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Poser 12 F.A.Q (Last Updated: 2024 Oct 22 2:54 pm)



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Subject: Old overlays don't work anymore? HELP


Darktoz ( ) posted Sat, 19 December 2020 at 6:54 PM · edited Mon, 25 November 2024 at 3:32 AM

Hi,

I have a lot of old V4 stuff that I bought from this site. Some of these use the ASM Shaders script, like lululee's assets, some use their own! With the installing of Poser 12, nothing works anymore!

I get this error:

RuntimeError: Bad magic number in .pyc file Traceback (most recent call last): File "C:Darktoz LibraryRuntimelibrariesCharacter2 Clothing11 Lingerie Sexy Bikini and Stockingslululee latex outfitsLatexTattoosL-Arm-Design-Black.py", line 4, in result = ASM_Load_Shader(r":Runtime:Shaders:lululee:Benevolence:Latex-Designs:8-Arm-Design-Black.sh8") NameError: name 'ASM_Load_Shader' is not defined

or this one:

RuntimeError: Bad magic number in .pyc file

or this one:

File "C:Darktoz LibraryRuntimelibrariesOverlaysBody WriterRegBitch_Black.py", line 9 poser_app = "poserpro.exe" ^ TabError: inconsistent use of tabs and spaces in indentation File "C:Darktoz LibraryRuntimelibrariesOverlaysBody WriterRegBitch_Black.py", line 9 poser_app = "poserpro.exe" ^ TabError: inconsistent use of tabs and spaces in indentation

Like I said, all of it did work with Poser 11! The tattoos from Shanassoulmate, the stocking and clothing overlays from lululee (which I both bought on this site, so you would expect them to run on Poser 12!), everything!

Now, no overlay works! What can I do to get it to work again? I already reinstalled the Shaders, but it still does not work!


Rhia474 ( ) posted Sat, 19 December 2020 at 7:00 PM

All of those scripts were written in Python 2.x. It is now a deprecated language version and Poser 12 uses Python 3.x. And yes, that means basically everything we had before is not useless.

The good news is that there is work behind the scenes to fix some of the major ones. The bad news is: as to scripts we purchased for money here before--I'd suggest to contact the vendor and see if they have plans to redo those. When they were released, they worked, but as always, there is never a guarantee that older products would work in newer software versions. It sucks, but I remember when a lot of scripts stopped working when PP12 came out as well.

I hope the store plans to clearly mark the older scripts as to in what version of Poser they work in.


randym77 ( ) posted Sat, 19 December 2020 at 7:16 PM

I'll be keeping Poser 11 around so I can use the old scripts. Lululee's Poser products require Semidieu's Advanced Shader script, and it sounds like he's out of Poser now, so it's not likely to be updated. However, if you apply the overlays in Poser 11, you can pose and render in Poser 12.


Rhia474 ( ) posted Sat, 19 December 2020 at 8:21 PM

Yep, that's my standard workaround right now for EZSkin3 as well for Superfly, along with a bunch of other scripts.


qaz ( ) posted Sun, 20 December 2020 at 8:33 AM

Rhia474 posted at 8:28AM Sun, 20 December 2020 - #4408002

Yep, that's my standard workaround right now for EZSkin3 as well for Superfly, along with a bunch of other scripts.

Which is OK, except the Ezskin shaders do not work in Poser 12, or do we have updated shaders now ? At the moment Poser 12 is useless to me until someone comes up with new shaders. Is anyone working on this ? I want skin shaders that work and material shaders like metal, stone etc.


hborre ( ) posted Sun, 20 December 2020 at 9:49 AM

Snarly is working on a new version of EZSkin that will work in P12. I have seen a sample of the new UI for it. Someone else will be writing up the new tutorial. When will it be released? Heaven knows, ATM. Maybe when P12 is officially released in its final version.


qaz ( ) posted Sun, 20 December 2020 at 10:19 AM

As far as I remember, the UI is one thing, the shaders is something completely different. hopefully people are working on new shaders.


Y-Phil ( ) posted Sun, 20 December 2020 at 12:23 PM

@Darktoz

Over time, I've bought a few of Shana's tattos packs (#1 to #8 + #10). I have never used any of those scripts. I prefer the "color_math" (for Posersurface) or color:mix (for Cycle) solutions, both in "Multiply" mode. With Poser's Compound nodes, it's easy to create a ready-to-use node. Example here with Cycles:

2020-12-20_19h20_24.png

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Darktoz ( ) posted Sun, 20 December 2020 at 7:57 PM

@Y-Phil

Is there a tutorial or something for Poser's Compound nodes?


hborre ( ) posted Sun, 20 December 2020 at 8:57 PM

@Y-Phil: Be careful on the subsurface value on the PrincipleBsdf node, I have found that setting it too high will cause severe sss self-illumination in areas around the face. I usually use a value between 0.01 and 0.015, nothing greater than 0.02. That's an interesting compound node, I would like to see it's internal node arrangement someday.


