Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
A good thing would ve to rotate around a selected body part, just for working in it, something like when you press A in wings3d..
print to 3d printer.
render to animated gif
image nodes can read png alpha channel in place of separate transparency image
poser that works on non-internet-connected Windows7 desktop
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I hope this has been mentioned before, but I would love to see a native Content Library control instead of the one that requires Adobe Flash/AIR. If not native, at the very least could you consider creating a captive AIR bundle?
When I was playing around with AIR development myself, it wasn't an issue, but I'd prefer that I didn't have to install the runtime.
Regards,
dardezen
Digital Artisan
OS X | MODO indie | ZBrush | Unity | Blender | DAZ Studio | PP2014
Since the DAZ4.8, with its G3Females and IRay renderer release, I havn't touch Poser anymore. I really hope SmithMicro will give a real good answer. Only following DAZ e.g. by introducing their cyclus renderer, won't be enough. Poser needs to be ahead of DAZStudio, in order to not loose the game. I'm pretty excited, what SM has to offer. It needs to be a real major release, this time.
Thanks for the link, Timberwolf. Some of the new features look pretty rad.
Have a creative day!
********
i just want to add that the reason I use poser is because of it's fast rendering times. Most other renderers like iray, daz, octane are too slow.
Im not sure if I read this correctly, but there will be a new render engine called superfly and it will only support gpu rendering in the preview? fair enough it will hopefully make the previews nicer, but what about the main render? I did hear also the reason being the texture quantity and amount of ram on the Graphics card. but what if I want to do a limited amount of textures and have lots of onboard ram, and as time goes on more pc's will have higher specs. I myself bought a GTX970 with 4gbs of memory so I could do just that in reality4. sadly it feels to me that the next version of poser is going to be nothing that innovative, i hope im wrong.
Getting old and still making "art" without soiling myself, now that's success.
shedofjoy posted at 9:46PM Sun, 01 November 2015 - #4234632
Im not sure if I read this correctly, but there will be a new render engine called superfly and it will only support gpu rendering in the preview? fair enough it will hopefully make the previews nicer, but what about the main render? I did hear also the reason being the texture quantity and amount of ram on the Graphics card. but what if I want to do a limited amount of textures and have lots of onboard ram, and as time goes on more pc's will have higher specs. I myself bought a GTX970 with 4gbs of memory so I could do just that in reality4. sadly it feels to me that the next version of poser is going to be nothing that innovative, i hope im wrong.
No... You may have read it wrong, or maybe you simply associated GPU with preview modes erroneously. Superfly is an integration of blender's photo-realistic rendering engine "Cycles" into Poser. I've heard it said that it was a response to Daz integrating nVidia's iRay into D|S, but is probably just as much a way of getting caustics, colored shadows, etc. into Poser, since Firefly doesn't have those abilities. I think it might be PBR based, but I haven't read anything about PBR materials handling in the viewport, or even how Firefly materials will look in the viewport when changed to Cycle's materials.
That's kind of unnerving when looking at Poser's competitor iClone. I'd always hoped the time would come when Poser's viewport/preview modes would be of high enough quality that they could be used for animation and Firefly just for stills or important beauty shots. Not only does improving the preview seem an afterthought, but it keeps getting harder to create materials that look good both in preview and final render (and at least somewhat similar, obviously).
Superfly/Cycles is CPU based, but supports modern nVidia GPUs through CUDA (AMD users are again left out). Like with Reality, we'll have to adjust lighting and materials to take full advantage of it, though the developers have had to consider how much of Cycles we'll be able to use versus how much it should resemble something we are all already used to using.
would the antialiasing render setting do for your preview animations Moogal?
I aim to update it about once a month. Oh, and it's free!
estherau posted at 2:38AM Wed, 04 November 2015 - #4236779
would the antialiasing render setting do for your preview animations Moogal?
I've gotten some OK results with it, but the more the high-quality render improves, the more inadequate the preview seems in comparison. They managed to shoehorn Cycles into Poser to appease the illustrators, but Blender's viewport is also far beyond what we have in Poser now.
