Wed, Nov 20, 1:35 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: I need someone to test out an OBJ model - anyone willing?


  • 1
  • 2
thundering1 ( ) posted Thu, 18 March 2010 at 1:19 PM · edited Wed, 20 November 2024 at 1:31 AM

Hello Poser users!

Since the Cinema 4D Charity Drive (look in the FreeStuff section - choose Cinema 4D, and viola! Many of them have OBJ versions as well, including mine), I've come to realize I have many elaborate models sitting in limbo, and many models I've made that I might try and sell.

Problem? I need someone to test them out as I have NO experience with Poser other than exporting a basic mesh for me to bring into C4D, XSI, or Mudbox to mess with, and put into scenes.

I need feedback so they'll be manageable - I think my polycounts are going too high.

Soooooo... If someone dares, I can send them a link to download the OBJ I'm currently dusting off and prepping. Load it in Poser, tell me if you see any problems, what might make life easier for this scene, etc. Lemme know IF this would be something people might buy, as well - my worry is that this might be too odd a setup, or difficult to position to get anything out of for scenes.

Please lemme know if you're interested - I think I'm gonna cap it at the first 5 takers.

Thanks in advance-

-Lew


Synpainter ( ) posted Thu, 18 March 2010 at 1:30 PM

 I'll bite... :)


thundering1 ( ) posted Thu, 18 March 2010 at 2:29 PM

1 down!

I'll send you an IM once it's up tonight - still not up yet apparently...

Thanks!
-Lew


markschum ( ) posted Thu, 18 March 2010 at 2:58 PM

I'm in

Does the obj need to be turned into a figure ?


thundering1 ( ) posted Thu, 18 March 2010 at 3:18 PM

Nope - it's an indoor sci-fi-ish arena.
2 down!
-Lew


IsaoShi ( ) posted Thu, 18 March 2010 at 3:32 PM

I can do that. What sort of turn around are you hoping for? I'm UK based, so I might not be done with it this evening.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Thu, 18 March 2010 at 3:54 PM

No specific rush - looking for feedback - too close-quarters, would be helpful if it had doors, make another room down there, too high a polycount (do more details in textures, not actually modeling them kinda thing), etc.

And we have #3!


Sa_raneth ( ) posted Thu, 18 March 2010 at 4:08 PM

i would like to test  it  too let me know
Thanks
SaRaneth


thundering1 ( ) posted Thu, 18 March 2010 at 4:45 PM

And #4!
1 more to go!
Gotta take my son to T-Ball practice, it should be up when I get back and I'll send you folks the link - thanks!
-Lew


A_Sunbeam ( ) posted Thu, 18 March 2010 at 5:51 PM

You can sign me up as no.5 - using PowerMac G5.


thundering1 ( ) posted Thu, 18 March 2010 at 7:07 PM

And we have #5!!
Okay, door closed for now.
Don't worry - there'll be a round 2, or a new round with a new model.

-Lew


IsaoShi ( ) posted Fri, 19 March 2010 at 6:29 PM · edited Fri, 19 March 2010 at 6:31 PM

file_449803.jpg

Oh lummy, what have I let myself in for? :O) I have never done any texturing of a model... I wouldn't know where to start! But I'm exploring the arena and doing some Clay renders now. This was the first one, with typical Poser render artifacts...

Oh, I nearly forgot to mention... I imported the obj twice, once at 100% and once at 1000%. The larger import comes into Poser at just about 500 inches high, which is still too small, but useable.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Fri, 19 March 2010 at 7:46 PM

Awwww - the smaller version sits perfectly inside the arena area below - like a little arena mini-me! That's so cute!

Interesting... There's GOT to be a way I can control the scale out of C4D when I export to OBJ.

It's supposed to be roughly 195ft length, 135ft wide, and 136ft tall.

Maybe my last thing should simply be to get it into Poser, size to proper dimensions, and THEN export as a  - I'm suddenly blanking on the extension... .pz2? Poser object?

I definitely have some "working out" to do...

I like the light sources between the monitors - hadn't thought of that and it looks cool!

Thanks for the feedback so far!

