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This looks exciting. With every version, I say this is good. I probably won't need to upgrade for a while. That while always seems to be exactly when the next version comes out. Go figure.
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I use Poser 13 and win 10
Great to finally see a news update for Poser. I was getting concerned about what Poser was going to do to stay in the game because it is my software of choice over the other guy. I'm definitely hoping the new figures are competitive and anticipating their red carpet debut. Oh and absolutely love the geometric line addition...very nice.
Quote: As we expanded the morphing capabilities, it was clear we needed to add power to subdivision. We could easily subdivide the figure but that didn't necessarily add detail. That brought us to high resolution morph targets. You can add high resolution details to sub divided figures right inside Poser using the Morph brush. It's really straight-forward. If your figure is subdivided and you add detail it's automatically baked down to the lower subdivision levels. It's all automatic and of course you can share your high resolution morphs using the morph injection export tool.
This is amaizing, YEAH !!!
KristiS posted at 10:14AM Thu, 17 September 2015 - #4228945
I posted in the Poser Forum as well. I pointed them to this thread and locked it
And now for the drooling..... All the new tools sounds fantastic too. Maybe I'll start playing around with morphs since the creation of injection files is more streamlined. I've always been intimated by that.
Have a creative day!
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I still can't use the majority of Poser 10. The product is quickly approaching the point where the average hobbyist will no longer be able to use it, and there goes the market. Perhaps a disclaimer that not everyone "needs" this advanced product if they just want to putter and make nice pictures? Some of us don't have enough time left to learn all this new and spiffy stuff.
Thank you for the info Nerd3d! Also side thanks to KristiS for posting links to this thread. I like the drag and drop pallet concept a lot. Sometimes on working on a post I accidentally click on the wrong part (especially if there's two or more figures). I really like the idea and that it can be saved with the library. I can already see some templates for quick posing... Also the cartoon render looks very cool. Very pen and ink looking. I like it!
The dust settled, thinking "what a fine home, at least for now" not realizing that doom would soon be coming in the form of a vacuum cleaner.
This is great news! :D
Also, I would definitely be interested in supporting the new figures with content (high quality dynamic clothing in my case) as soon as they come out. Let's give them a good chance this time!
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hey Frequency -- that is so refreshing to hear from a vendor. my hope is that the new figures are some kind of kickbutt, and that more vendors, like yourself, are quite open to lending support. past/beyond rendering engines, past/beyond lighting & shader capability, so much of what i see here, at least on this site, in terms of how Poser is used, is figure-driven; but figures cannot survive in a vacuum and need support, and ready support at that. so thank you for being willing to step up to the plate. [hands you a bat and says 'swing batter!']
i, too, am excited to read about further developments with the rendering capabilities. and like those before me, i'm all sorts of adoring the potential i see already with the geo edge lines - that example above is so edible... mm mm yum
Soooo looking forward to it! The custompalettes sound so insanely handy and the detailed morphing and export morph injections are just such great new features!
Custom parm palette and recent actor: SOLD!
I've skipped the last couple of versions because they had nothing useful, but I'm back in the car now.
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Sounds like great improvements, Charles! Thanx for the update... :)
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."thehawkman posted at 4:12PM Fri, 18 September 2015 - #4229034
Are you going to do anything about scene file size? Load Victoria 4, INJect a character and watch the pz3 file balloon to 200 MB. Add another V4 and watch the file expand to 400 MB. It is is insane. I always cringe when I save a new version of a previous scene.
Turn on file compression in General Preferences?
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why.""You asked for it so we added a select tool. All it does is select so there's no chance of accidentally moving a figure or prop."
Hi Have you considered adding a dedicated Figure "Visual Selector" for posing ?? Nearly every Character program Has one it seems
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This is really good stuff. Glad to see the progress. I'm especially interested to see demos of how the rig adjustment features will work in the real world.
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At last some great news! :)
GPU support - thanks for that, handy and interesting extras! :)
As an exclusive Poser vendor.. some more questions come to mind..
INJ straight from Poser sounds fantastic, especially if it supports custom morphs - real time saver!
Most important.. dare I suggest another time saver that hasn't been addressed in the last few Poser versions?