Some work done in Blender's game engine to show the difference: http://blenderartists.org/forum/showthread.php?383959
Honestly, I wish some hardcore Poser/Blender nut would graft Poser's interface onto Blender and change all of the shortcuts and flip the axis so that Blender worked like Poser (in as much as they are both 3D programs). I know what Blender can do, but I just do not enjoy working the way it demands you approach it.
Hmmm, thought I had already posted to one of these. Anyway, here goes some stuffs..
First of all, content is King. But, you need to get other people making it for you for free. When you're looking under the hood for improvements, and within normal operating functions, you really need to give content creators new, better, and different tools to draw upon. The more innovative or "brand new" additions you make and that you give the users/content-creators access to, the better the products you will see made for your product, which will help push sales. The very last thing anyone wants to see is that a new version of Poser comes out and the only product classes available for it are the same, old, tired, pose, morph, texture, lighting product types... What are you going to put in there that will create a **brand new product category **for this brand new version of Poser? That's a question that needs answering. (Yes, I know there are some nifty new rendering features. I'm talking about "content" though, that's makes a measurable new impression on the market and the capabilities for content generation. It's all about brand management, folks. You don't want the same ol' cracker to get stale after all these years.)
User-configurable Hotkeys and Mouse Controls: All the standard base menu functions available. The ability for the user to map their camera functions to the mouse, however they wish, so it matches other 3D apps they may use in conjunction with it. Multiple keys per function accepted, pls. ie: "CTRL-R", etc..
Better and more powerful dialogue options for saving Figures/Poses/Props- Poses, especially... It's about time, after all these iterations, that regular users can have easy, UI, access for creating Injection morphs, Custom Channels, Material Poses, Animations, etc. It's time to let the content creators move up a notch in the production cycle by empowering the normal user. By doing this, you will also help to generate content creation, because it will make it just that much easier for the potential creators.
Easy batch-access to nodes - "Scenefixer" is very nice. However, Poser needs to have better built in accessibility to certain commands. For instance, in the Mat room, I should be able to right-click on a Channel or a Node and choose to apply value settings, image settings or the entire tree to all Channels across all groups, instead of simple copy/paste-all functions. If I have a legacy AO node in a material set, for instance, I should be able to set that node to be IDL dependent, instead of calc'd, and then Right-Click on the node and choose to apply that AO node's properties to all AO nodes present in the materials for any or all groups of the object. The same goes for Channels, choosing either the base channel value, like a Difuse Value of .8, for instance, and have that Channel Value copied across all groups. But, I could also just copy that Channel's entire node tree, instead. (Yes, I do understand that, many times, nodes will have connections to other Channel node trees. However, you can "make that happen" by getting the Mat Room to read ahead and, if the same nodes in the same channels exist as they do in the source group, the connections will be made in the target group. You could also give that a toggle, if you're feeling sparky, if the user didn't want those connections made.
Particle/Emitter System - Where is it? Everybody else has one, why can't we? Yes, "Poser Physics" does a few nifty things, but it does not do particles/emitters that I know of. And, we should have some sort of basic system within Poser that content creators can draw on to make even better content to push Poser sales. Build in a physics system, under the hood, and give content creators good access to all the hooks, and you could get some really nice, free, content generation going on. Fountains, blasters, fire-hoses, fire, smoke, machine-gun rounds, bouncing all over the place... yada yada yada. Oh, and with a good physics system, you could have **everything **bouncing all over the place. (Softbody, anyone?)
Hair - Something, please, please, please,... Something other than that busted, crappy, ancient, Hair room, for the sake of all that is good on this green Earth! It sucks. It may as well NOT be in the program. Think about that, for a moment - You have an entire tab/room devoted to something that is virtually unusable. And, for those that can use it, it generally produces crap that isn't worth rendering, considering the progress you're making in every other area. The better your rendering capabilities, the worse anything made with the Hair Room is going to look, guaranteed. Poly hair just isn't flexible enough, in use, to render realistically or even render well, anymore. Revamp the Hair Room, if you decide to keep it, and give us some user-usable creation possibility.... Heck, dump the whole Room and rewrite a new engine for Hair, why don't ya? So, you'll orphan about FIVE darn Hair Room products in the entire inventory of every Poser content distributor... Doesn't that tell you something? It should tell you that the Hair Room is complete garbage and nobody wants to go near the thing. (OR, give us access/hooks to hair controls via new rendering apps.)
