Forum: Poser - OFFICIAL


Subject: has anybody worked out a pixels to poser unit ratio?

3dnickel opened this issue on Sep 23, 2001 ยท 7 posts


3dnickel posted Mon, 24 September 2001 at 2:12 AM

Does anybody else do stupid things like pressing "Post a new message" for the third time after typing in excessively long responses to previous messages? (You'd think I'd learn by now...) Nance: Thanks for the heads up on the aspect ratio, that had never occurred to me - I can deal with that one. Umm...the resolution problem is a problem. You've explained it very clearly. I think I can see now why it was proving so intractable. The resolution needed has three "physical" variables: the distance of the camera to the object (in pu's), the camera's focal length (in mm), and the size of the final render (in pixels). I'm not sure if the working window's dimensions count as a significant variable since it's possible to final render to a different size (does anybody really do that?). There may not be a simple solution but I recall in early games there were generally three sizes of sprites: near, mid-range, and far - which would be swapped in and out as needed to create the illusion of depth and distance. Perhaps instead of thinking about creating "a" texture I will start thinking about "texture sets" instead. I'm thinking it may be possible to use Poser's background grid for a quick & dirty guide to the pixel resolution needed for the final render - then load the appropriate texture size indicated and work from there. Ronstuff: Ouch, ouch...you're making my head hurt again (grin). So far I've been trying to do simple tricks like getting Poser to make my painted bricks look the same on the block prop as they do on my texture image - where the texture and the template are essentially the same thing. Thank you for pointing out the next mountain I get to climb - multiple thingies stretching and squishing and warping - all in different directions - all at the same time. ow,ow,ow...