Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Right, so far so good but consider that the picture is only going to look acceptable at a certain distance. The closer you get, the worse it will look until eventually, you'll see the individual pixels.
You'll either need to use an extremely high res image or make something that looks similar to the above using procedural shaders. You will be able to make your shader fine grained enough to withstand close viewing but the downside to that is, a fine grained procedural often throws up artefacts at a distance. You can alleviate it somewhat by hiking up the quality of your renders - Pixel samples up, Shading rate down - and even by using different "resolutions" of the shader for subsequent shots, or adding texture filtering.
Coppula eam se non posit acceptera jocularum.
Ah, you posted the second pic as I was writing my reply. No idea what the circle things are. Maybe that's a Superfly thing; I don't have that renderer in my version of Poser but I'd guess it's Poser's attempt to make the texture look acceptable.
Coppula eam se non posit acceptera jocularum.
Flat ground textures can be wonky when viewed from a particular angle. I'd check the readme on the ground texture set for the best render settings. It's possible during the animation you might need to change the ground setting the closer the camera is to the ground (or fiddle with the camera setting). You could morph the ground a bit to give it some depression and rises. Tony Vilters has a great tutorial about how to create the ground morphs.
https://www.youtube.com/watch?v=IQtTmkkAjXc
Changed during my typing. Sam's on to the right answer.
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.
Ok then. Confirms my first post, in that you're going beyond the image's capability there. You need to get a much better resolution somehow. At the scale of detail you need, procedural is the only way to go.
Coppula eam se non posit acceptera jocularum.
Textures can be animated. While the camera falls,switch from the normal res texture to a high res texture which will be seen on the ground when the camera hits it. The animating of one texture to the next can be adjusted so as to appear to be blurred motion from the falling camera. Distance texture as the camera stands->close up texture when the camera comes to a stop on the ground.
For the whole weekend (sleepless hours), lastnight, and tonight. Been through 1000 renders, re-mapping for proper texture sizes and texture fixes. Found a solution and nearly solved. It is in the bump mapping, not in the diffuse. For bump mapping has to be a tileable (seamless) texture. And in the diffuse can be just a color, no image, unless if you want one, then you have to remove all the colors in the image to just one color. Like I did in the sample renders. Still working on this, and now I can get it done.
Also, I noticed. Poser doesn't have a Normal map nod, and where would I apply it. Normal mapping will help ease the problem.
Top tire view.
and lastly, ground view. I can make camera lower, but do not need to. Still working on this.
You can use normal maps in Poser. They plug into the Gradient_Mode channel, which gives you the option to select between Gradient Bump and two types of Normal Map.
Coppula eam se non posit acceptera jocularum.
if it's a animation it don't need to look as detailed as a still.the lest maps you have the less you have to go wrong.you can mix a bump color in a 2d app n just use one .jpg.
if a angles no working try another angle. can always hide flaws with ,anime running zoom, blur ,distance focus ,smoke ,dirt etc etc. dirt rushing up from the camera moving the air. if a cameras falling maybe its all ready has a cracked lens from what made it fall.
the more stuff you have in a scene the less one thing you have to focus on.
odd angles n close ups are always a pain.
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OMG - that is a superb image and camera angle Robo2010! Really amazing.
I aim to update it about once a month. ย Oh, and it's free!
Well, I uploaded an image of my finished progress. Took a lot, Poser really needs a "ColorRamp" nod for Superfly, to give the puddle effect. Took Blender tutorial "puddle" and copied the nod to poser and had to adjust. Made the road, concrete, sidewalk prop in Hexagon, then UVmapped in UVmapper pro. Here is the procedures if anyone is interested. Playing with ColorRamp, HSV, and Noise is key for puddle effect. Black is water, and white, grey is dry ground. Good luck. Like to see some stuff. !
The trick is to swap out textures during movement blur. Road texture uses a med-res map at a distance, then a block of that road texture uses a hi-res map for close-up use.
www.youtube.com/user/ShawnDriscollCG
ShawnDriscoll posted at 6:14PM Sat, 17 February 2018 - #4324616
Post road work, I do in post.
What, every single frame of an animation? I admire your work ethic and perseverance.
Coppula eam se non posit acceptera jocularum.
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I thought I knew what I was doing until this problem arrived. Trying to animate a camera falling to ground sideways, then to see ground level (every crease, pebble, etc). Then a vehicle drives over the camera. At a distance the ground level (Pavement, sidewalk cement, or ground), looks okay. But at ground, close up level, all I get is shaded squares. What I am doing wrong? I get large scale images, thought that will help, bump mapping (if I am doing that right). Tile? Nope...been a huge struggle. Can this close up ground even be done instead of seeing shading colored squares? Or am I forgetting something?