Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Well, Poser 10, PP2014, and PP2014GD only recently got updated to SR 5.2.
And Mr Cooper said that these versions could be with us for a while.
Let's burn a candle that Poser11 and PP2016 (or PP2017) bring some nice improvements all over.
Allow a sugestion please?
If you have some bright idea's on how to improve your Poser experience? File enhancements requests to SM.
but new Captain.
iz the same Nerd who made the waterfalls?
i'm imagining something like dynamic fluid, realistic waterfalls and rivers for animation. what a dream, eh?
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what if the people want to go river rafting?
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I would like to see a multiple click function in the materials room similar to Daz Studio, so that the user can change all the values of a figure at the same time. An example of this would be with the specular value of a figure. At the present time the user has to change each one individually and ts time consuming doing these adjustments.
I would like to see a multiple click function in the materials room similar to Daz Studio, so that the user can change all the values of a figure at the same time. An example of this would be with the specular value of a figure. At the present time the user has to change each one individually and ts time consuming doing these adjustments.
probably use a script for that. Most of the skin shaders these days have spec hiding in Alt Defuse. @ hborre: I NEVER use the ray trace preview. I have a low-res setting saved as a preset and render something that will fit in the screen. The ray trace preview is too small for me to see anything I need a preview for.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
I would like to see improvement in the renderer or a new one other than firefly or some way to incorporate the script to export and run RenderMan.
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OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
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Built in, dedicated Poser file editing system. Poser needs to start incorporating utilities that have traditionally only been available via 3rd parties. I think that the introduction of Dependant Parameters was a step in the right direction, although, considering how long ERC was being utilized by savy users digging around under the hood, I don't know what took them so long to introduce the feature. Poser requires too much hoop jumping and esoterica for the creation of content on a serious level... it's almost as if, because of an inherent reliance on outside content and the economic system derived from such, Poser is deliberately unwieldy for the "average" user in such matters.
What Poser does not need is to try and be Vue.
Built in, dedicated Poser file editing system. Poser needs to start incorporating utilities that have traditionally only been available via 3rd parties. I think that the introduction of Dependant Parameters was a step in the right direction, although, considering how long ERC was being utilized by savy users digging around under the hood, I don't know what took them so long to introduce the feature. Poser requires too much hoop jumping and esoterica for the creation of content on a serious level... it's almost as if, because of an inherent reliance on outside content and the economic system derived from such, Poser is deliberately unwieldy for the "average" user in such matters.
What Poser does not need is to try and be Vue.
See, and I think this kind of thinking is just silly. I keep coming back to Poser because it's good software to do what I need to do.
Why do you want to stare at the same screen, doing the same thing over and over again?
Me, I'm happy to close Poser once in a while and open PFE, or PML, Morphing Clothes, Auto Group Editor, Silo, or ANYTHING BUT POSER.
Do you want them to replace Photoshop as well? Texture painting inside Poser? I think most folks will tell you that any program which tries to do it all, does a lot of nothing well.
...Also, it's silly that in the 'feature requests for Poser' thread you have people over there saying things like "Well gee it would be cool if you could have like volcanos with volumetric smoke and partical effects" or "metaballs"... and I mention it would be nice to have an in-program method of editing its own files code relevant to figure creation... and I'm silly. :/
Gdurf?
...And also the fact that you listed like 5 frigging programs that you would have to use to make a frigging bra for Vicky (which I assure you will be a hot selling item of significant artistic worth and the source of much ooohing and ahhhhhing and warm fuzzy "chatroom" accolades) is also
Silly.
Maniacal Lol.
Unless he's got a form of realtime-rendering planned for the built-in viewport (preferably Unreal Engine), I think Poser is about to become memory dust.
Such a system would be beneficial to both current Poser users, and new interest brought in from the entire Unreal Engine userbase.
It would sell like Poser has never sold before.
A game engine like UT is only beneficial for animations and realtime motion. For static renders, it is not really that powerful compared to Iray and other render engines. Plus to get assets from these products sold here to just work in there will need some heavy translation.
Particel effects and metaballs are secondary. We are talking about Poser here, so I'd like to see, that the feature, that gave "Poser" its name, is working correctley. If I pose a figure, I don't want to invest houres of 3d- and 2d postwork, in order to make my joints look right. So body self collisions and realistic muscles, fat and tendent movement is requiered. Without that, Poser doesn't deserve its name. Leave the 90s behind- finally. It's been15 years since Posette, now and progress being made in terms of posing and joint bendings are minimal, even considering we have weight mapping now. Focus on everything about figures, that's the core of Poser. Better joint bendings, better hair, better clothes, better morph options(SubD-morphs), better animation tools, or Poser will soon be ran over by iclones, trust me.
