Forum: Poser - OFFICIAL


Subject: what does "Rendering Speed Optimization" mean in Poser 2014 ?

Michael_REMY opened this issue on Jan 25, 2014 · 28 posts


vilters posted Tue, 28 January 2014 at 8:25 AM

Oh, this is a difficult one to answer basicwiz.

Yes, Scenefixer can help. But, and here comes the "but". And there is more then one "but".

Everthing; Ervery cr2, every object, every figure is different.

My workflow, and this is personal; Load a figure or an object.
And goto the advanced material room and DELETE EVERYTHING you see, only leave the Diffuse texture.

No specular map, no bumpmap, no normal map, nothing of the lot. The displacement map can stay if absolutely required.

Then start building the node setup.

I let the Poser nodes build Blinn (I rarely if ever use Specular), displacement, bump if required, all by starting from the Diffuse texture.

Less textures to load, less memory consumption, and the internal nodes calculations are pretty-pretty fast.

Be extremely carefull with transluence, reflections, and other nodes that require lots of resources.


But? It all starts way - way -way- way sooner then this.

First step : again, in my workflow!!!!!!!!! First step is to open the object file in Blender.

REDUCE the number of material zones. Merge as many materail zones as you can.

Do left-right pupil have to be different material zones?
Do left-right iris have to be different material zones?
Do left-right eyeballs have to be different material zones?
Do top-bottom lashes have to be different material zones?

See the point? Clean, and clean, and clean.

Merge as many material zones as you see fit for YOUR use of the object / figure.

Open the cr2 in cr2editor, and delete all material, zones. => Mark the word ALL.

Open the cr2 in Poser and you get a fresh material zone setup coming from the object file you reworked in Blender.
Save cr2 in library.

Now, you can start building a node setup for each zone in the advanced Material room. => Less zones, less work, less prone to errors.

Some basics :
Cornea usually requires no map and is completely node driven.
Transparancy => this map has to be loaded at GC 1.000 and connected to Displacement at 0.1.
Diffuse texture => Has to be loaded at render gamma settings or manually at GC 2.2

Displacement => Driven by the diffuse map throught a Math_Function node, and combined with a Turbulence node. 
=> Result => Dark area's like brows get more displacement light area's get no to littlle displacement.

Blinn => Driven by Diffuse texture so that dark area's like brows get less Specular and light areas get more specular.

REMARK :
You can build all this up inside the Advanced Material room. No need to load all those extra memory consuming textures vendors provide.
Usually they are nothing more then black and white versions of the diffuse map anyway.

This alone, reduces render calculation time by a WHAW %.

 

Ach, I absolutely need more time.
When are 36 hr days in promotion?

 

Doug, => Check Rox.

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"!