Face Room - OK, I get it. You want to have a locked-down selling point for Smith Micro figures. Well, guess how well that has worked for you? Go find the number of products created outside of the SM site for those figures and then get back to me... It's not working and it's not going to ever work. What "works" are good, quality, appealing characters with good topology for morphs and animation and good rigging. So, what's the deal with the Face Room? I know you may have contractual obligations, but if you're just going to ship it and write a check to Singular Inversions for virtually no reason at all, why not just write me a check? I'm fun to have around! I tell jokes, can write reasonably well, am a pretty cool guy and doesn't afraid of anything... At the very least, you can allow third-party products access to the Face Room by allowing for the creation of reference sets by third parties. Make an SDK for it. Open it up. (OR, sell a companion product that creates the references for the user. Encrypt them so they can't be redistributed without a license, if you want to protect it!) If SI doesn't want you to do that, then chuck 'em and find someone else. There's oodles of such products out there, now, and there's bound to be one you can use or buy outright for a cup of coffee or something. (Please, no, not Faceshop! Heavens, no!)
Smith-Micro Content - I generally like the content that SM puts together. Except for the human figures, though. Almost universally, they either look like they've just be scared by an alien or just been told they are one. Sure, you have ditched the "Heroic" model, favored by an unnamed competitor, in favor of human models that are properly proportioned. OK, I don't know where the intent strayed from the results... or vice-versa. The model's limbs/trunks/heads may be sort of realistically proportional, but that's it. In short, and just in general, they're ugly and deformed looking. They look like someone in their family knew someone in their family. IF you're going to tout "realism", then "do realism." No, they don't have to be pretty. But, they don't have to be deformed looking humans, either. (Further, on content other than "human" - Generally, everything is pretty decent. We could use some upgraded animals and a good, hi-res, horse. A bird or three, maybe something from that one creator, so long ago, that did birds? Put a stork in, too, and a raptor. A couple of new fish would be cool. How about a bear? Bears are cool! The rest of the legacy content is good, too, in order to round things out a bit. Also, STOP putting rigged clothing items in the Props category - You'll just confuse people.)
More, when I can remember the last time I banged my head on my keyboard when working with Poser. ;)
In ref to above: I recently reinstalled Poser 2012Pro and, lo and behold, there is a bear figure in the distributed content! I didn't notice that, before. I have no practical idea what is in version after that release, btw.
<cont'd>
Thumbnails for Scene files: Does any version of Poser after 2012Pro have these? There's thumbnails for everything else, why not scene files? You can't trip over saving something in Poser without generating a thumbnail. Why none for scenes?
Python: Every new iteration of Poser means that God kills a Python script. Every single one... Can't something be done? Even if it's a hit-or-miss "Converter Script" that does simple command/reference replacement, that might be enough to save some of these scripts from certain doom. Yes, it is a content-creator's responsibility to steward their product, but it's Smith Micro's responsibility to steward theirs. Hamstringing an integral portion of content created for legacy versions of Poser is not a good way to ensure the best selection of content being available for a new product to take advantage of.
722 posted at 9:04PM Tue, 17 November 2015 - #4225244
Ability to create a material that hides specific body parts, and to save one aspect of a material and add it to another material with out replacing the material all to gather
Layers in the material room
I'm not sure what you mean, because there is a way to do at least part of what you want. Say you want to hide the forearm. Select the forearm and go into the group tool and it should be selected. Choose "assign material", rename "New Material" to "forearm", and close the group tool. Now go into the material room and select the forearm. Change transparency and edge transparency to 1, and every other material value to 0 to create an "invisible" material. Now your forearm will not show in rendered images. To bring it back, just copy the material from another part that used the same material the forearm used before.
And you can do this with any selection of faces, doesn't have to be an entire body part. Just don't give faces with different materials the same material if you'll need to change them back later.
