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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Subdivision in Poser


estherau ( ) posted Mon, 27 August 2012 at 8:24 PM

file_485762.jpg

Wow snarly, i just tried the script on a scene with a M5 in it, and I didn't need to use smoothing at render at all. His ear looks just fine.  Amazing!  thankyou so much.  this is awesome work!!!!

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estherau ( ) posted Mon, 27 August 2012 at 8:25 PM

just normal render settings ie no extra smothing

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estherau ( ) posted Mon, 27 August 2012 at 8:28 PM

would it be possible to have a M5.  make the character you want, and then subdivide him using the snarly script, and then copy the rigging from the original M5 into the high rez M5?

Love esther

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bagginsbill ( ) posted Mon, 27 August 2012 at 8:34 PM

Something went wrong with the eyes there.


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estherau ( ) posted Mon, 27 August 2012 at 8:40 PM

file_485763.jpg

will check the eyes in a sec.

Wow, look at lorettalorez!

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RedPhantom ( ) posted Mon, 27 August 2012 at 8:40 PM
Site Admin

Quote - would it be possible to have a M5.  make the character you want, and then subdivide him using the snarly script, and then copy the rigging from the original M5 into the high rez M5?

Love esther

It is possible but you will break any morphs and as shvrdavid pointed out the eyes and fingers may not come back correctly.


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estherau ( ) posted Mon, 27 August 2012 at 8:42 PM

file_485764.jpg

yes, there is something a little odd with his eyes??

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estherau ( ) posted Mon, 27 August 2012 at 9:33 PM

what would be really cool would be if you could click send to queue and just keep working in poser, and in the meantime teh render queue scene could have all the things close to the camera subdivided automatically, then undsubdivided at the end in case one wants to change a pose or something.

Love esther

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I aim to update it about once a month.  Oh, and it's free!


estherau ( ) posted Mon, 27 August 2012 at 9:53 PM

when i unsubdivided the eye thing persisted.  it must be in the texture.

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estherau ( ) posted Mon, 27 August 2012 at 9:54 PM

there is a corneal reflection map  and one on the sclera.

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meatSim ( ) posted Mon, 27 August 2012 at 10:19 PM

So this looks really good for smoothing out a lower res model.  Now how about a model like antonia who takes a bit of a hit for being too low res to sculpt 'GND style' .  Does this aid in that at all?  I've seen some genesis renders that looked like they had some decent sculpting, is that done the same way on the low res 'cage' and then subdivided to look smooth?  Is there more to it than that for genesis?


estherau ( ) posted Mon, 27 August 2012 at 11:08 PM

I wonder how a prop would look as dynamic clothes after subdivision and then clothifying and simulating.

Love esther

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basicwiz ( ) posted Mon, 27 August 2012 at 11:16 PM

Quote - will check the eyes in a sec.

Wow, look at lorettalorez!

Wow is right! How big did she get after the script was run (polly count)?


estherau ( ) posted Mon, 27 August 2012 at 11:21 PM

how do u find the polycount out?

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estherau ( ) posted Mon, 27 August 2012 at 11:25 PM

but anyway it doesn't matter becaause you can't morph or change face expressions etc. none of the dials work.  so you just make your scene, pose all your low rez people then subdivide then render then undo the subdivision.

Love esther

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basicwiz ( ) posted Mon, 27 August 2012 at 11:26 PM

Got it.


moriador ( ) posted Mon, 27 August 2012 at 11:26 PM · edited Mon, 27 August 2012 at 11:27 PM

Quote - I wonder how a prop would look as dynamic clothes after subdivision and then clothifying and simulating.

Love esther

I was wondering the same, though I was thinking I'd simulate first and subdivide after. Wonder if it would help with those items that show nasty peaks after simulation but which are so low res that moving the polys around with the morph brush to smoothe them feels like pulling eye teeth.


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estherau ( ) posted Tue, 28 August 2012 at 12:57 AM

I just tried it on an outift I had already simulated and it did look really really good.  Haven't tried it on a prior to simulation outfit as yet.

Love esther

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moriador ( ) posted Tue, 28 August 2012 at 1:29 AM

Quote - I just tried it on an outift I had already simulated and it did look really really good.  Haven't tried it on a prior to simulation outfit as yet.