Particel effects and metaballs are secondary. We are talking about Poser here, so I'd like to see, that the feature, that gave "Poser" its name, is working correctley. If I pose a figure, I don't want to invest houres of 3d- and 2d postwork, in order to make my joints look right. So body self collisions and realistic muscles, fat and tendent movement is requiered. Without that, Poser doesn't deserve its name. Leave the 90s behind- finally. It's been15 years since Posette, now and progress being made in terms of posing and joint bendings are minimal, even considering we have weight mapping now. Focus on everything about figures, that's the core of Poser. Better joint bendings, better hair, better clothes, better morph options(SubD-morphs), better animation tools, or Poser will soon be ran over by iclones, trust me.
Agreed. When I drop a piece of clothing on a figure I want it to conform perfectly to the morphs I loaded on the figure. In the past I would not bother with morphing the figures body just to avoid these headaches.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
Particel effects and metaballs are secondary. We are talking about Poser here, so I'd like to see, that the feature, that gave "Poser" its name, is working correctley. If I pose a figure, I don't want to invest houres of 3d- and 2d postwork, in order to make my joints look right. So body self collisions and realistic muscles, fat and tendent movement is requiered. Without that, Poser doesn't deserve its name. Leave the 90s behind- finally. It's been15 years since Posette, now and progress being made in terms of posing and joint bendings are minimal, even considering we have weight mapping now. Focus on everything about figures, that's the core of Poser. Better joint bendings, better hair, better clothes, better morph options(SubD-morphs), better animation tools, or Poser will soon be ran over by iclones, trust me.
I agree with metaballs and particle effects,but on Particle Effects snarlygribbly(creator of EZSkin and other plugins) has created new plugin which is now in beta testing and you can contact snarlygribbly over on RDNA about this "Beta test" But at first those creators or vendors of those figures,you want better bending must create figure which will bend better(you can have look on several figures which does bend better,but still they have lots of flaws),I do want from figure to bend better,but sometimes this is only wishful thinking
Better hair or better clothing,this is down to vendors too,but for Poser native figures I do want to have better figures,clothing,hair etc.,but again I would rather prefer if SM or Poser creators started to look on other render engine and better light setup,on Render engine,out are several good free render engines which can be used with Poser Pro and for render preview I do want from Poser pro to support Direct X preview not old OpenGL or at least make,we support Multicore or support GPU and will not crawl to stop when you add there 4 figures and few big props and on light I would want from SM to start have look on mesh lights and abandon those old lights,yes we can use those lights with conjunction with mesh lights
Thanks,Jura
...And also the fact that you listed like 5 frigging programs that you would have to use to make a frigging bra for Vicky (which I assure you will be a hot selling item of significant artistic worth and the source of much ooohing and ahhhhhing and warm fuzzy "chatroom" accolades) is also
Silly.
Maniacal Lol.
LOL, all true. But, you're incorrect on one part. I CAN make that bra for Vicky in Poser without ever leaving Poser. It will be rigged and useable.
Oh, wait.........you wanted it rigged properly?
You wanted it to work with big boobs? And little boobs? And saggy, granny boobs? Yeah, all accomplished inside Poser unless you wanted it refined enough to minimize stretching in all those fancy rigs!
I can fight inside Poser to make all that happen, or I can close Poser and use an app designed to make all that just a little faster and easier.
What is silly is watching Poser users mimic the latest DAZ talking point - "OMG, you have to LEAVE POSER to rig something."
I've had that repeated to me many times over the last few months by DS users.
...And also the fact that you listed like 5 frigging programs that you would have to use to make a frigging bra for Vicky (which I assure you will be a hot selling item of significant artistic worth and the source of much ooohing and ahhhhhing and warm fuzzy "chatroom" accolades) is also
Silly.
Maniacal Lol.
ooooooohhhhh .... aaaaaaaahhhhhhhhh ... oh wait this isn't the chat room, tis the forum..... aaaaaaaaaaaaaaahhhhhhhhh oooooooooooooooooooooooooooohHHHHH
ooooooohhhhh .... aaaaaaaahhhhhhhhh ... oh wait this isn't the chat room, tis the forum..... aaaaaaaaaaaaaaahhhhhhhhh oooooooooooooooooooooooooooohHHHHH
lol
Do you want them to replace Photoshop as well? Texture painting inside Poser? I think most folks will tell you that any program which tries to do it all, does a lot of nothing well.
