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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)
Check to see if visible in raytracing is checked in the beards Properties, on the parameter palette. Otherwise... stumped. Looks good btw.
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Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
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Um. Also, although this is a long shot, check the normals forward box on surface root node in the material room and test.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
Sorry to hear it. Apparently you're not the only person that has encountered fitting room invisibility shenanigans... read this
https://www.renderosity.com/mod/forumpro/?thread_id=2904243#msg2904243
I'll do a little research and see if I can find some solution. If I don't comment again you'll know I came up blank.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
Try this
Try setting the beard to unimesh. Figure > Skinning Method
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
Setting the skinning method to unimesh forces Poser to recalculate the mesh's normals. There's a more thorough explanation here
https://www.renderosity.com/mod/forumpro/?thread_id=2920304
Hope that fixed it.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
Unfortunately no success with the skinning method. The difference to the first example you posted is that my figure actually spawned and is visible in the preview. There could be a specific problem related to Fibremesh. I dont know… I hope that there is a way to make it work, because it potentially looks so much better than the Poser hair system. You could of course create a hairprob for every body part but an adjusting hairfigure would be so much more elegant and convenient to use. Just look at it!!! Thanks again for making the effort.
If you want to convert the fibremesh hair into a conforming figure I think - though I'm not certain - that you might need to export the fibremesh as geometry (i.e. using Export from Zbrush to get an obj rather than GoZ). I think that when you use GoZ with fibremesh it becomes static strand hair in Poser, and I don't think strand hair can be turned into a figure.
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Hi caisson. I think it can. I exported the hair as a hairprop via GOZ from zbrush, then turned it into a figure, using the fittingroom. I adjusted it to the head and the neck and preserved the morphs. Back in the main menu i conformed it to the M4 model. Moving it around (as in the picture above) it behaved exactly the way i hoped it would. But for some reason it wasn't visible in the render.
I tried exporting fibremesh using GoZ; imported as a hair prop; converted to a figure using the Fitting Room and get the same issue - it is visible in Preview but disappears when rendered. Using Poser File Editor to look at the pp2 I can see the hair prop is in there but there is no geometry so it is not recognised by PFE as a figure. I would guess that the render engine has the same trouble - it expects geometry and can't 'see' the hair prop.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Poser cannot render point (p X Y Z) or line (l v1 v2 ...) primitives from Wavefront OBJ files. Poser's dynamic hair does use the line primitives to define the vertices of guide hairs, but these get converted to camera-facing billboard facets internally prior to rendering. But, of course, that only happens if Poser recognises the geometry as belonging to dynamic hair props.
Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.
I just did a test with this and on my end it works the way it should.
"Dream like you'll live forever. Live like you'll die tomorrow."
Those are fully conformed ones.
"Dream like you'll live forever. Live like you'll die tomorrow."
I think I found the solution to this.
Once the fibermesh is created in zbrush rename it to M4 Moustache or whatever and it will work when render. When you goz a Fiber with the Fiber name poser sees it as a poser hair and also adds the poser hair nodes to the poser material. When you rename it in zbrush first then those shaders are not created and it treats it as a normal obj.
"Dream like you'll live forever. Live like you'll die tomorrow."
Glad we got it working.
"Dream like you'll live forever. Live like you'll die tomorrow."
Nice one Ghostman, thanks!
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
DavidCampala77 posted at 8:37PM Sun, 10 May 2020 - #4388739
You ghostman, are a true hero. Thanks alot.
Just a side note:
Having had such a beard for several years, I must say that it looks more like a coconut mat...
A real beard grown this long, the hairs would curl instead of standing straight out like poles. Sorry to say, but this beard looks highly unrealistic. Now IF we had a way to "curl" the hair...
Sorry for critique, but I think if someone listens and comes up with a solution, we can get much better results in the future. (N.B.: My own attempts never were any better than beard stubs like "not shaven for three days", which I made with displacement map back then).
So carry on!
Many of Poser's features started with fan projects like this one!
K
Deecey posted at 7:58AM Mon, 11 May 2020 - #4388752
Now the big question ...will morphs copy over reliably?
The test i did with the ones above it did. Due to a beard or moustache beeing pretty heavy in polys it takes a little longer than usual though.
"Dream like you'll live forever. Live like you'll die tomorrow."
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Hello everyone, I have a little problem with a Fibremesh, which I imported from Zbrush into Poser 11 (A). When I render it as an HairProp (B) it looks great. I would like it to adapt to movements however, so i put in into the Fittingroom in order to create a adjusting figure. I still looks great in preview (C) and it adapts to the movements as it should. However in the final render the beard isnt visible anylonger. Does anyone knows what to do? Thanks alot for the help.