Forum: Poser - OFFICIAL


Subject: Where is Poser going?

shedofjoy opened this issue on Nov 06, 2017 ยท 173 posts


AmbientShade posted Wed, 08 November 2017 at 1:04 AM

moogal posted at 1:54AM Wed, 08 November 2017 - #4317562

If Poser had a viewport like blender's Eevee I guarantee more people would start animating.

Not necessarily. A real time renderer would be great in Poser, but one factor I think you might be missing there is poly count. How well does Eevee handle 1million+ poly count scenes? Poser content artists tend to often ignore this aspect of content creation, but there's a ton of content out there that has tens of thousands of polys, sometimes hundreds of thousands, and that sort of content doesn't function too well in a real time engine. In fact it can bring your system to its knees if you don't have a high end machine. I've seen hair models with upwards of 300K polys. Once you dress a single figure in Poser, with hair, shoes, clothes, accessories, you could quite easily be approaching the 500K - 1million poly count, and that's without adding in additional clothed figures, buildings and other props. The reason real time rendering works so well in game engines is because most game engines use very low poly models. Poser generally does not. You also don't see weight mapped joints in game engines because that again draws on processor resources that are needed for the rendering engine to do its job.

Not saying it's impossible, or shouldn't be a requested feature, but content artists would have to start learning how to build models more efficiently, and users would have to start learning how to decimate their models - once the decimation tools that currently exist get refined.