Once an mc6 file is saved lots of times Poser saves a wrong reference of file "NO_MAP" " . (still a mystery when or why)
It is very frustrating as a vendor having to go manually over each single file - every single product! - checking and editing those references (some times up to 60 or more per file) with the correct reference of file NO_MAP without the quotation marks, so Poser won't be looking endlessly for a texture called NO_MAP that does not exist!
If you take care of that bug, you have my personal vote of ten thumbs up, not just one! :)
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if i can install it on my main rig without an internet connection, count me in for the upgrade
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MistyLaraPrincess posted at 1:59PM Tue, 22 September 2015 - #4230040
if i can install it on my main rig without an internet connection, count me in for the upgrade
You can - simply follow the instructions in the user's manual (This also applies to the GameDev version - it doesn't actually need an internet connection - just follow the instructions).
Thank you, nerd for the update! I'm looking forward to the hard edges cartooning as something different. The current renderer is actually good enough for me, I just want faster. But I may take back my comment when I understand more of what you're talking about, if it works on my machine.
Yeah, I agree with above internet comments. If it has an auto kill/deactivation switch like the Game Developer I have to think twice about it. Too huge a negative.
But I want to keep this thread positive about new developments, so no discussion about that. It can be found well enough in other threads.
cedarwolf posted at 9:39PM Wed, 07 October 2015 - #4228975
I still can't use the majority of Poser 10. The product is quickly approaching the point where the average hobbyist will no longer be able to use it, and there goes the market. Perhaps a disclaimer that not everyone "needs" this advanced product if they just want to putter and make nice pictures? Some of us don't have enough time left to learn all this new and spiffy stuff.
I have an old XP computer that I still use Poser 4 on. My main computer runs Poser Pro 2014, but to tell the truth, there's a few things in Pro 2014 that I use, but I can do most of what I do in Poser 4. But then I'm not using either for photo-realistic rendering.
One other question what about figure support, I still love Poser and with these new features I am liking it even more.. But I am using Genesis 1 & 2 more so now and while they work well in Poser they are sort of not quite if you know what I mean..
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Not just Genesis compatibility is an issue. When artists like Stonemason announce they're no longer supporting Poser because of how much more difficult & time consuming -- and therefore less profitable -- it is to produce content in it as compared to Daz Studio, then you know it's time to up your game by improving your development tools. Not to mention that iRay is now all the rage.
The way I see it, no vendor is irreplaceable. If Stonemason no longer wants the money of Poser users, his loss. Someone else will pick up the slack. What we Poser users should be doing, is supporting those vendors who DO create for Poser, nurture them, and eventually we will foster a new Stonemason. We should support Poser vendors instead of complaining that Poser is not Daz Studio.
True. I rarely buy anything that's not compatible with Poser though I have made some exceptions with Genesis 2 when I was able to use Studio. Would rather use things without going the DSON importer route since that doesn't always play nicely with my system. As much as possible I support vendors who produce for Poser, but it's kinda hard to do that sometimes because what they make, while excellent, is not what I need. For instance, Vendor A releases a set that is 100% usable in Poser and other programs, no DSON thingy required. BUT ... it's a modern prison scene and I have no need for one of those. Vendor B, who no longer uses Poser but whose items can be imported into it even though it's a right pain, releases a futuristic spaceship interior that is precisely what I do need for my current project. On the one hand I want to support the PA that supports my program of choice, on the other hand said PA does not do Sci-fi or historic stuff while the one who doesn't support Poser (except in a roundabout kludgy way that requires much effort on my part) comes up with exactly what I'm looking for. :sigh: What's a poor customer to do? Yes, Poser is Poser. It is not, and never should become Daz Studio, on that we're agreed I think. But better compatibility between the two, for those who need it, surely wouldn't hurt either.
As far as figures, what we need is Dawnesis++: a revamped Dawn/Dusk/Luna morphing figure, with a midrange between Luna and Dawn/Dusk (let's call them Sonny/Sunny, as they'll need to be more distinctly boy/girl than Luna). Dawn & Dusk especially need significant resculpting (think Poser 5 Judy vs. Eternal Judy).
They also need good textures. The ones that they come with are, ahem, suboptimal (and I'm unable to justify buying any others for lack of useful/satisfactory preview images).
Don't get me wrong, they are great figures, but they honestly need a good bit of work to compete with Genesis. The good news is that they certainly seem capable of being brought to that point with a few months of work. The even better news is that they already take great advantage of Poser's advanced rigging techniques.
