very much!
It is very valuable to me.
I can´t find the words to thank you.


smalll ( ) posted Thu, 06 November 2008 at 9:21 PM

But...
How can I group them?
Can you tell me the way?
Please...


kuroyume0161 ( ) posted Thu, 06 November 2008 at 9:52 PM

As ockham notes, groups are handled as separate things.  Usually as body parts in a figure. And the way to 'combine' the geometry is through welds of the figure body parts.  But there is no welding on a prop so you need to have no or one group only.

UV Mapper can be used to add/remove groups easily.  You can do it in the Poser Setup room as well, but not sure how that goes for props.  Whatever modeling app you used exported with groups for some reason.  For instance, in Cinema 4D, separate objects can be treated as groups or objects with polygon selections have those selections treated as groups.  As a last resort, you can open the .obj file in a text editor and simply remove all of the lines starting with 'g'.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


smalll ( ) posted Thu, 06 November 2008 at 10:21 PM · edited Thu, 06 November 2008 at 10:28 PM

I see...
Dear ockham,
You know, I made my model 3 part.
It is a example like hand + forearm + shoulder.
Because I need to transform each part.
But, the txt file - you give me, can tansform only one part. (top)
So, If I made it like hand + forearm + shoulder, I can not handle each part.

Dear kuroyume0161,
Thank you for your help.
You teach me how can I make it group.
I am under indebtedness to you.

So, I don't solve it yet.
Is there any way to remove the ugly line?
Would you help me?
Please...


kuroyume0161 ( ) posted Thu, 06 November 2008 at 11:09 PM · edited Thu, 06 November 2008 at 11:10 PM

If you want three non-disjoint 'parts' in Poser, you'll need to make it a figure.  Otherwise, it would need to be like a robot and be three separate parented props.  Poser doesn't have an inbetween - a prop that bends at groups.  You make each group a body part of a figure and the parts are welded which should remove the issue with color (which is an issue involving phong shading and continuity).

For something like this, PhiBuilder 2 is your easiest avenue.  You specify the hierarchy simply by number and indentation - for example:

objFile :Runtime:Geometries:MyGeometries:myobject.obj
1 shoulder yxz
        2 forearm yxz
               3 hand yxz

* Note that the group names must match the names in the .phi file!

Load the geometry, apply the .phi file using 'File->Convert Hier File' and you have your rough figure (you will need to configure the Joint Parameters with the Joint Editor to get the desired bending properties).  Welding should be automatic - that is, it is the default thing Poser does to body part groups is weld them.  You can check and control this in the Parameters window - Properties tab "Bend" enabled to weld.

I should also mention that some phong shading errors are the result of the facetting of the polygons.  UV Mapper is good for removing these shading errors using its Vertex and Normal menu actions.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


smalll ( ) posted Thu, 06 November 2008 at 11:50 PM · edited Thu, 06 November 2008 at 11:51 PM

Thank you **kuroyume0161.
Do you downloaded my file?
It is a figure(character). It is not prop.
You are very kind.
(Are you japanese?)
**


adp001 ( ) posted Fri, 07 November 2008 at 5:04 AM · edited Fri, 07 November 2008 at 5:05 AM

There is just a problem with the normals. What I did (in my modeller):

resetting the normals to standard
inserting some "edges" into your cubes

( download: http://adp.pictureparty.de/test/Poser_test.obj )

Reason: Poser has some trouble with plane surfaces, because Poser is optimized for so called "organic objects". Creating "soft edges" in a Poser model makes far less trouble and looks nices.

Edit:

Just download and save the file into your character folder.




smalll ( ) posted Fri, 07 November 2008 at 5:06 AM

 I´d like to express my heartfelt thanks to adp001.
 I can never thank you enough.
Thank you!


smalll ( ) posted Fri, 07 November 2008 at 5:40 PM

By the way, How can I do that?
Is it difficult for me?
Could you explain the way?
I want to make my model.
But, there is a some trouble like that.
So, Could you teach me the way?
It will be great for me to make model.
Please...
 


adp001 ( ) posted Fri, 07 November 2008 at 7:32 PM

Sorry for the late answer. I wasn't at home.
Because my english is not so good some images are required. So I made a PDF for you. You may download it from here: http://adp.pictureparty.de/test/cubes.pdf




smalll ( ) posted Fri, 07 November 2008 at 9:51 PM

I am deeply grateful to you.

I see now.

Thank you very much!


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