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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Antonia - Opinions?


adp001 ( ) posted Thu, 06 October 2022 at 5:54 PM
primorge posted at 5:22 PM Thu, 6 October 2022 - #4445996

hborre posted at 4:54 PM Thu, 6 October 2022 - #4445993

If you are using the PhysicalSurface node, you have access to displacement.  But you need a significant resolution for it to work correctly.  Don't even bother with Cycles ATM, it's trickier to get the right values for displacement.

@ADP, I peeked into that MC6 file and I see no reference to the PrincipledBsdf node anywhere in the coding.  It looks like it's missing nodes.

I played around with the physical surface with displacement in the past, the values were tricky there also. It did seem to work but not quite like it does in Firefly. Seemed to require more subdivision than expected IIRC... I'll play around with it some more, does seem a shame to hinge certain details on displacement and have that not work in both renderers optimally. Subdivision morphs out of Zbrush can be unpredictable, can cause you to waste some work.

Thanks for commenting hborre. Also saw your comments on it in the other forum, I'll fuss around with it a bit more seriously when the time comes.

You cannot implement the way displacement is implemented in Firefly (micro-polygons) in Cycles. The Blender programmers have done something along these lines, but in a very different way. A displacement map brings different results in the two render engines. This simply cannot be avoided (and never will). It doesn't really matter, because Firefly will certainly die away more or less quickly. Or completely slip into a niche.

Nevertheless, the way displacement is implemented in new Cycles versions is the better one. Since the geometry is divided where it is necessary. Namely in the close range. Everything further away remains untouched (a kind of subdivision on demand).

In Poser's Superfly a relatively old Cycles implementation works. We Poser users have to live with that :)
Rule of thumb: Where Highres morphs work, a displacement map works the same way (like a morph, displacement shifts the geometry towards normal).





adp001 ( ) posted Thu, 06 October 2022 at 6:15 PM

@primorge: About the "sand effect" - yes, you are right :)

I did the preview with my smartphone. Image is ok on a 6.4" OLED Screen :)




odf ( ) posted Thu, 06 October 2022 at 6:21 PM
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I have thoughts, but might there be a more appropriate thread to discuss this in?

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Thu, 06 October 2022 at 6:40 PM · edited Thu, 06 October 2022 at 6:40 PM

odf posted at 6:21 PM Thu, 6 October 2022 - #4446003

I have thoughts, but might there be a more appropriate thread to discuss this in?

You're right odf, the only reason I mentioned it was in relation to some displacement map stuff I did on Antonia. Which there will be more once things are stable. I don't have much interest in "ethnic" or "pretty" personally so displacement seems like the most immediate way to fit my needs. Apologies.


Back to my high res plane figure, Susie lol.


odf ( ) posted Thu, 06 October 2022 at 6:58 PM
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primorge posted at 6:40 PM Thu, 6 October 2022 - #4446004

odf posted at 6:21 PM Thu, 6 October 2022 - #4446003

I have thoughts, but might there be a more appropriate thread to discuss this in?

You're right odf, the only reason I mentioned it was in relation to some displacement map stuff I did on Antonia. Which there will be more once things are stable. I don't have much interest in "ethnic" or "pretty" personally so displacement seems like the most immediate way to fit my needs. Apologies.


Back to my high res plane figure, Susie lol.

In the long run, I'm actually less concerned about derailing this thread by getting too deep into highly specific topics than about burying vital information in a place people won't think to look.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Thu, 06 October 2022 at 7:10 PM · edited Thu, 06 October 2022 at 7:10 PM
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Incidentally, I'm trying to condition myself to avoid terms like "ethnic" when referring to non-white people, so please y'all feel free to give me a slap on the wrist if you catch me using it.

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Thu, 06 October 2022 at 8:37 PM · edited Thu, 06 October 2022 at 8:38 PM

I don't recall you using that term odf. Just to let you off the "sticks out like a sore thumb" hook.


odf ( ) posted Fri, 07 October 2022 at 1:06 AM · edited Fri, 07 October 2022 at 1:09 AM
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Maybe it will amuse some of you that while trying to figure out how to work around Blender's insistence on ignoring poly groups, I'm pretty sure I just reinvented a trick I (and probably many others, too) used to use years ago:

- Via a script, change the material names to include the group names. So, for example, the polys in the abdomen actor have group "abdomen" and material "skin_BODY", so the script turns that into a material "abdomen:skin_BODY." The lips have group "head" and material "lips", so that becomes "head:lips."

