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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Poser 8 Hotfix Now Available for Download


thinkcooper ( ) posted Thu, 06 August 2009 at 2:20 PM · edited Thu, 28 November 2024 at 2:21 PM

Poser 8 Hotfix 8.0.0.10199
This small Hotfix is an important update for both Mac OS X and Windows versions of Poser 8. Simply download the Hotfix, launch the installer and your copy of Poser 8 will be updated to version 8.0.0.10199.

Important note: This update will only work on an installed copy of Poser 8. You will need to fully install Poser 8 before applying this Hotfix.

What does the Hotfix address?
This Hotfix enables Normal Maps, improves Indirect Light rendering quality, improves Wardrobe Wizard functionality and addresses an issue with saving Walk Paths.

MAC Hotfix available here:
my.smithmicro.com/mac/poser/updates.html

Windows Hotfix available here:
my.smithmicro.com/win/poser/updates.html

Steve Cooper
Poser Product Manager


Whichway ( ) posted Thu, 06 August 2009 at 2:26 PM

WooHoo! Thank you thank you.

Whichway


ugpsobta ( ) posted Thu, 06 August 2009 at 2:29 PM

thanks very much.


pjz99 ( ) posted Thu, 06 August 2009 at 2:30 PM

This update does not improve the Indirect Light artifacts I've been getting in many scenes.  Renders also still have garbage around the border of the image, not related to Indirect Light.  Should I make a ticket on the support page?

My Freebies


thinkcooper ( ) posted Thu, 06 August 2009 at 2:39 PM

Quote - This update does not improve the Indirect Light artifacts I've been getting in many scenes.  Renders also still have garbage around the border of the image, not related to Indirect Light.  Should I make a ticket on the support page?

Please.

We have an SR1 targetted collection of rendering improvements with changes to the logic that will better address the artifacts you're seeing as well as IDL improvements.

Today's Hotfix deals primarily with an IDL rendering issue related to eyelashes and transmapped hair. Stefan has already optimized the IDL rendering logic, and will be further improving in prep for the SR1 release. I don't have a formal schedule, but if the Hotfix could serve as an indication - we'll be rolling out our improvements quickly.

Cheers,

Cooper


pjz99 ( ) posted Thu, 06 August 2009 at 2:48 PM

Very well.

My Freebies


Synpainter ( ) posted Thu, 06 August 2009 at 2:48 PM

Thanks Steve :)

Much Appreciated!


TrekkieGrrrl ( ) posted Thu, 06 August 2009 at 3:00 PM · edited Thu, 06 August 2009 at 3:01 PM

 Good going, Koopa! Thanks!

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



grichter ( ) posted Thu, 06 August 2009 at 3:46 PM

 Hotfix's in days of release. Support answers at near mid-night Watsonville time zone. Man you guys are all over this big time. Thanks a ton.

Gary

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


SAMS3D ( ) posted Thu, 06 August 2009 at 4:02 PM

 Thanks so much.  I have been trying to get those eyelashes to show.  Sharen


Tashar59 ( ) posted Thu, 06 August 2009 at 5:14 PM

The hot fix messed with my tabs. The scrolling bounces to the bottom of list and you can't click on anything above it. Anyone else have this problem? need to know before I re-install P8 and hot fix and send a bug report.


SAMS3D ( ) posted Thu, 06 August 2009 at 6:03 PM

 Have you rebooted?  Sometimes that fixes updates like this.  Sharen


Tashar59 ( ) posted Thu, 06 August 2009 at 6:11 PM

Thanks. I found the problem. Either the hotfix or the P7sr3 had changed settings on my wireless keyboard and mouse.

It's all working fine now.


MikeJ ( ) posted Thu, 06 August 2009 at 6:36 PM

It says the hotfix "enables normal maps".
That's really one of the top things I was looking forward to in Poser 8; the ability to use normal maps.

So does it work well? Can anyone please show me a normal map used on a Poser figure? Preferably one made in Zbrush.

Not to derail the thread or anything like that...

Cooper, I'm glad to see Poser appears to be finally beginning to get the attention it's deserved for so long. :-)



Dave-So ( ) posted Thu, 06 August 2009 at 10:08 PM

that was a quick one ... its hot !
makes me want to buy P8, seeing the rapid response and the fact SR1 is already being staged. Very good.

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



lululee ( ) posted Fri, 07 August 2009 at 12:39 PM

Thanks so much for such a quick update.
cheerio
lululee


Teyon ( ) posted Fri, 07 August 2009 at 8:47 PM

MikeJ, I get back in from Siggraph tomorrow. I'd be more than happy to do a render or two for you using ZBrush created normal maps on a few of  the P8 figures if you like.  If someone beats me to it, that's fine too.  Just looking to help.


MikeJ ( ) posted Fri, 07 August 2009 at 9:18 PM

Excellent, Teyon,  I would be greatly appreciative! :-D



Teyon ( ) posted Sat, 08 August 2009 at 5:50 PM

I'm home now.  will unpack and then do a quick render.


Teyon ( ) posted Sat, 08 August 2009 at 6:50 PM

file_436376.jpg

Here's an example for you. In most instances, you'll want to make a morph that goes with the normal map. This is only so that the silhouette matches the detail of the map.


Teyon ( ) posted Sat, 08 August 2009 at 6:51 PM

file_436377.jpg

Here's a simple OBJ file loaded into P8 with a before and after also. This one may be a little more impressive and can help you to see the potential in normal maps.


Teyon ( ) posted Sat, 08 August 2009 at 7:07 PM

file_436380.jpg

Here's the same OBJ with translucency, a color map and using an IBL.


Teyon ( ) posted Sat, 08 August 2009 at 7:09 PM · edited Sat, 08 August 2009 at 7:09 PM

file_436382.jpg

with an Auto Levels pass in Photoshop...

So yeah, the normal mapping rocks. :)


lululee ( ) posted Sat, 08 August 2009 at 8:20 PM

Teyon,
These are fantastic.
Real works of art.
cheerio
lululee


Teyon ( ) posted Sat, 08 August 2009 at 8:29 PM

Thanks!


MikeJ ( ) posted Sat, 08 August 2009 at 11:45 PM

Cool, well it looks like it works.
Thanks, Teyon. :-)



Teyon ( ) posted Sun, 09 August 2009 at 1:24 AM

You're welcome. Those were both made in ZBrush by the way. The next version of ZBrush is supposed to support 16bit poly painting, so I'm pretty excited, as that would mean textures from it should look far better and require less cleanup. Less cleanup=better looking textures where I'm concerned.

Anyway, happy to help. Hope to see more content devs using the feature soon.

-T.


Little_Dragon ( ) posted Sun, 09 August 2009 at 2:10 AM

Quote - Here's a simple OBJ file loaded into P8 with a before and after also. This one may be a little more impressive and can help you to see the potential in normal maps.

Did you use smoothing on that one?  The edges of the "after" appear less angular, particularly around the shoulders.



Teyon ( ) posted Sun, 09 August 2009 at 2:50 AM

I think I had smooth turned on in Firefly from a earlier render so yeah.


vilters ( ) posted Sun, 09 August 2009 at 4:31 AM · edited Sun, 09 August 2009 at 4:32 AM

probably a very DUMP question on my part but:
I Know the difference between a Bump map and a Displacement map.
But;
What is the difference between a Displacement map and a Normal map?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Little_Dragon ( ) posted Sun, 09 August 2009 at 6:06 AM · edited Sun, 09 August 2009 at 6:07 AM

Quote - What is the difference between a Displacement map and a Normal map?

Normal mapping manipulates the surface normals of a model, creating the illusion of a higher-resolution, more detailed mesh through shading effects.  It does not actually increase the mesh resolution or displace the geometry, however, and this is usually obvious by looking at the model's silhouette.  The edges remain unchanged.

Poser's displacement mapping actually displaces the geometry, creating real indentations or raised surfaces, with micropolygon subdivision at render-time to permit such higher detail.

Normal mapping is less computationally-intensive than displacement mapping, which is why it is more commonly used in real-time applications like games.



Teyon ( ) posted Sun, 09 August 2009 at 6:49 AM · edited Sun, 09 August 2009 at 6:55 AM

That's right. If that's a bit too much to grasp, think of Normal Maps as Bump Maps on steroids and Displacement Maps on valium.  Additionally, bump maps and displacement maps are usually greyscale images, where as normal maps are not.

