Forum: Poser - OFFICIAL


Subject: I love P8 Indirect Light..... but, no more.

aeilkema opened this issue on Sep 05, 2009 · 142 posts


JoePublic posted Sat, 05 September 2009 at 4:38 PM

JenX, you miss my point:

99% of the renders made in Poser are V4 "as is".
Maybe a dial spun, maybe even a "real" custom sculpted "face".

But V4, without a thorough resculpt and re-rig, has tons of anatomical problems.

So, slapping on some 4000 x 4000 "elite" textures on her, buying (or using a free) 100+ node shaders and using a high end IDL light set, will do exactly ZERO to make her more realistic.
It will cost a lot of $$$ (Good for Rendo and DAZ, I admit) waste a lot of render time and cause a lot of harddrive wear.

I wouldn't say a peep if V4 or (any other readily available mesh) would have a 100% realistic base sculpt and matching rig out of the box and those 4000 X 4000 textures, those fancy shaders and high tech lights would take her from "almost perfect" to ABSOLUTELY BL**DY  PERFECT.

But even IF we had such a widely supported realistic mesh, is it really smart to spend so much energy on trying to push Poser to it's limits ?

I know my sculpting is quite realistic. And if I'd use fancy shaders and hi tech lights I think I could even end up with a render that wouldn't be immediately recognizeable as a Poser render.

But do I want that ?
Nope, I'm happy with the 90 to 95% of realism I have now and enjoy my 2 minute renders.

I have nice shadows, a nicely lit skin, and I still can do a lot of variations with my "old fashioned" light set.

And I'm pretty sure most other Poser users would rather have a more realistic figure that also renders faster than constantly having to fight with node settings, running out of RAM because of oversized textures or waiting for hours for a render to finish without being closer to "actual" realism anyway, because the figures anatomical problems negate any improvements they made.

And those few who really, really want to be cutting edge would at least have a solid foundation to start with.