- Edit the file in Blender.

- On the result OBJ, run a second script that restores the original material and group names.


Now that that's sorted, I can start doing little UV fixes with the confidence that I can get them from Blender back into Antonia's geometry file for Poser without bruising my brain in the process.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Fri, 07 October 2022 at 4:24 AM
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The eye UVs should be fixed now. If anyone wants to check, grab the OBJ from my github repo.

Direct link for convenience: https://github.com/odf/Antonia.Polygon-1.3/blob/main/Runtime/Libraries/Character/odf/Antonia-1.3/Antonia-1.3.obj

Here's a beauty shot (left eye and right eye cover/cornea): 3wLi6E40IJdIR0UryhWdTXDiTMqE1I7CBJDurIaQ.png

The UVs for the right eye are flipped because that's what Blender did when I mirrored the remapped left eye to make the new right one. Not sure if flipped is good or bad. Any opinions?

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Fri, 07 October 2022 at 5:09 AM · edited Fri, 07 October 2022 at 5:12 AM
Bad if it makes her original eye maps look odd.


primorge ( ) posted Fri, 07 October 2022 at 5:15 AM

...otherwise, good job. No more crunching at iris rim or stretching at the pupil. I can't take a look until I get done work.


adp001 ( ) posted Fri, 07 October 2022 at 5:23 AM · edited Fri, 07 October 2022 at 5:24 AM

odf posted at 1:06 AM Fri, 7 October 2022 - #4446034

Maybe it will amuse some of you that while trying to figure out how to work around Blender's insistence on ignoring poly groups, I'm pretty sure I just reinvented a trick I (and probably many others, too) used to use years ago:

- Via a script, change the material names to include the group names. So, for example, the polys in the abdomen actor have group "abdomen" and material "skin_BODY", so the script turns that into a material "abdomen:skin_BODY." The lips have group "head" and material "lips", so that becomes "head:lips."

- Edit the file in Blender.

- On the result OBJ, run a second script that restores the original material and group names.


Now that that's sorted, I can start doing little UV fixes with the confidence that I can get them from Blender back into Antonia's geometry file for Poser without bruising my brain in the process.

Can't reproduce your problem.

If I export a figure from Poser and import into Blender ("Keep Vert Order" and "Poly Groups" checked), then export to Wavefront ("OBJ as" all unchecked, "Keep Vertex Order" and "Polygroups" checked), I can import the mesh into Poser and have all groups intact. But all the materialnames has ".001" appended. This happens with Blenders import an can be seen in Blenders material editor. I didn't try it, but https://docs.blender.org/manual/en/latest/files/blend/rename.html should be a tool to help with the problem.




odf ( ) posted Fri, 07 October 2022 at 5:33 AM
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Are you using the old or new importer, adp001?

-- I'm not mad at you, just Westphalian.


adp001 ( ) posted Fri, 07 October 2022 at 5:39 AM

The old one.

And replace works fine!




odf ( ) posted Fri, 07 October 2022 at 5:41 AM
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Hmm, good to know. I think I‘ll go with the new importer and my workaround now, though.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Fri, 07 October 2022 at 6:18 AM
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odf posted at 4:24 AM Fri, 7 October 2022 - #4446045

The UVs for the right eye are flipped because that's what Blender did when I mirrored the remapped left eye to make the new right one. Not sure if flipped is good or bad. Any opinions?

Okay, I just checked, and it turns out Antonia 1.2 also had the UVs for the right eye flipped. I guess it's a case of "if it ain't broke" then.

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Fri, 07 October 2022 at 7:13 AM
odf posted at 6:18 AM Fri, 7 October 2022 - #4446061
odf posted at 4:24 AM Fri, 7 October 2022 - #4446045

The UVs for the right eye are flipped because that's what Blender did when I mirrored the remapped left eye to make the new right one. Not sure if flipped is good or bad. Any opinions?

Okay, I just checked, and it turns out Antonia 1.2 also had the UVs for the right eye flipped. I guess it's a case of "if it ain't broke" then.
Out of the box it's most desirable to have the eye maps flipped as it lessens that identical look. There's quite a few figures that don't have the flip so landmarks in the iris texture tend to become very noticeable as using the same map. 


primorge ( ) posted Fri, 07 October 2022 at 7:42 AM · edited Fri, 07 October 2022 at 7:46 AM

I do have a small request for a change, feel free to ignore it but you seem to take my observations throughout this thread starting a year ago with some consideration (boob topology, eye topology, face morphs in body, split morph, head injection, UDIM etc), many of those we were on the same page... I'm not sure how much of a PITA it would be but I don't think it would have a significant impact on UVs at all, if any. At least from my experience. It might be too much to copy over the morphs yet again though...