I'd like to see "Transparency" added as a dial that can be keyframed so you can fade objects over a period of time. It could be used to overlay two objects and create the impression of a morph from one to the other by fading out one as you fade in the other. Or better yet, also add the ability to link two objects and morph one into the other ( i.e., a human into another creature, a pen into a sword, etc.) over a user-specified time frame.
I would love to see a complete overhaul of the animation palette and the graph editor. Here's what I'd love to say added:
I don't believe I'll go any further with Poser until these features are added.
I'm a new migrant to Poser Pro 11, straight from iClone 6, Daz Studio, Carrara. Goal is a tool set for character animation, smooth custom content pipeline, quick i/o, speedy render. Attractor is definitely dynamic soft cloth and physics.
Overall, no buyer remorse, it's possible to start work and create immediately. Nice to have 3D mouse and viewport raytrace shadow, and a tested GoZ workflow. Superfly and raytrace viewport still WIP, but the great potential is there. Age issues like scene manager can be rectified with well-written 3rd party scripts etc. Community is definitely brainy and supportive.
There are however some serious "workflow handicaps" that need attention, if only to keep Poser on par with its prosumer peers and stay relevant in the prosumer animation department for the near future. Good news is these could be rectified easily with near future SR.
My following suggestion are additive/ optional and should not disable/ disrupt existing user's habit.
Universal manipulator should be universal: Rotate in 6 axes. Translate in 6 axes. Scale in 6 axes.
Universal manipulator needs custom transparency/ thickness/ shading option (currently invisible at certain angle/ background/ preview render condtions).
Rotate tool (as Poser Twist/ Rotate/ Rotate-Universal) should by now have set degree increment (10/ 15/ 45 degrees or free).
In-Viewport Concise Selection: All Transform tools (Move/ Rotate/ Twist/ Scale/ Universal manipulator) should be able to Select Whole Figure or Whole Prop.
Proposed: a clean and fast solution across all cameras: Double Click on anything in scene to Select Whole and Center.
(at least as an Interface option to be switched on under global Preference)
In-viewport basic Duplicate/ Array (the weirdest missing feature so far)
Translate tool to expand to become in-viewport Copy/ Duplicate tool for figures or props with CTRL pressed.
Universal Manipulator should become in-viewport Multi-Duplicate array tool for figures or props with CTRL-SHIFT pressed.
Animation UI/ GUI
Animation Hotkeys urgently wanted - Space Bar play/pause the most universal AV CG interface hotkey missing in Poser a game dev anim tool, seriously SM? ;)
Animation key scrolling auto-linked to Wacom dial or gaming controller scrolling (possible in Carrara the antique neglect-ware).
Animation Control needs Play Range (seriously?).
Animation Pallette Play Range needs 3X larger handle and need to be on top with Timeline scrubber.
Animation Pallette keyframe tracks need to have collapse-able hierarchy:
Audio Scrubbing needs to be audible (currently scrub resolution too coarse to be useful for viseme/ phoneme finetuning).
Audio Scrubbing needs to be visible in Animation Palette (in its own Layers).
Audio Scrubbing in needs to have its own Play Range.
Animation Layers need to catch up to year 2000 standard and have buttons to be
To catch up with the other template based animation tools:
All of the above are not special but character animation BASICS...
Advanced animation wise, would be great to have official support for volumetric particles
Carrara style replicator, instance scattering and flocking scripts. There're more, but another time.
Think about what these additions will mean to the typical game dev's animated character pipeline.
Think about how all this enhances the creativity of Poser animators and moviemakers.
Think about the possibilities for new animation-centered store product lines - content or addons!
Thanks for reading and considering this...
Hope 2016 will be a good year for character animators in the Poser PRO space!
Would it be possible to have simulations calculate Nth frames(like every 4th frame, a simple interpolated drape would suffice in most cases) then hold position for UN-calculated future frames? With the option to recalculate 'this' frame/ 'these' frames without re-running the entire calculation ? Physics are great but not necessary or over done in a to b- animation, I just want to get from point A to point B employing the straightest/simplest/quickest course possible. Besides that, think about the time saved by calculating only 1/10th of the frames, then making any necessary 'spot' corrections... Carry on...