Let's look at this another way... There are a million uses for Photoshop or for a 3D modeling tool that don't involve Poser. So those tools will be far more mature and full featured when developed for general use than anything it would be reasonable to expect the Poser team to give us. Poser shouldn't try to replace photo editors and modelers...
There are also loads of little programs and utilities that only exist because of Poser. They exist because Poser can read/process data it cannot itself create. Those are IMHO the kinds of things it does make perfect sense to include within Poser itself.
Personally I'd like to see Luxrender or an equivalent built into Poser now that Poser is more than a character creator and a character renderer and animator the texturing and render engine needs to rise to a new level ... say equal to Blender?
There is a stand-alone version of Cycles, which (with enhancements to the material room) could be incorporated into Poser - it is, after all, Open Source. Speaking of which, is a Linux version of Poser altogether too much to ask? I so could drop Windows, then: at present I only run Windows (on bare metal) to run Poser... that's it. Nothing else.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Waitaminute, I get it now. You jumped all over my comment cause of some sort of DS sore spot. I don't give a flying F about how DS or its users do something. I use Poser.
You need to try "reading for comprehension." Never said any such thing.
I said, repeating for you to understand better, it's sad to see Poser users spouting the latest DS talking point.
Incorrectly, on top of it.
Just curious...
What's wrong with Poser's rigging?
Yes, it is arkward and slower and lacks some features that DS has, but I never had a problem rigging eyes with it?
And as all my figures are custom morphed, scaled and resculpted, I had to rig a lot of eyes in Poser in the last 15yrs.
Serious, just would like to know what the (perceived) problem is?
Ummm, any of my comments were made tongue in cheek Glitter. But typically it's ready for war as usual around here. I'm not going to repeat the same grotesque back and forth that went on in the Scarlet thread. Do us both a favor and put me on your ignore list cause I really have better things to do than argue with you people over this crap. Funny that all of the contentious parties involved in this have a repeated history of heated arguments though, at least some things make sense.
Nothing is wrong with the set up room, it's a PITA to have to go into the .cr2 and delete the twistZ, jointY, etc.etc. to stop the bones from influencing the head geometry. And, no, turning off bend is not an acceptable work around.
Apologies for wanting an in-Poser file editor to perform tasks related to editing its native files in the process of figure creation. Really, how absurd of me. What nerve. What an idiot. Etc.etc.
Oh, and I wouldn't know what the "Latest DS talking point is" I don't care, and I don't obsess over that stuff like a weirdo.
But... now that the time has been taken to rub my nose in it, maybe they have a point? Isn't DS free? Doesn't all of my old poser content work in there? Doesn't it easily bridge with Carrara, which I use? Hmmmm.
At a guess, I would say Nerd is caught between what he wants to do, and what SM will allow him to do.
And what past experience tells him will and won't work.
Having a native version of Metaform would probably only be used by the animators at first. But considering what you can do with metablobs and shaders, it would greatly enhance the stills crowd work. Particularly since it could be written and multi-threaded from the get go. Any kind of fluid effect, and having responsive to the physics engine already in Poser? It's far easier to generate those at runtime than it is to add it in post.
A skin and muscle system would be wild...but would require carefully thought out panels for users, and getting some good figure builders to make the first iterations, and a good team who knows Poser and would be willing to spend the time to try and break it any way they can think of. The would also need to fix the IK solver for a more robust functionality (toggling and pinning at the least). Look at the number of figures we have that would benefit from weightmapping....and aside from a bare handful of projects, no one has bothered.
iClone Pro is a neat substitute for Motion Builder, and good for machinima. However, it kinda lacks the ease of speaking with other programs that Poser has, unless you pony up for the 3DXchange part of the system, which can push you up into the 4 digit realm that Vue Infinite occupies. It lacks the kinds of flexibility that Poser has overall. The ecosystem is nowhere near as deep and rich, either, atm.
"Me, I'm happy to close Poser once in a while and open PFE, or
PML, Morphing Clothes, Auto Group Editor, Silo, or ANYTHING
BUT POSER."
Lovely, I have the exact same mindset but not for content
creation but for actual production of renders& animations.
poser is just one tool, of many, that I use to achieve my
creative objectives.
"but on Particle Effects snarlygribbly(creator of EZSkin and
other plugins) has created new plugin which is now in beta
testing and you can contact snarlygribbly over on RDNA
about this "Beta test"
I truly do not understand why a user base that is likely %95
comprised of still render makers repeatedly requests
"particles" that by their very nature are best utilized in
animations as a visual effect.
" better animation tools, or Poser will soon be ran over by
iclones, trust me."
As a tool to create complex Character animations Iclone has long since "run over" poser.
