shante opened this issue on Feb 18, 2012 · 26 posts
shante posted Sun, 19 February 2012 at 12:19 PM
Hi
Thanks for these tips...really help put meaning to all those damn dials.
Never knew what those individual morphs were in the ++ folder. THanks for the clarity on that too.
Short of opening all the textures for all the stuff in the scene and sometimes i use a lot of stuff in my stupid pursuit of trying to make my scenes look like a photograph (as I said Stupid!) How would I Selectively adjust texture resolutions? What is TEXTURE FILTERING ON QUALITY? Though i do know what depth of field is having been a photographer, I absolutely do NOT know how to apply it with Poser. Would be very cool being able to but I am sure that too will tax my system.
I don't know the controls in the MATERIALS ROOM. I look at that and my eyes cross.
Not much of a techy kind of guy I am more of an illustrator so tackling the damn lesrning curve of the app is more than I can sometimes handle. I just wnt to sit down and set my stage and render. I guess that is what I meant about having the magic button to push to simplify things. :(
Quote - Well Shante, it would be nice if a Make Art button made renders simple and correct all the time, but that is not going to happen. With every iteration of Poser, we get new features which either mystifies or baffles us. And it would seem that we are on a new learning curve again. But I have found that there is no standardization among vendor content that will integrate seamlessly within a scene. They don't render correctly or do not match with other prominently displayed content. Now, I need to analyse every piece of content in the Material Room and correct all material zones which don't agree with my thinking or scene integrity.
Valuable tips I can offer:
Never use diffuse_values are 100% (0.1), start @ 80% and work your way down. Most objects in nature do not reflect diffuse lighting @ 100%; this could be a probably cause of render crashes, Firefly calculating far more than necessary. High ceilings in a room, drop the diffuse_value further, your lighting may not necessarily reach those corners so diffuse reflection is lower.
Reserve displacements maps for closeup renders, though this may increase render time.
Bump maps equally important and better if you do not want to alter the mesh. Good for medium distances. Really distance objects would neither need displacement nor bump mapping, waste of computing power.
If you want minimize morph++ to your characters, simply select the morphs you want from the Morph++ folder. All the individual morphs are stored there, pick and chose what you want.
Reduce your texture resolution in your scene accordingly. Again, distance objects can have lores textures with texture filtering on quality to convey a sense of depth of field.
And I would recommend material Gamma correction, but that would be a little too much to handle at this moment.