To summarize: Dawn and Dusk are built to last, but they need some improvements to gain wider acclaim among the Poser community, and they should be included as the default figures in Poser 11/Poser Pro 2016.
firstly I ask is GPU support in rendering or preview? second when is poser going to fix/replace the hair room for something better, the idea of it is good, but most people avoid it because its a pig to use. and lastly, this is called poser, why not add some sort of walking/movement system that is better than the walk designer? so it can do more than walk and do it better. I know some of these requests exist but it feels like poser hasn't been advancing, more like just tarting up, to me new figures don't make better software, I would like to see poser dragged into the future and show off what it can do. I will say Superfly does sound like a step in the right direction (as long as GPU support is on its way) as I have not rendered in poser since Reality came out.
Getting old and still making "art" without soiling myself, now that's success.
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It's been a while since I gave you an update on the progress of Poser 11. I'm sure you're filled with anticipation as to what the new version will bring.
One of the biggest questions is about the next generation of Poser figures. We absolutely are making a new couple for Poser. They are completely new and very carefully designed. Along the way we've stopped and asked for feedback from prominent content artists and users to make sure we are making the next generation figures they need. I really want to show them to you but you'll have to wait a bit longer for that big reveal. They need a little more polish and refinement before their trip down the virtual red carpet.
There's a lot of talk about the new renderer I revealed last time. We continue to refine the implementation of Cycles inside Poser. We're trying to preserve as much compatibility with legacy content as possible while at the same time exposing the full potential of a physically based renderer. It is something of a balancing act. Weโre working with texture and material artists from the community to achieve that balance.
We've also implemented GPU support for SuperFly. Currently this is based on CUDA and is for NVIDIA GPUs only. For systems that don't have compatible hardware SuperFly will run on the CPU too.
Now it would be easy to just focus on the big shiny render engine you've already heard about that. You probably want to know what else we've got. One cool new feature is something we call Custom Parameter Palettes. You can create a blank palette and then drag and drop any combination of dials from the Parameters Palette to the Custom palette. Let's say you're fine-tuning the pose of an arm. You can drag the rotations for the collar, shoulder and elbow to a custom palette so you don't have to keep switching between body parts to adjust the pose. You can have as may custom palettes as you like and they can be saved not only with the scene but also with the figures or props saved to the library.
Ginger shows off the Custom Parameter Pallet with some of her expression parameters added to the palette.
There's a recent actor list on the Parameter Palette. It works like a web browser history with back and forward buttons. Now you can just click the "back" button to select the last thing you were working on. It's great for working in complex, highly populated scenes.
You asked for it so we added a select tool. All it does is select so there's no chance of accidentally moving a figure or prop.
We've added a tool to automatically adjust the rigs of weight-mapped figures for drastic morphs. So if you want to make a troll morph out of a super model you can. Once you morph the figure just use the Adjust Centers to Morph command and it will match the centers and create all the code to make those centers follow the morph. For clothing to match these figures all you need is the matching morph and to enable the Follow Origins setting. There's literally nothing else to set up.
Since we've made it easy to create morphs for figures we needed to make it easy to share these morphs. We have a new command that will export a Morph Injection file right from poser. It's been possible to inject morphs into poser figure for a long time. Now you can create these injection files quickly and easily right from Poser. If you create characters for Poser, this will greatly simplify your workflow.
As we expanded the morphing capabilities, it was clear we needed to add power to subdivision. We could easily subdivide the figure but that didn't necessarily add detail. That brought us to high resolution morph targets. You can add high resolution details to sub divided figures right inside Poser using the Morph brush. It's really straight-forward. If your figure is subdivided and you add detail it's automatically baked down to the lower subdivision levels. It's all automatic and of course you can share your high resolution morphs using the morph injection export tool.
Not everyone is into hyper-realistic renders so we've added some great cartoon tools too. The coolest is the Geometric Edge Lines effect. This creates a hard geometry based outline that's displayed by the OpenGL-based Preview renderer. When combined with the comic book modes it produces amazing comic book style images.
This image from Brian Haberlin demonstrates Poserโs Cartoon Shading and combined with the new Geometric Edge Lines.
These are just a few of the things we have in store for you with Poser 11. Stay tuned and I'll reveal more cool features in my next announcement.