But iclones animation tools are useless to the aformentioned 95% of the poser user base because they do not care about Character animation.
As far as fantasy stills are concerned Daz studio "Iradium"
has clearly "run over" poser due to superiority of the FREE INTERNAL PBR Iray Over Firefly, not to mention vastly superior figure& content technology.
"iClone Pro is a neat substitute for Motion Builder, and good
for machinima. However, it kinda lacks the ease of speaking
with other programs that Poser has, unless you pony up for
the 3DXchange part of the system, which can push you up
into the 4 digit realm that Vue Infinite occupies. It lacks the
kinds of flexibility that Poser has overall. The ecosystem is
nowhere near as deep and rich, either, atm"
I use Iclone as a complete substitute for poser vestigial 1990's
animation tools as Iclone 3D Xchange exports to poser
compatible BVH,
But alas that is only the concern of us character animators
which excludes the majority of the current poser user base.
I could not care less about Iclones Content "ecosystem"
As I have ,at my disposal, the ecosystems of both DAZ
Genesis and poser native gen2,3,4.
All of which ultimately ends up rendered in Maxon Cinema4D
Via the interposer pro plugin for poser native& Gen 2,3,4
content and recently ,via the MDD out feature of Daz
studio,for genesis content.
honestly If Iclone shipped with only one Default ,faceless stick
man&woman that looked like poser "andy"
I still would have bought it just for the Exportable Character
Motion Data it generates in realtime.
We also Have natural motion Endorphin ( sadly no longer available)
have you ever seen those primitive stick people
in endorphin??..and it only renders open GL realtime playback.
But who bloody cares??
The realtime Character physics & Dynamics exports to.....
( you guessed it!!)..poser/Daz/Iclone compatible BVH.
"A game engine like UT is only beneficial for animations and
realtime motion. For static renders, it is not really that
powerful compared to Iray and other render engines. Plus to
get assets from these products sold here to just work in there
will need some heavy translation."
Not to mention that such an implementation would
would require $$graphics hardware upgrades$$ for Alot of the
current poser user base along with forcing them to upgrade
to the latest version of poser which many do not seem want to
do often for understandable financial reasons
"Personally I'd like to see Luxrender or an equivalent built into
Poser now that Poser is more than a character creator and a
character renderer and animator the texturing and render
engine needs to rise to a new level ... say equal to Blender? "
So, All of the helpful advice you were given in the blender
forum, on how to use the easy one click scripts to send poser
scenes to bender, did not pan out for you ??..sorry to hear this.
For high quality still images,Cycles (Via a free Daz studio
script) is My new default still render engine supplanting the
Mighty Vray.
I still use C4D native for non GI animation renders though.
Look, I get. it... most of you people are "hobbyists"
and will never create multi-disciplinary, multi-program
"pipelines" just for your personal Art
But you just cant expect SM to keep adding all of these
exotic features to poser when they could not afford to pay to
have our poser pro content library written in C+ thus this ridiculous need for Abobe flash or some other HTML cobbled contrivance.
What I want to know is why hasn't admin come in here and regained control over the meanness that seems to take over every good thread.
On the note of things I'd like to see in Poser's next version would be the ability to paint textures inside of Poser. I also like the idea of incorporating Luxrender.
Have a creative day!
********
What I want to know is why hasn't admin come in here and regained control over the meanness that seems to take over every good thread.
My guess is that they have chosen not to step in and just let it continue. If they had chosen to do so, they already would have.
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->
Particles are useful to stills renderers as it allows for unique material flows of water, smoke etc without postwork. A single frame, postwork is fine, but for a sequence of images it is much more immersive (no pun intended) if the water, smoke, mud, lava, whatever... has moved between frames in a manner that is believable.
I looked at IRAY with DAZ4.8... not free. The renderer is, but you buy all the texture stuff separately... ever added up all the 'add ons' that DAZ have available? Comes to 100's of dollars. Not free.
Oh, BTW, I use an AMD video card. IRAY is no advantage to me over Luxrender. Which IS free.
I have DAZ 4.7, but never use it because the library is retarded. I can never find anything, and have to constantly refresh the metatdata. I accept it is just a lack of familiarity, but why spend the hours on something that only replicates what I already have?
I'd be very happy if Poser had instancing so I could do proper outdoor scenes like I can do in Carrara. I'd also be happy if DAZ did some work on Carrara. Poser and Carrara are perfectly fine for me, and I would like to see it continue in development.
Particles are useful to stills renderers as it allows for unique material flows of water, smoke etc without postwork. A single frame, postwork is fine, but for a sequence of images it is much more immersive (no pun intended) if the water, smoke, mud, lava, whatever... has moved between frames in a manner that is believable.