There are also two types of normal maps that are commonly used. Tangent Space, which is good for any object that requires movement in your animation/scene and Object Space (aka World Space), which is good for static objects that do not move over time. For really trippy effects assign a Object Space map to a moving object.

Edit: There's also nothing wrong with mixing the various maps if you need. For example, I could have used a normal map for the character's major detail changes and a bump map for very fine detail like pores or something.  Or a displacement map for the major changes and a normal map for fine detail and a bump map for even finer detail. So yeah, they can work together if need be.

Edit Again: We should probably get things back on topic before Cooper sends me off to Antartica to do product demos or something, lol. :)  So, hope everyone's experience with the hotfix has been a good one!


vilters ( ) posted Sun, 09 August 2009 at 7:15 AM

Thanks for the clarification.

Bump map does NOT change geometry, and does NOT create shadows.

Displacement map DOES change geometry and DOES create shadows.

Nomal mapping creates shadows without changing geometry.

I think I am getting close ;-)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Teyon ( ) posted Sun, 09 August 2009 at 1:58 PM

Yup :)


lululee ( ) posted Sun, 09 August 2009 at 2:05 PM

Hi Teyon,
Can you tell me where to plug in the normal map?
cheerio
lululee


Teyon ( ) posted Sun, 09 August 2009 at 2:17 PM

file_436428.jpg

sure. You plug it into the Gradient Bump channel and then change the Gradient Mode to the type of Normal Map you're using.  See image.


lululee ( ) posted Sun, 09 August 2009 at 2:37 PM

Hi Teyon,
thank you so much.
cheerio
lululee


DarkEdge ( ) posted Sun, 09 August 2009 at 2:52 PM · edited Sun, 09 August 2009 at 2:59 PM

Excellent explaination and demonstration Teyon.
Hopefully this puts to rest the thinking that normal maps are not productive inside of Poser.
 
Bookmarked!

Comitted to excellence through art.


722 ( ) posted Wed, 12 August 2009 at 5:56 AM

Quote - with an Auto Levels pass in Photoshop...


So yeah, the normal mapping rocks. :)

Great figure love to have this in runtime , and thanks for the info,, on the dif, between, Bum, Displace ,Normal, i allways wounder what normal map did.


Teyon ( ) posted Wed, 12 August 2009 at 6:20 AM

:) Well, I'm trying to convince my bosses that monsters are in right now, so maybe I'll get to do a few creatures for Poser in the future. Who knows? :)  Thanks and while we don't get to say this to every user as often as we'd like - thanks for using Poser!


AntoniaTiger ( ) posted Wed, 12 August 2009 at 7:52 AM

I can see why a normal map uses the Gradient Bump input—if I read the manual right it's only used by the P4 render engine for .bum bumpmaps—but there's always been stuff out there which misuses it. I would have been tempted to change the label.

But I've never been that clear on bumpmaps. How can that single value, of the greyscale at a point in UV space, define a change in the apparent angle of a surface?

Let me know if the Poser manual ever gets past being an aide memoire for highly-trained CGI professionals.


ice-boy ( ) posted Fri, 14 August 2009 at 6:25 AM

Quote - Here's the same OBJ with translucency, a color map and using an IBL.

try some more complicated shaders and you will see it doesnt work.
it doesnt work with reflections and it doesnt work with alternative diffuse and specular.


TrekkieGrrrl ( ) posted Fri, 14 August 2009 at 7:21 AM

Uhm.. so how do you MAKE a normal map? 

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



Whichway ( ) posted Fri, 14 August 2009 at 7:43 AM

Take a look at www.CrazyBump.com.


ice-boy ( ) posted Fri, 14 August 2009 at 7:45 AM

normal maps are the best when created from zbrush  or mudbox imo


Whichway ( ) posted Fri, 14 August 2009 at 7:48 AM

No doubt, but you can play around with CrazyBump, which has a free version.

Whichway


Teyon ( ) posted Fri, 14 August 2009 at 8:46 AM · edited Fri, 14 August 2009 at 8:47 AM

http://www.xnormal.net

Both Crazy Bump and X-Normal are used in the game industry for normal map generation. While ZBrush and Mudbox make things easy (staying in one app is always easier), both Crazy Bump and X-Normal provide alternatives to using those.   X-Normal is Free and quite powerful.


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