Darktoz ( ) posted Sun, 20 December 2020 at 11:53 PM

Nothing that even briefly involves a script does work anymore. Like specific morphs...meaning half of my library. It is too frustrating, so I give up and go back to Poser 11.

But thanks for trying to help me out.


Y-Phil ( ) posted Mon, 21 December 2020 at 1:35 AM · edited Mon, 21 December 2020 at 1:35 AM

hborre posted at 1:34AM Mon, 21 December 2020 - #4408074

@Y-Phil: Be careful on the subsurface value on the PrincipleBsdf node, I have found that setting it too high will cause severe sss self-illumination in areas around the face. I usually use a value between 0.01 and 0.015, nothing greater than 0.02. That's an interesting compound node, I would like to see it's internal node arrangement someday.

Happy to know that: I was wondering why so "small" values...

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hborre ( ) posted Mon, 21 December 2020 at 9:30 AM

Darktoz posted at 8:59AM Mon, 21 December 2020 - #4408084

Nothing that even briefly involves a script does work anymore. Like specific morphs...meaning half of my library. It is too frustrating, so I give up and go back to Poser 11.

But thanks for trying to help me out.

I understand your frustration. Many of us venturing into P12 are going back and reinventing the wheel so to speak. I am kitbashing those material room scripts that work in P11 to work in P12. And with the help of others who have been kind enough to share their knowledge and discoveries, I'm making progress in using the new software.

@Y-Phil: Yes, it appears that the SSS settings are sensitive and don't require outlandish numbers for them to properly work. Your Subsurface Radius should be 1,0.2,0.1 but it depends on the channel you are using as a subdermal layer. If you use the PhysicalSurface for your cycles rendering, the SSS settings at the bottom represent values in mm for dermal penetration. So for caucasian human skin, your red channel should be 4 to 6 mm, the Green channel should be approximately 4mm, and the Bule channel should be less than 1mm. That is according to scientific literature. Ghostman Uber 3 shader compound node has an interesting arrangement for SSS and I need to spend time with it because of the results I'm seeing. Again, values vary on the lower end for SSS but the effect is impressive where you get a ruddy look to the skin especially around the ears. With the right adjustments, the model looks like it's blushing.


CHK2033 ( ) posted Mon, 21 December 2020 at 10:50 AM · edited Mon, 21 December 2020 at 10:54 AM

Ghostship

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HP Zbook 17 G6,  intel Xeon  64 GB of ram 1 TB SSD, Quadro RTX 5000 

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hborre ( ) posted Mon, 21 December 2020 at 11:10 AM

TY. Was looking at the wrong folder in my Library.


ChromeStar ( ) posted Mon, 21 December 2020 at 2:20 PM

Darktoz posted at 2:16PM Mon, 21 December 2020 - #4408084

Nothing that even briefly involves a script does work anymore. Like specific morphs...meaning half of my library. It is too frustrating, so I give up and go back to Poser 11.

But thanks for trying to help me out.

Some scripts still work. V4 injection morphs still work. There is definitely a lot broken and needing update, but it depends how things were written. It would be nice if Poser would at least automatically catch and fix the easy obvious issues (e.g. inconsistent use of tab vs space for indenting should be possible to autocorrect, or changes in how things need to be capitalized), and the magic number error which is about the Python version number (I don't see any reason the user shouldn't be allowed to override that and at least give it a try). I don't know enough Python (I don't know Python at all in fact!) to know how many of the changes could be addressed that way vs things that require serious attention.


Y-Phil ( ) posted Mon, 21 December 2020 at 4:04 PM · edited Mon, 21 December 2020 at 4:05 PM

ChromeStar posted at 4:00PM Mon, 21 December 2020 - #4408149

Darktoz posted at 2:16PM Mon, 21 December 2020 - #4408084

Nothing that even briefly involves a script does work anymore. Like specific morphs...meaning half of my library. It is too frustrating, so I give up and go back to Poser 11.

But thanks for trying to help me out.

Some scripts still work. V4 injection morphs still work. There is definitely a lot broken and needing update, but it depends how things were written. It would be nice if Poser would at least automatically catch and fix the easy obvious issues (e.g. inconsistent use of tab vs space for indenting should be possible to autocorrect, or changes in how things need to be capitalized), and the magic number error which is about the Python version number (I don't see any reason the user shouldn't be allowed to override that and at least give it a try). I don't know enough Python (I don't know Python at all in fact!) to know how many of the changes could be addressed that way vs things that require serious attention.

In fact, that magic number also kind of protects against habits in Python2.x that must be changed in Python3. Furthermore, there's some APIs that changed from Poser11 to Poser12.

Just in case, API stands for Application Program Interface, these are Poser functions at your disposal, for example to create a dialog, to fill lists, turn on/off lights in Poser's rooms, etc... They are made available through the use of a specific library, provided by Poser. The same kind that allowed us to use the JSON importer in previous versions of Poser, for example.

