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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 1:33 pm)



Subject: Could Gile[s] (now free) be used with Poser?


moogal ( ) posted Mon, 13 July 2009 at 2:03 AM · edited Sun, 24 November 2024 at 3:42 PM

Is it possible to use light maps produced by Gile[s] in Poser?  I'd like to combine cast shadows from figures and environmental light maps but I'm not sure what to do in the mat room to blend the shadows maps with the Gile[s] light maps.


TheOwl ( ) posted Mon, 13 July 2009 at 10:10 AM

file_434666.JPG

Is lightmapping anything like texture baking?

Weird. I first downloaded the old one and after logging in, there was like a 30 day trial. I downloaded the 2.0 version today. No login prompt. So this really is free?

Unfortunately, I get this error. What should I do?

Passion is anger and love combined. So if it looks angry, give it some love!


Khai-J-Bach ( ) posted Mon, 13 July 2009 at 10:28 AM · edited Mon, 13 July 2009 at 10:29 AM

Attached Link: http://www.frecle.net/index.php?show=&section=giles&sub=download

the code to unlock it and make it free is on the download page where you got it from ;)



moogal ( ) posted Mon, 13 July 2009 at 5:23 PM · edited Mon, 13 July 2009 at 5:27 PM

Quote - Is lightmapping anything like texture baking?

Very much so, only with respect to lighting.  It's mainly used in games, architectural walkthroughs or other places that don't need dynamic (moving) lights.  I'd like to use it to bake a light map onto an environmental prop, say a furnished room, and set that object to not cast shadows.  My hope is that I could blend shadow maps created in Gile[s] with shadow maps created at render time by Poser.  In order to look correct though, the Poser shadows shouldn't be any darker than the the light mapped shadows (created by placing lights in the Poser scene similar to the ones placed in Gile[s] before producing the light map).

If I were bagginsbill I'd have dreamed of the nodes in my sleep to make this work, assuming it is indeed possible.  The goal is to cut rendering times by only generating shadows for the figures, while gaining shadow map accuracy of not spreading the shadow map over a large area.  My tests seem to indicate that the shadow map is calculated based on the minimum area needed to cover all objects that are set to cast shadows, so not having the environment casting shadows will allow the shadow maps to calculate faster and also be more defined.


TheOwl ( ) posted Mon, 13 July 2009 at 10:05 PM

So if that's the case, if I  UV mapped and textured an object, have it imported in giles and have it rendered, the lights and shadows will be "painted" over in the texture?

if that will be the case then it should work in poser.

Passion is anger and love combined. So if it looks angry, give it some love!


moogal ( ) posted Tue, 14 July 2009 at 3:20 AM

Quote - So if that's the case, if I  UV mapped and textured an object, have it imported in giles and have it rendered, the lights and shadows will be "painted" over in the texture?

if that will be the case then it should work in poser.

That should totally work in Poser.  It probably won't paint over the original texture, it should instead output a new "light" map.  I'm guessing the light map could be applied to the ambient channel of each material with a value of "1", and then would be combined with the texture and other light data at render time...

What I'd really like to do is to find a way to blend (math node?) Poser's shadow maps with the lightmaps from Gile[s], and not have the blend be noticeably visible.


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