-Lew


Tyger_purr ( ) posted Fri, 19 March 2010 at 8:47 PM

Quote - Oh lummy, what have I let myself in for? :O)
I have never done any texturing of a model... I wouldn't know where to start!
But I'm exploring the arena and doing some Clay renders now. This was the first one, with typical Poser render artifacts...

texturing is easy, :) it is the UV mapping that most people dread.

what is the poly count?

I am interested in an arena.
Are there any exists? I don't see any doors
are there lights? as in the physical items in the model that produce lights, not poser/DS light sources.

My Homepage - Free stuff and Galleries


LostinSpaceman ( ) posted Fri, 19 March 2010 at 8:58 PM · edited Fri, 19 March 2010 at 8:59 PM

Is there an entrance into the arena center that I'm not seeing or are the people supposed to just jump over the fence to get down to play?


thundering1 ( ) posted Fri, 19 March 2010 at 9:24 PM

As of yet there are no door anywhere - at this point there is no way for anyone to get in or out of this place, or even get in or out of the arena area below. Haven't made 'em yet - nope, you're not missing anything - I am ;-)

I'm planning on large sci-fi doors down below for the "athletes" from their respective prep-rooms, and I'm planning on 4 sets of more normal double-doors for people to get in and out of the building/seating area.

As I was getting deeper and deeper into modeling this, I realized I may have some problems with it since it will be going into OBJ format for sale - and I'm now (through the feedback) finding out I REALLY SHOULD make it a Poser object with all texturing FIRST, and an OBJ second.

Now that you can see (in general) the arena, is this even something that would be of interest - or is it a little too out there, difficult, specific for scenes, etc.?

It's a 6-row seating arena with a 12ft drop to the actual arena floor where all forms of competition occur. I'm debating just how detailed I should make the prep-rooms below, but I'm generally thinking lockers, a sink, a coupla benches and a smaller door so you can see where they get into THAT room from a generic hallway.

Oh, and I need to learn how to rig objects in Poser so you can OPEN and CLOSE all the doors. So, more to do there as well.

There will be more to come.

-Lew


Believable3D ( ) posted Fri, 19 March 2010 at 10:18 PM

Looking very nice, Lew.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


IsaoShi ( ) posted Fri, 19 March 2010 at 10:34 PM

file_449817.png

> Quote - texturing is easy

Hehe... anything is easy, for those who have learnt how.

I really like the arena as it is now. There's a lot that could be done with it, with some textures. I got diverted into playing with volume, instead of concentrating on what I was supposed to be doing. Then this crazy pigtailed girl popped up and started cavorting around the arena like some demented gladiator slaughtering imaginary beasts with her bare hands. For a moment I thought I recognised her from my laboratory... but no, it couldn't be... could it?

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


IsaoShi ( ) posted Fri, 19 March 2010 at 10:39 PM

file_449818.jpg

A low-quality RT render showing a view from up near the roof. I like this.

Yes, it needs entrances/doors such as you have in mind, although for my purposes these need only be cosmetic. If you add behind-the-scenes things such as prep rooms, etc., I would prefer it if they were done as separate props - no point in always loading the scene with geometry that isn't always used.

Lighting... I would like to see an optional set of modelled spotlights mounted up on the 'beams', or whatever they are called, together with a corresponding Poser light set to load scene lights within the modelled spotlights. Perhaps a few different lighting presets.

By the way, where is the ground level supposed to be? The default load position is with ground level more or less at the top of the arena seating area... which is okay.

Time to sleep.. more later.
Izi

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Sat, 20 March 2010 at 7:57 AM

" instead of concentrating on what I was supposed to be doing."

Hehe - don't worry - there is no activity requirements other than "play and tell me whatcha think."

"By the way, where is the ground level supposed to be?"

Ya know what? I never thought of that! The model, I think, sits a little LOW on the actual horizon/ground grid in C4D because I never thought that mattered - I always just repositioned as necessary for aligning it with anything else in a scene - since C4D doesn't start with a physical ground plane of any kind. Just a reference grid, but I suppose that WOULD be object orientation, huh?

I'm gonna bring it into Vue and see how it behaves...

See why I need feedback? Sorry - I'm the new guy. :-)

Good point about the prep rooms - cuz that would add a LOT of geometry - so it's just better to get them separate? I figured people would want the whole "more bang for the buck" kinda thing but it DOES seem that manageability comes into play.

Keep 'em coming - my list is growing, and hopefully it'll mean less troubleshooting for each consecutive model I make.

Thanks again, and I'll talk to ya soon-

-Lew


thundering1 ( ) posted Sat, 20 March 2010 at 8:02 AM

Tyger_Purr - sorry! I haven't answered your question yet! Just opened it in Vue and it says: 199,760 polygons.
-Lew


markschum ( ) posted Sat, 20 March 2010 at 10:14 AM

Please, seperate rooms for detail.   I dont have much actual memory and this model bogs my Poser 7 down a lot. Its a very nice model though.


IsaoShi ( ) posted Sat, 20 March 2010 at 10:42 AM

Quote - Just opened it in Vue and it says: 199,760 polygons.

Poser GeomStats says 100,204 polys. Why would it be different in Vue? Strange....

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Sat, 20 March 2010 at 3:38 PM

"Why would it be different in Vue? Strange...."

I dunno - that IS strange!

Gonna open it back up tonight in C4D and see what IT claims the count to be, but it looks like I'm over the 100k limit I heard advised.

Markschum - It also sounds like the advice was pretty good, though - if it's already starting to bog down P7 I should keep any further enhancements fairly light.

I THINK I can also drop the poly-count a bit more here and there. Get rid of a coupla loop cuts that might be just for extra smoothing - they might not be needed.

My list is getting bigger - thanks folks, and keep 'em coming!

-Lew


A_Sunbeam ( ) posted Sun, 21 March 2010 at 9:31 AM

Using Poser 7. (PowerMac G5, Tiger))
Imported object and had to scale it to 3500% to make it big enough for James to sit down.
It imported in green, by the way.


thundering1 ( ) posted Sun, 21 March 2010 at 9:52 AM · edited Sun, 21 March 2010 at 10:03 AM

3,500% - wow! Yes, definitely need to put it in Poser before saving it out!

I'm stumped on the green - it has no materials at this point. Not even zones.

I see yet another thing on my list - the center railing and posts need to be thinner - they look massive next to a character!

C4D says these stats:
100,184 polygons
1,407 objects

Thanks folks, and keep 'em coming!

-Lew


IsaoShi ( ) posted Sun, 21 March 2010 at 10:54 AM

By my calculations, an import scale of 3,264% would make it exactly the right size.
At 100% it imports at 50 inches high. The correct height is 136 feet, or 1,632 inches, so the import scaling factor should be 1,632 / 50 * 100% = 3,264%. I've just re-imported at this size, so I'll try a few quick renders with a figure in various places.

Mine imported first with a blue Preview material, and the last time with magenta. It seems to be random, like the colour of a new light source.

I started to create material zones, but I ran into problems with the Poser Grouping Tool, and so I went off at a tangent to learn how to do this in Blender, which I've never used. So far I I've only created one for the dome roof and one for the rest of the structure.

By the way, do you want feedback via this thread, or would you prefer it by IM? I never asked...

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Sun, 21 March 2010 at 11:17 AM

This thread would be great - also keeps it in 1 localized spot for my reference - and I don't care that the laundry is aired in public either.

Hey, this is a learning experience for me, and it's been VERY eye opening! You have no idea how thankful I am for you folks!

-Lew


IsaoShi ( ) posted Sun, 21 March 2010 at 3:09 PM · edited Sun, 21 March 2010 at 3:10 PM

file_449924.jpg

A close up of the seating with Alyson, the Poser 8 character. This scale seems about right. Yes, the arena centre railings do need to be smaller diameter. Back with more soon, I hope.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


scanmead ( ) posted Sun, 21 March 2010 at 3:46 PM

*following along...


IsaoShi ( ) posted Sun, 21 March 2010 at 5:53 PM

file_449929.jpg

....

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Sun, 21 March 2010 at 7:51 PM

I've REALLY gotta make those smaller - it looks like they have a 12in diameter or something! I have company over tonight, but that'll probably be the FIRST thing I fix/redo tomorrow night.

-Lew


IsaoShi ( ) posted Tue, 23 March 2010 at 7:32 PM

file_450041.jpg

Aly has been exploring up in the roof. This was a small and quick IDL render with DoF, and I didn't get the lighting right. Not to worry... it's past my bedtime.

 

When I first saw the arena, I thought it would be perfect with a glass or semi-opaque dome roof. The problem with this is that the girders just pass right through the dome, and end in mid air outside.

 

I suppose it would need a fair amount of remodelling work, but it would be nice to have those girders properly 'supported' at the ends - ending on solid structural parts rather than just passing right through the dome.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Tue, 23 March 2010 at 8:11 PM

Just added to the list.

Gonna toy with what would be needed to model skylights - it's actually not THAT complicated a roofing system YET which is exactly why I decided to have testers at this point in the construction.

BTW - when I've made changes I'm gonna upload another one for you all to play with - and just like before, it's yours free and clear - have as much fun with it as possible which will lead you to exactly the troubleshooting you've been giving me.

Thanks again!

-Lew ;-)


thundering1 ( ) posted Fri, 26 March 2010 at 12:53 AM

file_450164.jpg

Okay - update time! 1 - Basic hallways behind the doors to the arena have been added. 2 - Doors to the arena have been added - no doors for the audience yet, but those will be simple. 3 - Horizon Line has been changed to the base of the model - I hope that fixes it... 4 - Railing surrounding the arena has been redone to be MUCH thinner. 5 - The ceiling has been changed to have large open "strips" for skylights, and a "sheet" has been added to make a "glass" material so you can see up to the sky, or make it bright white and blown out like you can't see the sky because it's so much brighter than indoors (which would be more natural to actual photography anyway). 6 - The arena floor has been slightly modeled to have areas raised/textured. 7 - Arena interior walls have had a bit of model texturing done as well to give them a more interesting surface. 8 - Giant monitors on each side have been added like huge LCD scoreboards. 9 - Girders have been tinkered with - the outside of the building is "clean" of extra geometry, and some supports that extended out have been deleted - so if one should choose to do an exterior shot, at least the roof will look okay...

Still need to put tiny "blocks" where the girders anchor to the ceiling, as well as a bunch of simple par-cans for lights.
No materials have been tackled yet.
Gonna do a little more and then upload a new OBJ for you all to play with. Sorry to say the poly-count went UP, but hopefully not too much to handle.

-Lew


Synpainter ( ) posted Fri, 26 March 2010 at 6:21 AM

Just found this "Log"  of progression :)
Will follow from here.


Spanki ( ) posted Fri, 26 March 2010 at 6:56 AM

Suggestions:

  • Export some Poser model to use as a reference (V3, V4, M3, whatever you have/prefer).
  • Import that .obj file into Cinema 4D - Using my Riptide (free) or Riptide Pro (commercial) .obj file plugin (http://skinprops.com).
  • When Importing it into Cinema 4d, set the Scaling value to 1000 (this is a good scaling value that I've used for years - it scales the tiny Poser models up by 1000 times).
  • With the figure loaded, scale your arena or other C4D models to suit the figure.
  • While working on the model, be aware of where the Y=0.0 (ie. a floor) is - you'll want to have most models sitting on the floor before you export.
  • You can also set up material zones and even groups (only needed for posable figures in Poser) - Riptide will maintain all that info (the built-in .obj Import/Export does not).
  • You'll likely also want to do your UV-mapping in C4D before exporting.
  • When you're ready to Export to Poser, use the same 1000 Scale Factor setting, to scale the model back Down to Poser-like scales.

...while not specific to Poser, Riptide was originally written for my own use in developing Poser models.  Riptide Pro has many additional options, including "Preset" configurations (including one set up for Poser).  The Pro version has a free 30-day trial.

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


thundering1 ( ) posted Fri, 26 March 2010 at 8:43 AM

Hi Spanki - thank you SO MUCH for the tips - gonna go back into the model tonight and do what you mentioned!

I'm very worried about the scaling issue - when bringing a Poser figure into C4D it's tiny, and it sounds like when they bring MY MODEL into Poser, it's TINY (one of the scaling up someone mentioned having to do was 3,500%!)! So the scaling issue has me not only scratching my head but a little panicky. I only figure that by finally bringing it into Poser and scaling it properly, when I save it as a Poser object it'll maintain that scaling.

I figured the main objects I would UVMap in C4D (and created custom textures in PS) - and once it's imported into Poser for final prep (and eventual save) and give the not so important pieces (girders, for example) basic materials in Poser. Here's the currently pathetic part - I don't even know how to do basic texturing in Poser :-)

I currently have P6 but I'm about to get P8 and learn how to create Mat Zones (as well as rigging) for this very reason.

Does anyone know of any reason I should get Poser Pro, vs just P8? All I'm gonna do is make sure the model works in Poser - textures, rigged, and sized, etc. I've gotta act on it fast, though, as it's only on sale until the end of the month. My upgrade to P8 is $100, to P-Pro is $200, and I can't figure out any valid reason to spend the extra money right now.

Quick question? I'm using C4D 9.6 (haven't learned enough of Max or Maya yet to do this with any confidence) - will Riptide work with it? I know - I COULD just download the free version and find out, but if it works fine with 9.6 I'd just jump right to getting the Pro version since $50 is a steal.

-Lew


thundering1 ( ) posted Fri, 26 March 2010 at 11:54 AM

Ah - just found that you have a specific 9.6 version! Cool!


Spanki ( ) posted Fri, 26 March 2010 at 3:31 PM

Yeah, the download categories on my site can be a little confusing, but it sounds like you figured it out - the Pro version requires R9.6 or later, so there's one in that category.  The free version requires R9.1 or later, so it can be found there.

And yeah, I noticed the scaling issue... it sounds like you were maybe already working at a somewhat small scale within C4D and then scaled it down when exporting (the built-in exporter has a scale setting as well, which you may not have adjusted).  But anyway, give my suggestions above a try - if you scale Poser figures Up by 1000 times, they are no longer tiny inside C4D - it's a comfortable working size for most models... the only potential issue is the size of your arena is really big, so you could also try a 100 instead of 1000 scale - just use the same value for Importing from Poser and Exporting back to it and everything will work fine.

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.


markschum ( ) posted Fri, 26 March 2010 at 10:54 PM

You have to know if they scaled on import because thats a percentage of a standard figure size , or used the scale parameter in object properties. Its easy enough to import and scale, modelling in real world dimensions can be much easier tha trying to work to poser scale.


thundering1 ( ) posted Sat, 27 March 2010 at 9:23 AM

I keep the units displayed as "inches" in C4D, but I think it just might be irrelevant to actual physical size - because it's all over the map when I bring it into Vue - sometimes small, sometimes HUGE.

And I have 2 machines I'm working on - 1 at home and 1 at work - and I have a feeling that's contributing to the differences as well. 1 Isn't working at the "same size" as the other even though they are displaying units as "inches".

Gonna look into the settings and see if there's an architectural set of preferences or something (something where it denotes a real-world size relationship). Given that I've only ever made models just for my eyes only, this has never been an issue - I resize to taste. But since I'm planning on others using these models, I'd like them to be able to merely open them up and start using them right off the bat.

-Lew


thundering1 ( ) posted Mon, 12 April 2010 at 10:47 PM

Okay, I now have P8 and am learning the few things I think I need to cover - material basics, sizing, the lighting system - I MIGHT start to dive into the rigging, but I'm not gonna hold my breath. Right now the basics of the first 3 might be just the edge of my brain's capacity.

I hate the door I came up with, so I'm changing it, and also adding light cans based on a warehouse gallery I went through recently.

Once I can do some more tweaks, at least have "zones" set up, I'll have a more usable model to upload and you guys can play with it.

Thanks for hanging in there with me on this - it's been a pretty cool learning experience so far!

-Lew


IsaoShi ( ) posted Tue, 13 April 2010 at 5:24 AM

I'm still here, watching and waiting for the new version... :O)

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


Synpainter ( ) posted Tue, 13 April 2010 at 6:40 AM

Quote - I'm still here, watching and waiting for the new version... :O)

X2 :)


thundering1 ( ) posted Tue, 13 April 2010 at 7:18 AM

Okay, while I'm getting up to speed and refining this, lemme ask a general question.

This is a LARGE arena - the "playing floor" is roughly 95 feet long - the seating is large - 6 rows deep around this thing. To populate it might very well take around 1,000 characters, and also include whomever, or whatever, is actually playing some form of game below.

Is this something that would even be used - thinking realistically?. Is this too limited and difficult a setting, or do you think it might have numerous uses?

I'm basically trying to gauge the possible responses and figure out settings/scenes to model that would be fun to use in the future - a mile-long space port may be a cool IDEA, but populating that thing with characters and ships and odds-and-ends would be a nightmare for a computer to handle and the user would get too frustrated - and my name would start to be associated with "difficult to use models" - get it?

And the next thing I'm thinking of doing is a Vegas-style somewhat large hotel room with a bizarre hottub and fireplace - so it would be more accessible for normal use and situations - and not need a cast of thousands to fill it.

I like a lot of room to play, but trying to find that manageable size others might enjoy as well is a little tricky so far.

-Lew


IsaoShi ( ) posted Tue, 13 April 2010 at 9:29 AM · edited Tue, 13 April 2010 at 9:30 AM

Speaking personally, the arena itself would never be much more than a render plaything for me. I would not attempt to fill it with anything like a realistic crowd. I can imagine that a comic-style 2D crowd overlay for the seating areas would be relatively easy to set up, or even a bunch of low-res figures; but this sort of scene is (at least for now) not something that really appeals to me.

A hotel room would be of much more interest, not only to me but in the Poser marketplace, I think. If it is cleanly and realistically modelled, imports well into Poser (no smoothing issues, etc.), and has good material zones for flexibility in texturing, then I think there may be a rewarding level of interest. It would depend a great deal on the price point, of course. As you know, Poser products tend to be way down the price and quality scale compared with those for the higher-end apps. With notable exceptions, I add hastily.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


thundering1 ( ) posted Tue, 13 April 2010 at 7:35 PM

This is kind of what I was thinking. Not many universal options for a large arena - too specific maybe. Well, still gonna finish it and move onto the other ideas.

Gots more ler'nin ta doo - I'll be back!

-Lew


thundering1 ( ) posted Wed, 21 April 2010 at 9:09 PM

So near as I can figure out/find out/look up Poser hasn't got simple "Omni" or "Spotlight" type of lights... Just presets of a type of setup, ideas of "sidelight" kinda thing - do I have that right?

I realize this is a direct question that should really be in a new thread, but here we are...

Yes, I'm having fun learning a new system of thinking about lights.

And wow - yeah, 3200% seems pretty right as far as an import size! Still waiting for a client check to arrive and then I'l be getting Spanki's plugin and UVMapper Pro. I figure I'll just map everything - the rafters and such will all roughly be the same thing anyway, so they can just be part of 1 giant image map.

The seat rows I'll actually wanna paint as rough lived-in (or I guess "seated-in huh?) with striping on them, as well as the floors in front of them.

I think the monitors will all be separate images as well, with templates provided (or you can just change the original image supplied) so you can create your own monitor images - whether it's player profiles, or scores, ads, etc.

Still need doors for the seating area.

-Lew


IsaoShi ( ) posted Thu, 22 April 2010 at 9:20 AM · edited Thu, 22 April 2010 at 9:27 AM

Poser has four types of light source:-

Pointlights. This is an omnidirectional light souce, emitting light equally in all directions from a single point source.

Spotlights. An aimed light emitter with control of spread using start and end angles, similar to spotlight flaps.

In Poser 8 and Poser Pro 2010, the above two light types can have different types of fall-off (reduced intensity based on distance from source): constant, inverse linear, or inverse square. In previous versions, only constant and inverse linear fall-off was available in native Poser (although inverse square could be done with some shader trickery) .

Infinite. Emitting parallel light rays of fixed intensity across the whole scene, such as sunlight, moonlight.

IBL. Image-based light model emitting light from all directions towards the scene centre point. Used for ambient lighting, often with AO to simulate ambient shadowing. Largely superceded by Poser IDL.

With IDL, we can also use self-lit objects as IDL light sources. This deals with diffuse ambient lighting, but specular still has to use one of the above light sources.

Hope this helps a bit!

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


IsaoShi ( ) posted Thu, 22 April 2010 at 9:29 AM

Hmm, you still have big plans for the arena. I can't wait to see it... well, I can wait, but I'm fidgety!

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


  • 1
  • 2

Privacy Notice

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.