Forum: Poser - OFFICIAL


Subject: Which would you rather have?

EClark1894 opened this issue on Sep 24, 2014 · 84 posts


shvrdavid posted Thu, 25 September 2014 at 5:06 PM

Whatever they do to Poser, they need to keep some sort of backwards compatability. But to a point. Obviously if it just wont work, it will need left behind.

I use the cloth room a lot, and it does ok for what I use it for. I never used Mar Designer for more than a few min on a friends computer. And it is faster than Poser, but no where near as fast as other software I have used. The speed difference may have been the computers thou.

As far as the face room goes the biggest downfall is characters that are not usable in it, out number the ones that are. I would think there would be a way of generating the files needed that does not violate things, but you never know and I would think SM looked into that already. I would not remove it, people do use it.

I am all for a better hierarchy editor... That has bugged me for more than a few versions. Things could be added to it as well.

Multicore is a mixed bag. Some things are obviously faster when using multiple cores, other things are slower. It depends on what needs processed and if it is "answer dependant" on every step. If one core just waits around for another one to finish, it is faster to just do it on one core. Some things benifit from multiple threads, other things just don't.

I use the walk designer, but I have spent a lot of time on it to get it to do what I actually want it too. I would leave it there for reverse compatability but improve it as well. It is very character and rigging dependant.

Multiple graph windows would be really nice. So would the ability to edit different layers in them at the same time.

The hair room is a mixed bag for me. I do use it for things, but fully agree that it could use new tools and functions. Particle hair and styling tools would be really nice addition to it as well.

GPU acceleration is another mixed bag. Which way do you do it, and who do you leave out in the process? CUDA has the most hardware saturation, but that leaves out ATI and Intel people right off the bat. OpenCl would work, but driver issues make one brand GPU far faster at it than another. (this gap is even greater in double precision) And the most used GPU manufacture is rather slow at OpenCL. OpenCl is also very driver sensitive. I have seen driver a upgrade toast an app...  That would really be a royal pain for developers to have a simple driver trash a program. Puts new meaning to hurry up and scramble fix it.

Network Dice for more cores on a single render would be nice. But I do not know enough about Firefly to say if it is even possible with it.

As far as adding things like Metaballs and Nurbs, that is debatable. There are some good uses for metaball functions. Nurbs like functions allow for some interesting things that could be of great use in Poser. Chances are you already have used some of it and didn't know it if you use subdivision (control cage functions). We are missing crease edges thou, which would be a welcome addition to OpenSubd in Poser.

Per material settings would be nice, for things previously mentioned and other reasons as well. Like turning off cast shadows per material for things like the cornea, etc.

I don't have a Kinects sensor, so I don't know what to say about that. Seems like it is a reliable way to get animation into Poser, but it is also tied directly to Microsoft and the complex EULA scheme they attach to everything. 3D in general seems to be lacking a sure fire way to do much of anything animation wise. There does not seem to be much of a standard to that at all. Most of it is proprietary.

Appears I am writing a book here....

 

:b_stunned:



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