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(っ◔◡◔)っ

👿 Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gamng, Asus Tuf Gaming RTX 4070 OC Edition, 1 TB SSD, 6+4+8TB HD
👿 Mac Mini M2, Sonoma 14.6.1, 16GB, 500GB SSD
👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️


Y-Phil ( ) posted Mon, 21 December 2020 at 4:22 PM

hborre posted at 4:21PM Mon, 21 December 2020 - #4408127

Darktoz posted at 8:59AM Mon, 21 December 2020 - #4408084

Nothing that even briefly involves a script does work anymore. Like specific morphs...meaning half of my library. It is too frustrating, so I give up and go back to Poser 11.

But thanks for trying to help me out.

I understand your frustration. Many of us venturing into P12 are going back and reinventing the wheel so to speak. I am kitbashing those material room scripts that work in P11 to work in P12. And with the help of others who have been kind enough to share their knowledge and discoveries, I'm making progress in using the new software.

@Y-Phil: Yes, it appears that the SSS settings are sensitive and don't require outlandish numbers for them to properly work. Your Subsurface Radius should be 1,0.2,0.1 but it depends on the channel you are using as a subdermal layer. If you use the PhysicalSurface for your cycles rendering, the SSS settings at the bottom represent values in mm for dermal penetration. So for caucasian human skin, your red channel should be 4 to 6 mm, the Green channel should be approximately 4mm, and the Bule channel should be less than 1mm. That is according to scientific literature. Ghostman Uber 3 shader compound node has an interesting arrangement for SSS and I need to spend time with it because of the results I'm seeing. Again, values vary on the lower end for SSS but the effect is impressive where you get a ruddy look to the skin especially around the ears. With the right adjustments, the model looks like it's blushing.

Ok, thank you for the explanation. I was using 0.15, 0.1, 0.1 for the subsurface radius. Your values are better, even with 0.01 as subsurface, which acts as a multiplier for the radius, from what I've understood.

𝒫𝒽𝓎𝓁


(っ◔◡◔)っ

👿 Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gamng, Asus Tuf Gaming RTX 4070 OC Edition, 1 TB SSD, 6+4+8TB HD
👿 Mac Mini M2, Sonoma 14.6.1, 16GB, 500GB SSD
👿 Nas 10TB
👿 Poser 13 and soon 14 ❤️


parkdalegardener ( ) posted Tue, 22 December 2020 at 4:42 AM

hborre posted at 4:33AM Tue, 22 December 2020 - #4408127

Darktoz posted at 8:59AM Mon, 21 December 2020 - #4408084

Nothing that even briefly involves a script does work anymore. Like specific morphs...meaning half of my library. It is too frustrating, so I give up and go back to Poser 11.

But thanks for trying to help me out.

I understand your frustration. Many of us venturing into P12 are going back and reinventing the wheel so to speak. I am kitbashing those material room scripts that work in P11 to work in P12. And with the help of others who have been kind enough to share their knowledge and discoveries, I'm making progress in using the new software.

@Y-Phil: Yes, it appears that the SSS settings are sensitive and don't require outlandish numbers for them to properly work. Your Subsurface Radius should be 1,0.2,0.1 but it depends on the channel you are using as a subdermal layer. If you use the PhysicalSurface for your cycles rendering, the SSS settings at the bottom represent values in mm for dermal penetration. So for caucasian human skin, your red channel should be 4 to 6 mm, the Green channel should be approximately 4mm, and the Bule channel should be less than 1mm. That is according to scientific literature. Ghostman Uber 3 shader compound node has an interesting arrangement for SSS and I need to spend time with it because of the results I'm seeing. Again, values vary on the lower end for SSS but the effect is impressive where you get a ruddy look to the skin especially around the ears. With the right adjustments, the model looks like it's blushing.

Poser's diminutive scale seems to be an influence in some PBR shaders like SSS. I am not entirely convinced the mm penetration distance is accurate when using Physical Surface and like I posted in the other thread and I still see the effect disabled if the three scatter distances are equivalent. 1, .01, .01 was used in the other thread but I see .02 working for green just fine.



hborre ( ) posted Tue, 22 December 2020 at 9:09 AM

Yes, I agree. The penetration numbers may not be accurate based on Poser's PBR but I extensively tested those settings on several models and have concluded that they are close enough to get the desired effect. There is definitely a fine edge where certain values will or will not trigger the effects, it's just a matter of finding them and fine-tuning the numbers.


Richard60 ( ) posted Tue, 22 December 2020 at 10:12 AM

While there may be a bug in the 3 values being the same, which is that if R=G=B=0 then do nothing this continues as if R=G=B then there is no purpose in that what you get is white light below the surface so does not change the color. The work around is the make each value almost but not quite the same. So R= 2.50, G=2.499 and B=2.501 that would get you to almost the same distance inside the skin and then scatter.

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