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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 11 2:52 am)
Quote - OK, I figured crown molding might have stumped you for a bit, I was wrong. It's PIA in real life.
Looking at the Arch I can't help but wonder about stone work and key stones, do you think that would be possible in the future too?
Yeah - stonework is down the road, but totally possible. Brickwork, too.
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See that's what I'm curious about. Do people want draw the texture of an entire wall, or do they want to just use a repeating tile, ala wallpaper. For interiors, I imagined a wallpaper scenario would be best served by having the wall automatically repeat and line up the pieces. Like this.
This is not easy to do if the UV map of the wall is not consistent, i.e. the wall with the arch here does not begin at U=0, because that corner is not at U=0.
If you UV map each wall separately, then each has a totally different UV scale, and you cannot easily just slap on a wallpaper, like I did here.
On the other hand, if you really want to map a single wall from U=0 to 1, then it's not hard to change the script. I suppose I should make that an option for each wall.
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The mesh topology looks good. Being that it wasn't made by conventional means I was wondering if the poly count was getting out of hand. It's a little tough to tell from the attached pics but it seems that there is a good amount of polys present on the ogee moulding parts (doors, windows, etc) which there would be moldeing by any app, but that might be something to keep in mind. Not that a rooms poly count is going to make someones computer crawl but maybe being able to adjust how many lines equal "x" amount of curve...kind of like being able to select high or low poly (kind of like we modelers create either high or low poly meshes).
If it's 1 of 20 houses, would probably wany low poly. If it's the only house, probably would want high poly.
Just something to consider...or toss in the round file.
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I* think* I get how this works. Note, I said think. :)
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It might be a good idea to have both UV options as choices, since the tiling mode is good for wallpaper, and individual wall UVs would be good for people who want to be more creative or want to add dirt, tears, etc. Perhaps also allow a second surface slightly offset for transparency mapped effects (main wall is tiled - overlay is mapped per wall).
One other question if you don't mind BB. Do the windows have "glass" or are they just gaps ?
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Just reading ... trying not to imagine the code. And I thought your mix.mm1.txt script:
www.renderosity.com/mod/forumpro/showthread.php
was daunting (still having problems getting my head around bits of it because I'm not up to speed on Python yet)... can't even begin to imagine what your functions are going to be like for generating geometry instead of nodes.
And this geometry will obviously be save-able... there must be some way to port this code (with some tweaking) to Blender... itching to get going on this!!
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Yes there is "glass", but I had a bad glass shader loaded. I have corrected this. Also, I had nothing outside the room to see through the glass. Here's a better demonstration.
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That's handy, could get some interesting caustic effects in that case
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I'll be making everything adjustable with simple LOD settings.
Here are wireframes for the door knob at LOD 2, 5, and 10.
LOD 2 is 220 polygons
LOD 10 is 3948 polygons
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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)
Hey bill I have a question. So far everything looks great from the inside so that begs the question... can you use procedural shading for the exterior of buildings? Like for a city skyline or a neighborhood scene.
Most office buildings wouldn't be too hard I would think because they largely use the same pattern for several floors. Your ground floor would have some unique entrances and exits and you might have a structure on the roof.
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(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
I think he wants to do the insides, FIRST and then do the outsides. I think where a lot of similiar things fell short was they did the outside with our regard to the inside. Personally, I would prefer some detailed interior geometry and worry about the outside down the road. That has a sense of logical progression. First you have the horse, THEN you can put a cart behind hind it., ot ride it alone, but no cart before the horse, as old cliches go.:laugh:
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together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
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Taking "Just do it" to a whole new level!
Here's an old brick shader I wrote years ago - just slap it on.
I haven't done the exterior details at all. Joel is right - I see plenty of decent exteriors, but Poser props are really weak on the interiors. Exteriors are actually easy - there are few details that matter when viewing a building from 100 feet away. I haven't even bothered to extend the window model to the outside yet, but I will. I was really bothered by the lack of good quality interiors for Poser, so I'm making them.
Modern building exteriors are incredibly trivial, both modeling and shading. They use boring materials - lots of glass and concrete. But an old brick factory-turned-condo ... that's something interesting. And homes are really interesting. All in good time.
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Comitted to excellence through art.
just have to say it: this is amusingly full circle for me. i remember when i avoided CG in college because it was programming and not art, despite us having one of the best schools in the nation for it at the time. i started messing with procedural geometry in several years ago (pre-Poser) with POV-Ray, and stopped because it took too long to make anything real. now i'm eagerly following a thread doing exactly what i started using Poser and then Blender to avoid.
i also have to add, what makes this better is that there will be methods to already solve the primary problems. it's shorter for most people to model this than figure out a definition for a knob, a hinge, molding, etc., but it's much shorter to re-purpose those definitions if you already have them. there's a lot of architecture i have in my head that i still need to learn more about modeling to make, but this would suit a lot of my basic room needs.
