Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)
I've come across another caveat. The master Red Greeen Blue dials also do not work correctly - since the slave lights are already dialed to 1.0 on each channel, adjusting the master color dial only does half of what it's supposed to. I can compensate for this on the dial (simpler) or have the lights load in with zeroed color values (more correct result). This is so flaky I don't really want to give it out.
Finally I've figured out what is making the lights go nuts. Adjusting the child lights via a pose file causes this. Once it occurs in an active scene, it won't go away until the document is closed (revert to saved or some such). While this is "a bug", I doubt any of what I'm doing is especially supported by Smith Micro, so I don't know if it's worthwhile to submit a bug ticket on this.
I give up. I can get it to work very consistently the first time, but for any subsequent renders, all bets are off. Probably it would be safer and more predictable to drive light controls via python script but I'm not interested in dropping everything for the next month or so to learn python.
All the modeling for the outfit was done in Cinema 4d. IMO something like this would actually be harder in a sculpting app unless you just didn't care at all about poly count. Stuff like the shoes I don't see how you'd do it in Zbrush at all.
The artifacts are real, no doubt. Stefan intends to fix this for SR1. I have a call scheduled to discuss renderer stuff with Uli, Steve, and Stefan Thursday.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
If anyone cares to fool around with this sample scene file:
http://cid-b233dcaeefa9709c.skydrive.live.com/self.aspx/Public/Poser8%20samples/Simple%20GI%20Test.zip
Maybe you can get better results. Constraints:
Quote - The artifacts are real, no doubt. Stefan intends to fix this for SR1.
Yeah I think everyone gets that, I just keep hearing that turning down # of bounces is a good workaround. It isn't, it's a terrible workaround.
Quote - The artifacts are real, no doubt. Stefan intends to fix this for SR1. I have a call scheduled to discuss renderer stuff with Uli, Steve, and Stefan Thursday.
Hum, a stupid thing, but, without hate ... the beta testers are really beta ? I say that cause i think GI is the most feature who most poser users wait for a long time, with render time, and finally it's the most bad !
May be i'm stupid !
Génération mobiles Le Forum / Le Site
piz99 - Thanks for the series and the scene. I'd started a similar series, but, stupidly, with a more complex scene/figure. I'll try a few settings.
Have you tried the IDL Only option on the Dimension3D script? Aside from saving a little time, it may give us a feel of what's going on at the IDL level.
Whichway
Quote -
Have you tried the IDL Only option on the Dimension3D script? Aside from saving a little time, it may give us a feel of what's going on at the IDL level.
The intent of that feature is for those who would like to render in passes, the way rendering shadows or other effects to a separate pass; I never render with that technique so I'm not a good person to guinea pig it, both because I don't know about it and I don't really care enough to learn it.
Quote - Ok, dumb question #1 - where do I find the Backdrop.obj file?
Wherever your default runtime is installed ^^ The only scene contents are Poser 8 native stuff.
edit: oops, no, that's my own backdrop, sorry; I'll fix that and re-upload that file
edit: fixed
Working on it. Dang, now I probably won't eat dinner. Damn you pjz99!
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
I'm being realistic and not expecting this to be remedied for the next six months. If it gets done sooner than that, because you skipped dinner, thanks in advance.
Paul,
I'm using the D3D script to control all parameters. I had been working on my own setup kind of like yours, and found some settings that improved things. However, loading the settings I found into your scene, the "room" is a solid wall of red dots - no gaps! The foreground objects are rendering quick, but the buckets with "room" in them are taking forever. Any idea why that would be? Why is the room different?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
WTF?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Dinner (and sleep) is highly overrated ;)
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.
It's simply an 8x8x8 poly cube taken from the Poser 8 Runtime "PropsPrimitivesBox" , so I've no idea why it would be sucking up so many rays (this is what the red dots are I believe, ray hits). However this is consistent with what I told Stefan earlier, that the artifacting problem appears much worse when you have some environment geometry of any kind, apparently the environment geometry eats up a lot of rays prematurely. No idea why.
Hiding or removing the "room" geometry is unacceptable under my constraints, for this test ;) Replacing it with alternate geometry of the same shape is OK though (a higher or lower poly box).
Oh wait, I got confused. There's a room and a backdrop? It's the backdrop making solid red dots.
Addendum: Never mind, the room does it too, even if I hide the backdrop.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Oh right, turn off Smooth Polygons for the backdrop prop as it looks like crap otherwise.
I think the room caused problems, perhaps because we're inside, with all the polygons facing outward? Replacing with my EnvSphere, where all the polys face inward, and it renders extremely fast.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
If normal facing has a real impact on how GI is calculated, that right there is probably not desirable. I'm not picky about what box gets used, but as my studio is not shaped like a basketball, a sphere is unacceptable for this test. Must be a box. If you like I can export a cube with inverted normals and make it a prop.
Okey doke, although if normal facing has any impact at all here I would consider that a bug that needs to be fixed.
Select cube
Group Editor
Create group
Add All
Reverse group normals
(actually in the case of Poser's default primitives there is already a group containing all faces so those steps "create group" and "add all" are not necessary)
I agree reversing the normal should not matter, you had "Normals Forward" checked. That's a bug. But easy enough to work around at the moment. The reversed room is rendering well now.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
I'm rendering and can't check what I did to screw up the transition between the backdrop front edge and the ground and/or room floor. I'm getting a seam.
Since I have to wait for the render to finish, I thought I'd just ask - is the "floor" supposed to be the ground, the room bottom surface, or the backdrop, or some combination? Did you intend for the backdrop to be above the "floor"?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
I realize that the "room" geometry also should have have Smooth Polygons disabled (will make the corners pillow out undesirably).
Revised version available here:
Quote - Since I have to wait for the render to finish, I thought I'd just ask - is the "floor" supposed to be the ground, the room bottom surface, or the backdrop, or some combination? Did you intend for the backdrop to be above the "floor"?
The room box was moved down one foot to prevent it intersecting the backdrop's floor. If it's not moved down the renderer becomes unhappy and tries to render both surfaces in the same "space", no good. Although I suppose some rays will inevitably get wasted in the area between the box and the backdrop I don't particularly care. Incidentally that's another example of why considering normals in GI is not that wise, imo - the backside/underside of the backdrop prop will behave differently from the front side, very counter intuitive. Default behavior really ought to be "ignore normals" regardless of any material settings.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
No, it's not quite as bad as that - each unit of 1 on the master dial, will dial up the slave lights Intensity by a half a percent. So the effect of a single 80% light should be just 80% divided by 7 = 11.4 or so. I suppose I could scale the master dial so that 100 = seven lights at 14.3%, but this makes it messy for anyone who might want to use less than seven lights - I felt it made more sense to leave the master dial on a 1:1 ratio as the slave lights (even though it isn't, really).
I still have problems with the whole intensity setup going nuts anyway, I'm not sure if this will ever work well.
My Freebies