Love esther

I just tried on an outfit I had already simmed. The result was excellent.

I bet it won't be long before I start to count this script as among those that I couldn't do without.


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RorrKonn ( ) posted Tue, 28 August 2012 at 1:31 AM · edited Tue, 28 August 2012 at 1:42 AM

Genesis origanal poly count is around 18 ,872
Every time you SubD you times buy 4

75 ,488

301 ,952 you can subD twice in D/S,
If you want to go higher you need dispacment maps.
As far as I know.

1 ,207 ,808

4 ,831 ,232 about as high as I can go in zBrush with my home PC.

19 ,324 ,982

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RorrKonn ( ) posted Tue, 28 August 2012 at 1:38 AM

Snarlygribby : Can You use 32 bit Vector Displacement Maps with your Script & Poser's render engine ?

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Snarlygribbly ( ) posted Tue, 28 August 2012 at 1:48 AM

Quote - Snarlygribby : Can You use 32 bit Vector Displacement Maps with your Script & Poser's render engine ?

My understanding is that 32bit displacement maps are not yet supported in Poser. I do not know that for a fact though, so if anyone has an authorative answer do speak up.

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Teyon ( ) posted Tue, 28 August 2012 at 3:20 AM · edited Tue, 28 August 2012 at 3:22 AM

As far as I'm aware, we support 8 and 16 bit displacement in Poser currently.  Vector displacement is not supported at this time.

 

I've had a model well over a million polys in Poser without much fuss. It was not a rigged model though and why anyone would ever need that in Poser is beyond me but my point is that Poser can handle it if your machine can.


estherau ( ) posted Tue, 28 August 2012 at 5:29 AM

snarles, could you please make the script so one could shift select the items in the scene one wants to subdivide eg a whole lot of M4 and genesis people sitting around a table., one might only want to select a couple of the genesis people sitting near the camera.

Love esther

PS a great script - shows a ton of promise.

MY ONLINE COMIC IS NOW LIVE

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Kerya ( ) posted Tue, 28 August 2012 at 5:50 AM

Snarlygribbly: thank you so much!

I am one of those who like to have their virtual dolls working in both softwares. I like and use DS and Poser ... I don't know why some people have to say that one of them is better than the other.

Please don't let people who just have to write in coloured text stop you helping those that are really thankful.


estherau ( ) posted Tue, 28 August 2012 at 5:52 AM

Vilters, I think if you change the cage mesh you lose all the morphs.

I like this method.  work in low poly, and render in high poly at the end.  Great idea!

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


monkeycloud ( ) posted Tue, 28 August 2012 at 6:23 AM

Quote - Vilters, I think if you change the cage mesh you lose all the morphs.

I like this method.  work in low poly, and render in high poly at the end.  Great idea!

Love esther

Second that, Esther... I think that this [pre-render application of subd] is the most distinct usage case for having access to subd within Poser itself.

Figures like the imported Gen5 mesh aside, its having the utility for certain props that I think it could really come into its own.

I reckon Poser smoothing does some things very well, in this same sort of space, but for certain jobs I reckon subd is the way to go.

I've done it manually with props, just using Hexagon, in the past. But having a quick utility, that can even potentially be further scripted into a macro that subdivides, renders and then undos the subdivision, will be very useful I think!

😄


vilters ( ) posted Tue, 28 August 2012 at 7:04 AM · edited Tue, 28 August 2012 at 7:06 AM

No Ester dear, you loose nothing.
All morphs work exactly as before.

In Poser, one gets an exported cage as a mesh.
And you can morph / repair as you can any other mesh.

Spend 30 min in Hex using my tutorial and you have perfect ears.

I might use this as an example for my next tutorial. :-)
Then everybody will have perfect Gene ears. :-)

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estherau ( ) posted Tue, 28 August 2012 at 7:08 AM

hehe, but I want my polys, if the ears look bad, then other parts probably don't look all that good close up either.

Love esther

MY ONLINE COMIC IS NOW LIVE

I aim to update it about once a month.  Oh, and it's free!


LaurieA ( ) posted Tue, 28 August 2012 at 7:15 AM · edited Tue, 28 August 2012 at 7:17 AM

Quote - hehe, but I want my polys, if the ears look bad, then other parts probably don't look all that good close up either.

