Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 1:20 pm)
Add to that:
- Display target in the library for drag and drop
- turn on/off "Remove backfacing polys" for preview
- Dimension settings button in Render settings
- "not visible in camera" for objects and figure in properties
- New lights are created with a white color
- Gamma correction on Preview mode
- Delete attached in the Delete Figure dialoog
- Groupings: Attach figures and props to a Grouping and manipulate the group (scale, rotate, translate)
-Texture Filter can be set as crisp
background texture caching
faster rendering of depth queue
oooo, white lights-new and Delete attached :wub:
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it's nice to see the Poser banners instead of the Filter Forge. nothing against the Forge, but the banner iz so big and in your face :unsure:
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Quote - I'm still waiting for my physical shipment. But I’m curious. Does Poser still default to the "Textures" directory for image export? That has bugged me for a very long time.
They have tried to improve things regarding the default folders where textures, images and objects are saved/loaded from. It is a bit better now, but it still needs a lot of improvement.
It is not as simple as having the Textures folder as default for Export Image, but it tries to be intelligent about it, taking into account where the last images used was coming from - not making a distinction between a texture image and and rendered image.
I keep the issues regarding this open until we have good defaults, but it is not there yet.
No question: this is the most thoughtful, well-designed release ever. I am convinced SM did listen to customers. I'm keen to see where they'll go with the cloth room - heard it might be on the next development cycle for face-lifting - but to be quite honest I feel like there so much I'm still learning about the current one that I'm still lightyears away from hitting any "wall"...
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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[it is clear that humans have contempt for that which they do not understand]
I must agree! Finally a nice "Depth of Field" result after all.
Well done SM
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One other tiny detail I forgot: The render engine now runs at priority of "below normal" on Windows. I am not sure what it does on the Mac
So it will run at full speed unless other processes need processor time at which time these processes take priority. This makes the machine much more responsive when you use other applications at the same time and you render and there is no need anymore for other tricks/bypasses to achieve this like lowering the number of threads.
The multithreading in the cloth room is wonderful. I threw an old horror scene at 2012; basically where a mage removes the skin from her victim (this was just after the V3 muscle maps came out). So of course I had a V3 floating over the bad mage's arm to be clothified. That scene has crased every Poser from P6 on......but 2012 did it. And while one core would take the lion's share of a frame cycle, it rotated around, and all 6 cores showed activity. There was some mesh breakage, but that has more to do with polygon type in the V3 mesh, not the clothification.
That's one thing very much improved. Now to find my other 'break the Poser' scenes and see how -they- do...!
The SSS material for P6 James just uses Fastscatter, which is kind of obsolete does not use real SSS. Has nothing to do with the new features.
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Quote - The SSS material for P6 James just uses Fastscatter, which is kind of obsolete does not use real SSS. Has nothing to do with the new features.
Yeah I figured that out pretty quickly when I didn't see him show up during the SSS pass of the render, just his teeth and eyeballs which I had manually added the SSS node to.
Quote - > Quote - The SSS material for P6 James just uses Fastscatter, which is kind of obsolete does not use real SSS. Has nothing to do with the new features.
Yeah I figured that out pretty quickly when I didn't see him show up during the SSS pass of the render, just his teeth and eyeballs which I had manually added the SSS node to.
Need to get some decent teeth and eye shaders using SSS... how do yours look, Steve? Are you happy with them?
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
If you feel adventurous, locate
Runtime/ui/30000_credits_splash.psd
and save a copy somewhere, or in the same folder under a different name.
The intro splash screen is layer 30510 and you can paint whatever with a 2D program that supports that format.
The "about" screen is layer 30511 but I only occasionally have to look at it, so it remains the same.
Quote - Need to get some decent teeth and eye shaders using SSS... how do yours look, Steve? Are you happy with them?
So far I've only been playing with P6 James and he doesn't even come with a teeth texture. I only have one texture for him and it's from a freebie made by Karen, our old Poser moderator from back in the day. Am I happy with them? Yeah! They were free. Do the look the best. Not really. As for eyes, so far, all I've done is use the wacro on them.
So I guess I'm saying don't go by my experiences. LOL. I don't normally strive for total realism in my renders. They're more story oriented than art oriented.
Quote - The intro splash screen is layer 30510 and you can paint whatever with a 2D program that supports that format.
The "about" screen is layer 30511 but I only occasionally have to look at it, so it remains the same.
You don't even really need a backup of that file if you just rename layer 30510 to 30510-bac and then just name your new splash screen layer 30510.
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All these little things I keep finding are really nice, like the morph brush remembering it's last setting for each action, or the flyout menus under the Body Parts menu, or orbiting the camera around the selected object or body part.
It makes me wonder what is going to turn up next. :-) I think most folks are aware of the big things like SSS and weight mapping, but all this attention to detail on the little things is refreshing.
Kudo's to SmithMicro and all who were involved in this release