Y'all have a great day.
One simple thing....
I want stability...that's all, that means it doesn't crash every ten minutes.
Having all these great capabilities doesn't matter if it won't run for more than a few minutes.
I can (and have) leave Daz3D open for weeks and it just works away, Happy and stable as a clam. Even IRay renders then closes down and gets out of the way. If a free product can work this well then I should expect one that costs four hundred flipping bucks to do at least as well.
How about a searchable hierarchy? Some of my scenes can get kinda complex with many figures and props. This fills out the Hierachy window and when I'm trying to find a prop or figure body part or whatever, it quickly becomes a treasure hunt. Add to the fact that parented props can be below many injected morphs (which admittedly can be hidden) but inside the figure parented SOMEWHERE, and you're spending 3-5 minutes sometimes looking for the prop you want to work on.
Some sort of heirarchy search, please.
3D-Mobster posted at 3:24PM Fri, 08 September 2017 - #4313830
Dont know if it have already been suggested, being able to set an option for ignoring lights during rendering so they are only visible in the viewport.
This can already be done. Any lights you don't want to render, plug a simple color node into in the color, diffuse, and specular nodes of any light you don't want to render. This works for firefly and superfly renders.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
RedPhantom posted at 2:49PM Sat, 09 September 2017 - #4313835
3D-Mobster posted at 3:24PM Fri, 08 September 2017 - #4313830
Dont know if it have already been suggested, being able to set an option for ignoring lights during rendering so they are only visible in the viewport.
This can already be done. Any lights you don't want to render, plug a simple color node into in the color, diffuse, and specular nodes of any light you don't want to render. This works for firefly and superfly renders.
I tried that and it doesnt seem to work, I added a simple color and linked it to those nodes and turned the color black, but it still shows faint outline of the object. Also I don't think doing it this way is optimal even if it works and I did something wrong (Which is fairly possible :)). Because I don't see any logic that this actually ignore the light from being calculated during rendering, but the light is just so faint that it seems like its not casting any light?
What I would like is some working lights, since I usually use HDRI for rendering and therefore use fairly few lights, its often that the scene is poorly lit while working. But having to turn each light off before a render or delete them all and then add them again is just annoying.
Its basically just the opposite of the checkbox that is already there "Include in OpenGL preview" and it could just be called "Include in renders" or something and be turned on by default.
raven posted at 5:51PM Sat, 09 September 2017 - #4313856
This is how I set up a light to not render but illuminate the scene, if it helps. Obviously the colour chips in the SimpleColor node and the Diffuse and Specular chips are RGB 0,0,0.
This is a render of a hires ball with the setup you use.
As you can see there is a faint outline. My guess is, and might be wrong, but that you render with ground plane visible? in that case everything renders black, which gives the impression that the light is off. But if thats the case, that you render with the ground plane visible, you run into other problems, which is much worse in my opinion. First is that you should never render with the ground plane visible, it does nothing but increase render times (from some tests I did, it increases the render times by about 70%), so why they would add it by default is a mystery to me, it really give people a bad impression of especially Superfly being slow, and this is even if you render just a simple scene, like a Ball, it still have to render the whole ground plane for no reason. Besides that the Ground plane also block HDRI lighting, which again in my opinion is crucial to get any decent lighting, due to the very limited light settings. And even if you could get some good lighting, without HDRI it would probably not be worth the time :D
And that bring me, to them adding better HDRI controls, like controlling intensity etc :D
Here is a simple scene. Hires ball and ground (construct) only default textures. Some times it had a white light. Sometimes it doesn't.
Here are the ball, a light, and the ground.
Here it had the ball and one light no ground.
here are no lights with and without the ground respectively.
And here is the scene with raven's setup with and without the ground.
As you can see, the images are the same. It looks like you have the cast_light option checked on the background texture. I get similar to what you get without any lights if I have that checked.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
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Ability to create a material that hides specific body parts, and to save one aspect of a material and add it to another material with out replacing the material all to gather
Layers in the material room