Love esther

Exactly. I think VERY few of use are still working in the computer dark ages where our computers can't handle higher meshes anymore. Low res is great if that's your thing, but it's not most peoples thing. THEY wanna keep with the times. And time marches on...computers are more powerful and they can handle higher meshes quite easily. And I'm sorry vilters but higher res meshes look better in EVERY circumstance. I'd use a low res for a background figure certainly, but never for anything up close where it just does not stand up to close scruitiny.

Laurie



vilters ( ) posted Tue, 28 August 2012 at 7:18 AM

*Quote -*hehe, but I want my polys, if the ears look bad, then other parts probably don't look all that good close up either.

Love esther

Ha-ha-ha- Ester , You probably are right.
Then spend 5 more minutes in Hex to correct those too? ? ? :-)

See? When you do it my way?
All morphs that where present before the procedure continue to work after the procedure.
It is failsafe, easy to do, it just takes a bit of time.
And when you did it once? When you "get" the workflow?
I'ts a piece of cake to do the rest.

OK; I'll take Gene ears for the next tut. :-) Stay tuned.
One of these days :-)

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vilters ( ) posted Tue, 28 August 2012 at 7:21 AM

@ LaurieA => computing power was never a problem here.
And computing power will never be the reason for my drive.

BAD figures and BAD poly distribution, and BAD morphs, and poly pollution ARE.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
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LaurieA ( ) posted Tue, 28 August 2012 at 7:21 AM

Looking forward to your tute vilters. I liked the last one for Hex with the Poser morphs ;). As long as I don't have to make low res morphs that is...hahaha.

Laurie



vilters ( ) posted Tue, 28 August 2012 at 7:25 AM · edited Tue, 28 August 2012 at 7:28 AM

Over at RDNA one person once asked:

What 3D app was used to create **** figure?

The end user should not HAVE to care about that.

He/she gets a mesh in Poser. Period.
If that mesh comes out of Zbruch, Modo, Lightwave, HEX? or Blender?
Or if it is exported from a cage?

We should not HAVE to care where it comes from.
It should be a good figure, with good poly distribution and rigging.

When you get a BAD mesh with terrible poly distribution in Poser?
SubD will only agravate that situation.

Ok, SubD will Smooth things out but it will not make it a cleaner or better mesh.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


LaurieA ( ) posted Tue, 28 August 2012 at 7:26 AM

It doesn't matter where it came from. Maybe they just wanted to know for their own sense of curiosity ;).

Laurie



bagginsbill ( ) posted Tue, 28 August 2012 at 8:09 AM

zbrush exports exr files in 32 bit

poser reads exr

why do we say poser does not do 32 bit displacement?

answers should follow data acquisition

i have neither time nor zbrush to check this

note: i have no time for opinions about me being rude with short answers. I am typing while on the toilet. now i go back to work. deal with it.


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millighost ( ) posted Tue, 28 August 2012 at 10:05 AM

file_485800.png

> Quote - zbrush exports exr files in 32 bit > > poser reads exr > > why do we say poser does not do 32 bit displacement?

For Poser 8: Poser converts its textures to 16 bit exr while reading the textures. These contain samples with 16 bit floating point values, which in turn contain only 10 significant digits, this results in effectively only 10 significant bits of displacement (not even 16). The naming could more exact, though, because 16 bit floating point is not the same as 16 bit linear values.

For the image above, i created a texture containing a 100x100 perlin noise between 0 and 1, offset by a value of 1000, which is just at the limit of the representation of the 10 bits precision, and plugged it into the bump channel. The image on the left is rendered with blender (which supports 32 bit floating point textures), it looks like one would expect. The image on the right is from Poser 8, the texture is basically gone. You can recognize an overall noise added to the image, as well in the lower left an artifact, where the texture caching process probably switched from one value to the next.

This only applies to image textures, of course, in general Poser supports many more bits for displacement (when using procedural textures) i do not know how many. Also Poser 9 might do it differently.


moriador ( ) posted Tue, 28 August 2012 at 10:37 AM · edited Tue, 28 August 2012 at 10:38 AM

Quote - We should not HAVE to care where it comes from.
It should be a good figure, with good poly distribution and rigging.