I looked at IRAY with DAZ4.8... not free. The renderer is, but you buy all the texture stuff separately... ever added up all the 'add ons' that DAZ have available? Comes to 100's of dollars. Not free.
Oh, BTW, I use an AMD video card. IRAY is no advantage to me over Luxrender. Which IS free.
I have DAZ 4.7, but never use it because the library is retarded. I can never find anything, and have to constantly refresh the metatdata. I accept it is just a lack of familiarity, but why spend the hours on something that only replicates what I already have?
I'd be very happy if Poser had instancing so I could do proper outdoor scenes like I can do in Carrara. I'd also be happy if DAZ did some work on Carrara. Poser and Carrara are perfectly fine for me, and I would like to see it continue in development.
Agreed on instancing,this would only helps to create proper outdoor scenes,I don't use Carrara or VUE and this would be just great for me,but I would rather use this for multi figure scene,because right now creating 4-6 person scene in bit pain Particles yes this I want to use,usually if I want to create such effect then Photoshop or I use 3DS MAX
IRAY is great thing,but there is always with DAZ they give you something free and then start you charge for this like drug dealer(maybe is this strong word,but who cares),I've done few comparison with IRAY like with CPU render and GPU render,there has been difference around 1 hour
Here is test which I've done
GPU(560TI 2GB ) with CPU(X5670 6core overclock'd 4.2GHz) mode took 39mins
CPU mode only(X5670 6 core overclock'd 4.2GHz) 1hour and 30mins
Link to thread and renders
http://forum.runtimedna.com/showthread.php?95451-Which-Way-to-go-for-Smith-Micro&p=884695&viewfull=1#post884695
You are not alone who is not familiar with GUI of DAZ due this I don't use it,previously I've used DAZ due the FBX capability,but after few tests and problems which I think I've posted over in 3DS MAX forum I'm now using old and still good OBJ for exporting my scenes to 3DS MAX,I think Poser FBX is too not the best for exporting newer figures to FBX,there are few issues
I've went too with R9 290 due the I want to use my GPU for OpenCL projects and mainly I want to use my GPU for rendering,new LuxRender should be great thing if will be implemented to Reality or better in Poser in some extent
Thanks,Jura
"I'd be very happy if Poser had instancing so I could do proper outdoor scenes like I can do in Carrara. I'd also be happy if DAZ did some work on Carrara. Poser and Carrara are perfectly fine for me, and I would like to see it continue in development."
Couldn't agree with you more, piersyf. Love the plant and terrain generating tools in Carrara, and in particular the replicator functions. I hope that Daz devotes some energies on bringing the vertex modeler up to speed, while Carrara's modeling tools are nicely varied I find trying to make selections a little sluggish. It's nice in a pinch (especially the splines and lathing features) but I'm truly most comfortable with Wings as my core modeler. Metaforms, particles, bullet physics; Carrara's got that. As far as DS, I don't know... I haven't tried using it in a long time. I've spent so much time learning the various features of Poser over the years that I too don't see the point of starting over with an unfamiliar app... if that's a bias, well than it's one I'm not afraid to admit and doesn't come from some irrational malice for a company. For figures, definitely Poser.
Here's another outlandish request for Poser... how about standard manipulator gizmos like you find in most modelers as an additional option?
"I'd be very happy if Poser had instancing so I could do proper outdoor scenes like I can do in Carrara. I'd also be happy if DAZ did some work on Carrara. Poser and Carrara are perfectly fine for me, and I would like to see it continue in development."
Couldn't agree with you more, piersyf. Love the plant and terrain generating tools in Carrara, and in particular the replicator functions. I hope that Daz devotes some energies on bringing the vertex modeler up to speed, while Carrara's modeling tools are nicely varied I find trying to make selections a little sluggish. It's nice in a pinch (especially the splines and lathing features) but I'm truly most comfortable with Wings as my core modeler. Metaforms, particles, bullet physics; Carrara's got that. As far as DS, I don't know... I haven't tried using it in a long time. I've spent so much time learning the various features of Poser over the years that I too don't see the point of starting over with an unfamiliar app... if that's a bias, well than it's one I'm not afraid to admit and doesn't come from some irrational malice for a company. For figures, definitely Poser.
Here's another outlandish request for Poser... how about standard manipulator gizmos like you find in most modelers as an additional option?
There is of course the "direct manipulation tool" in the Editing Tools... Not sure if that is good enough, but it is a gizmo like you want
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any interesting news about what new shiny for Poser?
is it only game dev now?
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff