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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 18 10:25 am)



Subject: Help with ideas for a new PropViewer


kawecki ( ) posted Fri, 28 January 2011 at 10:29 AM · edited Sat, 18 January 2025 at 12:29 PM

file_464586.jpg

Any idea of what else can be added ?

Stupidity also evolves!


lesbentley ( ) posted Fri, 28 January 2011 at 12:37 PM

Don't know how difficult they would be to implement, but scaling and subdivision would be nice features.


kawecki ( ) posted Fri, 28 January 2011 at 1:07 PM

Subdivision already is in the screen shot

Stupidity also evolves!


jonnybode ( ) posted Tue, 01 February 2011 at 10:53 PM

file_464767.jpg

Hi!

 

I would like the program to go "full screen"



kawecki ( ) posted Tue, 01 February 2011 at 11:41 PM

Your screen shot is from an older version, download the new one.

Stupidity also evolves!


lmckenzie ( ) posted Wed, 02 February 2011 at 5:01 AM

I'm using PropViewer3-beta1.exe & it lacks maximize as well. I'm not seeing it in your freestuff but Rendo is loading slow - maybe the great blizzard.

I'm calling it via the ShellExecuteEx api from my application & it works great but I find that if I call it multiple times without 1st closing it each time, the existing instance is activated but the new prop file isn't loaded. It would be nice if on activation, it could load the new prop. Also, the option to capture the image to the clipboard would be very handy.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


Apple_UK ( ) posted Wed, 02 February 2011 at 6:44 AM

Just saying Thank you to you here kawerki. Your last invention that  can convert tri's into quads had allowed me to significantly reduce mesh size at times.


alexcoppo ( ) posted Wed, 02 February 2011 at 11:33 AM

Version 3.2 on ShareCG does not go full screen: is there a newer download?

Lots of thanks for your great app!

GIMP 2.7.4, Inkscape 0.48, Genetica 3.6 Basic, FilterForge 3 Professional, Blender 2.61, SketchUp 8, PoserPro 2012, Vue 10 Infinite, World Machine 2.3, GeoControl 2


kawecki ( ) posted Wed, 02 February 2011 at 6:02 PM

Quote - but I find that if I call it multiple times without 1st closing it each time, the existing instance is activated but the new prop file isn't loaded. It would be nice if on activation, it could load the new prop.

Quote - Version 3.2 on ShareCG does not go full screen

I made some changes from the first version, don't know if are better or worst. The first version was multi-intances, each time you run PropViewer it opened a new window and you could have many propviewers runing at the same time. The new version only opens the same windows. I think that I forgot that once opened if you call it again to load the new prop, I shall look this.

The first PropViewer had no toolbar and you could resize the window. The new version has a toolbar and I forced to be fixed size window, because if you resize the window the toolbar will not look nice or even can be cut. Maybe a fixed size floating toolbar can be the solution.

Stupidity also evolves!


kawecki ( ) posted Wed, 02 February 2011 at 9:35 PM

I have been working and continue to do on many things and try to solve the related problems:

3DS

3ds is a file format used by a great amount of models. The problem is that many 3ds models don't load properly and are buggy. Buggy models are a problem because can make an app crash. Making an app robust enough to survive any abomination is not an easy task. The other problem that I found with 3ds models is that many load with missing parts or parts in a wrong position. In my latest version I process transformation matrices, so the models load correctly, but still I have some models that don't do it. I don't know if is because I am missing to do something or the model is crappy and othing else can be done.

Fix Normals

Some models have some inverted faces among faces with correct normals. It was a headahe to find a way or method to fix this problem. At least I found the way, but what I have not solved yet is when a model is composed by several not conected groups, one or more group can have inverted normal and I haven't way to discover which group has the wrong normal and invert it in an automatic way. The only thing that fix normals does is to make all the normals within a group to have the correct orientation. Also if the mesh has not two manifold groups this method fails leaving unknown result.

Weld Vertices

To weld vertices is not difficult, I was doing it for years, but the method that I used can become very slow with increased number of polygons making it impossible to use with big or huge meshes (time proportional to the square of number of polygons).

I found a way to do it very fast and I found a very simple hash that has as coloateral effect to be able to weld near vertices too. Two in one by the price of one !. I am very happy and proud of what I did.

Quads to triangles

This was easy and doesn't need any more comments

Triangles to Quads

This one was not easy. At least I found a way, the problem is when the mesh has traingles and quads and the conversion process not always picks the right two triangles to be joined in some parts of the mesh. Doing it by hand probably you would have picked other pair of triangles.

Stupidity also evolves!


kawecki ( ) posted Wed, 02 February 2011 at 10:16 PM

Dup Faces

I can find duplicated faces that have the same vertice indexes and delete all them with exception of one, two sided faces also are nothing more that duplicated faces with dufferent normals. The problem is which extra face to delete. I have not used any criteria, so the first face found it remains and the other extra faces found are deleted, in case of two sided meshes can produce meshes with holes, well it are not holes the face has inverted normals. If this happens you can fix all running "fix normals" and then all be ok.

Split

It can be a little confusing because I use the same name "group" that doesn't mean the same a a Poser's group. I didn't find another name for it. A Poser group is an arbitrary group of polygons that you select to make part of the group and can be or not conected. What I call a group here is a group of polygons that always are conected, in other words, in a group doesn't exist a single vertice that is common to other group.

If a mesh has many not conected groups of faces, that not necessarly can be in the way you have grouped the mesh, you can split the mesh into not conected groups. If the mesh has all its polygons conected one to other the mesh will not be splitted no matter how many groups it has. If the mesh can be splitted and already has groups all the groups that had will be destroyed and replaced by the new groups.

In many cases a mesh can be splitted in a large number of groups. I have limited the number to 128 groups, it is very hard to work  with a mesh with so many groups. In this case the last group will have all the remaining polygons that were not splitted.

This function is very useful for diving a mesh into logical parts for further processing.

I think that adding "delete group" and "export group" can be useful

Invert

This function revert the normals of a mesh and it can work also selecting by group or material.

LuxRender

I changed nothing since this function exist in PropViewer. This function converts a mesh geometry into a LuxRender geometry file and also add a basic material and scene files to be rendered.

Is a fast way, simple and it works that allows you to render something with LuxRender. With a text editor you can edit the basic materials to use all LuxRender materials and also edit and inprove your scene. Even primitive with practise it is easy and the geometries you have all converted.

Stupidity also evolves!


kawecki ( ) posted Wed, 02 February 2011 at 10:51 PM

Smooth

This is something new that I am working and is already working. This function makes a mesh more smooth and continuous. You can use it several times with a mesh.

I am using Taubin-smooth, a variant of Laplacian smooth, that preserve the shape and don't shrink the mesh. It works well with many meshes, but when tested with a simple cube each time I smooth the cube the cube get smaller, it was supposed to not shrink the mesh, but it is doing it ! ???

Subdivison

Nothing done yet. The methods that exist for subdivision, Catmull-Clark, loop,etc don't work. It can work for toons, organic objects, but they destroy the shape of the model, a cube turns into a barrel and the breast of Vicky looks nothing good.

The only method that I found that preserves the shape is the middle-point subdivision. The shape doesn't hange at all and a cube continue to be a cube. The only problem is that this method only increase the polygon density and doesn't make the mesh more smooth, if you render a subdivided mesh it will look the same as the not subdivided. You won nothing for rendering but you won precission in bending of the mesh and magnets.

You can combine the middle-point subdivison with the previous Taubin-smooth function and now you will have a smoothed subdivided mesh for rendering. I have not decide yet if I shall do only subdividion and let yoy do the smooth at your own will, or subdivide and smooth a little.

I have another method for subdivision that also preseve the shape, I don't think that I have invented it, someone must have done it, even didn't find any referrence. This method adds only a vertice per face, a traingle turns into three triangles and a quad int four triangles. It is simple and can be used recursivelly with the tri to quad function for better results.

Both subdivisions will be intelligent and only will be subdivided large faces, if a face is already small for what do I want to have it tiny ? The idea is to have an uniform mesh.

Stupidity also evolves!


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