Perhaps it's evolutionary? Back in the ancient of days when doing a mirrored ball over a checkered ground plane was the hot thing, and doing water was an impossible thought, doing models was almost impossible without a room sized super computer.
Now it's peanuts. In another twenty years, children will wonder why we didn't just describe the problem to the PC and tell it to make you a house. :laugh: Things get more evolved, they get simpler to use. Usually.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
Quote - I haven't done the exterior details at all. Joel is right - I see plenty of decent exteriors, but Poser props are really weak on the interiors. Exteriors are actually easy - there are few details that matter when viewing a building from 100 feet away. I haven't even bothered to extend the window model to the outside yet, but I will. I was really bothered by the lack of good quality interiors for Poser, so I'm making them.
Modern building exteriors are incredibly trivial, both modeling and shading. They use boring materials - lots of glass and concrete. But an old brick factory-turned-condo ... that's something interesting. And homes are really interesting. All in good time.
Ah, yeah I can see what you are getting at. I guess once you get into foot and crown molding, bay windows, floor types, wall textures (like orange peel paint vs wood), different types of doors there's a ton of stuff going on inside the house that need attention.
However that makes me think of something, maybe there aren't a ton of quality interiors because most vendors don't think they would sell. I mean why do a boring living room when everyone would buy NVIATWAS shrine number 182 with it's sexy and suggestive included poses?
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
Quote -
However that makes me think of something, maybe there aren't a ton of quality interiors because most vendors don't think they would sell. I mean why do a boring living room when everyone would buy NVIATWAS shrine number 182 with it's sexy and suggestive included poses?
Even some of the interiors that are there, quite honestly, suck if you want something that looks like people could live in it.
I ran into this problem recently with one apartment set that shall remain nameless that had a nice layout, included furniture...and had absolutely nowhere to hang a coat. They modeled a computer desk with CD cases, nice stereo system, bathroom, but didn't think of a coat rack, closet, or any kind of storage for clothing, towels, or sheets. Half the time I suspect the modelers live in their parents' basement and don't think about things like the laundry.
Quote - Got my first door knob done.
Since you said "first" I know there'll be more. So please don't forget "normal" handles as well. Where I live, round door knobs are only seen in movies, never in real life. Of course some may have mounted them to be difrferent, but I've never EVER seen a round door knob on a Danish door IRL. Door handles are L-shaped :)
(some idas: http://www.billigbyg.com/?ID=38&varegruppeID=98 )
Will the windows eventually open? And will there also be hinged versions? (like a double door kind of thing?)
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Using Poser since 2002. Currently at Version 11.1 - Win 10.
This is all just so AWESOME!
I don't know anything about python except that I don't understand it lol
Just a question about your wireframes: Your basic wall has 3 polygons. How does it render with "smooth polygons" enabled? To switch that off for the entire scene is inadvisable if you have other, organic models in the scene ;)
Quote -
Just a question about your wireframes: Your basic wall has 3 polygons. How does it render with "smooth polygons" enabled? To switch that off for the entire scene is inadvisable if you have other, organic models in the scene ;)
Hello,
that should not hurt as long as the vertices are not welded.
In blender you can assign an "EdgeSplit" modifier to objects. That prevents smoothing
sharp edges. If you export with or without does not change the number of facets,
just the number of vertices and edges.
Best regards,
Michael
Quote - > Quote - Got my first door knob done.
Since you said "first" I know there'll be more. So please don't forget "normal" handles as well. Where I live, round door knobs are only seen in movies, never in real life. Of course some may have mounted them to be difrferent, but I've never EVER seen a round door knob on a Danish door IRL. Door handles are L-shaped :)
(some idas: http://www.billigbyg.com/?ID=38&varegruppeID=98 )Will the windows eventually open? And will there also be hinged versions? (like a double door kind of thing?)
Yes the windows and doors will open. So will cabinet doors, drawers will open, etc.
I will do other door handles, not just knobs. Will take a while.
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)
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)
Quote - > Quote - In blender you can assign an "EdgeSplit" modifier to objects. That prevents smoothing
sharp edges.
Poser has similar functions.
Specifically there is a global setting in the render settings panel, but each object also has a smooth option that is turned on by default. I leave the global smoothing on, but turn it off for most every object in my scenes (besides figures).
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BB: Amazing for Poser to get functionality like that.Have you seen this video? It really shows the advantage of a procedural methodology over making each poly manually.
Any further progress on this concept?
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Not lately. Been doing paid work too much. :-)
I'll come back to it though - I'm very close to being ready to give away some rooms. Probably won't have moving parts for a while. I'm only generating OBJ files so far. I have to learn how to generate entire Poser prop and figure files so I can set up the moving parts.
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 know this is a delayed reaction, but those are cool eyes for Antonia.
Love to see more of these procedural rooms as well - inspiring work.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
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Now it is.
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)