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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 10:28 pm)



Subject: Some V4 subdivision tests


JoePublic ( ) posted Wed, 22 May 2013 at 12:13 PM · edited Fri, 08 November 2024 at 7:43 PM
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file_494696.jpg

Years ago I used the V4 LevelOfDetail (LOD) meshes to make reduced resolution versions of V4.

Never used them much, but I thought it would be interesting to see how well they respond to the new Poser subdivision and unimesh skinning.

Here is the OpenGL PREVIEW render:

Left to right: V4 4K LOD, V4 17K LOD, V4 regular.

V4 4K LOD was subdivided twice. (Level 2)

V4 17K LOD was subdivided once. (Level 1)

Regular high-res V4 had no subdivision at all.

There is some oversmoothing and detail-loss noticeable, but that is to be expected with subdivision. What is remarkable though is that despite the high polygon count, there is hardly any noticeable reduction of OpenGL responsiveness.

(A single subdivided Genesis figure would slow down the preview to the point of unuseability on my computer)


JoePublic ( ) posted Wed, 22 May 2013 at 12:16 PM
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file_494697.jpg

And here is the final SSS render.

Again the speed is remarkeable.

The render speed loss caused by the subdivision in another test was just three seconds on my not-quite-powerful i5 laptop.


JoePublic ( ) posted Wed, 22 May 2013 at 12:28 PM
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file_494698.jpg

Finally the render without any subdivision at all.


LaurieA ( ) posted Wed, 22 May 2013 at 12:50 PM

Thanks for this. I like to hear these kinds of things before I actually purchase the software. LOL.

Laurie



caisson ( ) posted Wed, 22 May 2013 at 1:30 PM

P10/PP2014 implements Pixar's OpenSubDiv, which is open source (they want to establish it as a standard in the 3d industry). Pixar know their stuff :)

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Eric Walters ( ) posted Wed, 22 May 2013 at 9:50 PM

Thanks! Nice example Joe

Quote - And here is the final SSS render.

Again the speed is remarkeable.

The render speed loss caused by the subdivision in another test was just three seconds on my not-quite-powerful i5 laptop.



RorrKonn ( ) posted Wed, 22 May 2013 at 11:33 PM · edited Wed, 22 May 2013 at 11:40 PM

Quote - P10/PP2014 implements Pixar's OpenSubDiv, which is open source (they want to establish it as a standard in the 3d industry). Pixar know their stuff :)[/quote]  

All the App's have used catmull clark since the start.

http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface

Don't know if there change after 30 years but Pixar's SubD's are cool also.
I've waited decades for Poser to get SubD's

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

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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RorrKonn ( ) posted Wed, 22 May 2013 at 11:39 PM

JoePublic : characters made for SubD's will be 100% quads.polycount around 20,000.

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

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


Cage ( ) posted Thu, 23 May 2013 at 12:32 AM

I've recently been frustrated by Poser's tendency to smooth out a face mesh too much in some places where there should be sharper edges, specifically around nostrils and ears.  Does the subD smoothing help at all in areas like this?  I don't have the upgrade yet, so I'm not even sure whether I'm asking a valid question.  :lol:  :unsure:

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


RorrKonn ( ) posted Thu, 23 May 2013 at 1:12 AM · edited Thu, 23 May 2013 at 1:12 AM

Quote - I've recently been frustrated by Poser's tendency to smooth out a face mesh too much in some places where there should be sharper edges, specifically around nostrils and ears.  Does the subD smoothing help at all in areas like this?  I don't have the upgrade yet, so I'm not even sure whether I'm asking a valid question.  :lol:  :unsure:

It depends a 100% how the mesh was modeled.
With or with out SubD's

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

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


MistyLaraCarrara ( ) posted Fri, 24 May 2013 at 9:30 AM · edited Fri, 24 May 2013 at 9:31 AM

can it add smoothing to dynamic hair ?

beyond the 80 verts base?

Thanks!



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JoePublic ( ) posted Fri, 24 May 2013 at 10:05 AM · edited Fri, 24 May 2013 at 10:09 AM
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"I've recently been frustrated by Poser's tendency to smooth out a face mesh too much in some places where there should be sharper edges, specifically around nostrils and ears.  Does the subD smoothing help at all in areas like this?"

Nope. If there isn't enough mesh around the critical areas, the new subdivision will smooth it just as the old native Poser polygon smoothing does.

While the type of Pixar SubD SmithMicro used can respect hard/creased edges, there currently seems to be no way to add those type of edges to a standard wavefront object.

I just made an experiment using Stehanie-I-LoRes' head.

I added some hard edges around the ears and the nose which showed up in Poser and Wings3D, but SubD level 1 and 2 ignored them and completely smoothed them out.


JoePublic ( ) posted Fri, 24 May 2013 at 10:06 AM
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file_494724.jpg

S1Lo-Head with creased edges in Wings.


JoePublic ( ) posted Fri, 24 May 2013 at 10:07 AM
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file_494725.jpg

Hard edges are still visible in OpenGL preview in PP-2014.


JoePublic ( ) posted Fri, 24 May 2013 at 10:08 AM
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file_494726.jpg

All gone with SubD level 2.


JoePublic ( ) posted Fri, 24 May 2013 at 10:08 AM
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file_494727.jpg

Same head without any hard edges and SubD level 2.

No difference to the head with the hard edges.


JoePublic ( ) posted Fri, 24 May 2013 at 10:13 AM
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file_494728.jpg

Old Poser smoothing respects the hard edges but also splits the mesh.


vilters ( ) posted Fri, 24 May 2013 at 3:52 PM

Set crease angle at 180° and retest.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
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