When you get a BAD mesh with terrible poly distribution in Poser?
SubD will only agravate that situation.

Ok, SubD will Smooth things out but it will not make it a cleaner or better mesh.

But when a cleaner or better mesh doesn't look any better, why should I care?

I use Poser to make rendered images. I don't use it to make pretty wireframes.

Your tutorial is deeply appreciated, and were I able to get Hexagon to run on my machine without crashing, I might consider trying it. I'm sure others will find it quite valuable.

But when a single script in Poser can accomplish, from a visual standpoint, all that is necessary to make a rendered image look acceptable, it's silly to spend the time doing more.

You're interested in eliminating poly pollution. I'm interested in eliminating time pollution.


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bagginsbill ( ) posted Tue, 28 August 2012 at 11:28 AM

Quote - For the image above, i created a texture containing a 100x100 perlin noise between 0 and 1, offset by a value of 1000, which is just at the limit of the representation of the 10 bits precision, and plugged it into the bump channel. The image on the left is rendered with blender (which supports 32 bit floating point textures), it looks like one would expect. The image on the right is from Poser 8, the texture is basically gone. You can recognize an overall noise added to the image, as well in the lower left an artifact, where the texture caching process probably switched from one value to the next.

Aha. Now that is good data acquisition.

I just confirmed it with PP2012. The EXR file I saved was 1000 + Spots_Node.

Loading that back and attempting to render EXR - 1000, I see a quantized version of the original spots pattern.

I'm tired of this sort of silliness in Firefly. Sigh.


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bagginsbill ( ) posted Tue, 28 August 2012 at 12:16 PM

Quote - > Quote - For the image above, i created a texture containing a 100x100 perlin noise between 0 and 1, offset by a value of 1000, which is just at the limit of the representation of the 10 bits precision, and plugged it into the bump channel. The image on the left is rendered with blender (which supports 32 bit floating point textures), it looks like one would expect. The image on the right is from Poser 8, the texture is basically gone. You can recognize an overall noise added to the image, as well in the lower left an artifact, where the texture caching process probably switched from one value to the next.

Aha. Now that is good data acquisition.

I just confirmed it with PP2012. The EXR file I saved was 1000 + Spots_Node.

Loading that back and attempting to render EXR - 1000, I see a quantized version of the original spots pattern.

I'm tired of this sort of silliness in Firefly. Sigh.

Dang it - had to look at this some more. The file I saved from Poser - it was 16-bit float - the "half" float format.

So, it's no wonder it came up short. Poser doesn't let me say what I want it to store.

 


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RorrKonn ( ) posted Tue, 28 August 2012 at 12:27 PM

Quote - As far as I'm aware, we support 8 and 16 bit displacement in Poser currently.  Vector displacement is not supported at this time.

 

I've had a model well over a million polys in Poser without much fuss. It was not a rigged model though and why anyone would ever need that in Poser is beyond me but my point is that Poser can handle it if your machine can.

If you check out zBrush gallery ,thats why I need hi poly count meshes in D/S ,Poser.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
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LaurieA ( ) posted Tue, 28 August 2012 at 12:28 PM

Well JP, in all fairness, the script does the subdivision right before render time and can be undone. So it's a non-issue. We realize the problem with some figures (trust me), but this thread isn't about that ;).

Laurie



JoePublic ( ) posted Tue, 28 August 2012 at 3:49 PM · edited Tue, 28 August 2012 at 3:52 PM

Back on topic:

#Subdivision is useful, but only if the mesh was designed for it. Not much sense in subdividing a 150.000 polygon mesh.

#It needs to be fully automated like in Studio. Otherwise most average users won't use it.

#It needs to be fully accessible for morphs. That's the one big weakness of Genesis: You can't morph the SubD 1 or SubD 2 meshes, just the cage, so joint fixes for example become guesswork. (Which is fine for animation, but not high resolution still renders)

The last point is why I still prefer hi-res meshes, although a subdivided lo-res mesh is more practical inmost other aspects.

That's all the feedback I can think of right now.


basicwiz ( ) posted Tue, 28 August 2012 at 11:33 PM

[End of edited thread]


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