More edge loops in the breasts.

As it is large breasts with undercut and gravity/sag will be difficult without SubD morphs. You probably have a preference for petite, as shown by most of your stuff, as do I in general, but it would be helpful for character.


adp001 ( ) posted Fri, 07 October 2022 at 11:28 AM · edited Fri, 07 October 2022 at 11:29 AM

Plenty enough edgeloops in that area for my taste – I'm still using Bella so far, a really lowres figure compared to Toni. Gladly with proper "Holz vor der Hütte" :)

https://adp.spdns.org/BellaImgs/

My opinion: More polygons are always bad for animations. Antonia still gets by with a bit of a struggle. But with realtime it becomes difficult.




primorge ( ) posted Fri, 07 October 2022 at 11:48 AM · edited Fri, 07 October 2022 at 11:54 AM

adp001 posted at 11:28 AM Fri, 7 October 2022 - #4446078

Plenty enough edgeloops in that area for my taste – I'm still using Bella so far, a really lowres figure compared to Toni. Gladly with proper "Holz vor der Hütte" :)

https://adp.spdns.org/BellaImgs/

My opinion: More polygons are always bad for animations. Antonia still gets by with a bit of a struggle. But with realtime it becomes difficult.

Very nice. Not crazy over the nipples but very nice. Is that Bella of the thousand JCMs? Mankahoo/Ali's Bella? Good job on the undercuts too. Hard to do even on a higher res figure. Must be subdivision. Still in all my request stands, even just a couple more edge loops would help, evening out the quad spacing with some careful and subtle edge sliding should fix any minor UV stretching. Anyway... it was just a thought that odf probably won't entertain at this point. There's other figures for boob stuff. Kinda throws out my super busty grey alien lass idea but I have that cooking for LF anyway.

V4 remains the reigning queen of boob morphs.


adp001 ( ) posted Fri, 07 October 2022 at 12:02 PM
primorge posted at 11:48 AM Fri, 7 October 2022 - #4446081

adp001 posted at 11:28 AM Fri, 7 October 2022 - #4446078

Plenty enough edgeloops in that area for my taste – I'm still using Bella so far, a really lowres figure compared to Toni. Gladly with proper "Holz vor der Hütte" :)

https://adp.spdns.org/BellaImgs/

My opinion: More polygons are always bad for animations. Antonia still gets by with a bit of a struggle. But with realtime it becomes difficult.

Very nice. Not crazy over the nipples but very nice.

A bumpmap could help with that.

Is that Bella of the thousand JCMs? Mankahoo/Ali's Bella?

Yep. I don't care *why* a figure does what I need it to do. Weigthmap, JCM – really, I don't care.

Good job on the undercuts too. Hard to do even on a higher res figure. Must be subdivision.

Subdivision is just 1. No hires morphs.

Still in all my request stands, even just a couple more edge loops would help, evening out the quad spacing with some careful and subtle edge sliding should fix any minor UV stretching. Anyway... it was just a thought that odf probably won't entertain at this point. There's other figures for boob stuff. Kinda throws out my super busty grey alien lass idea but I have that cooking for LF anyway.


What I did: Modfying the UV map a bit. To avoid to big areolas.




primorge ( ) posted Fri, 07 October 2022 at 12:09 PM

"Yep. I don't care *why* a figure does what I need it to do. Weigthmap, JCM – really, I don't care."

Agreed.


adp001 ( ) posted Fri, 07 October 2022 at 12:16 PM
Poser 12 allows you to manipulate UV vectors. This makes "UV morphs" possible. I think I will start working on this with Antonia in mind.




primorge ( ) posted Fri, 07 October 2022 at 12:17 PM

I'm not saying it's not possible with Antonia, I've managed to do it with figures with the same quad/loop density in that area. LF, Nova, a few others... it would be nice though. Just a silly idea I suppose. But that's what this thread is about, or at least at surface appearance. I figured I could indulge a request after spending a year looking at a bald chick doing splits lol.


primorge ( ) posted Fri, 07 October 2022 at 12:18 PM

I don't have software envy ADP, you do you. Sounds cool though.


primorge ( ) posted Fri, 07 October 2022 at 12:31 PM

I will say that the UV morphs thing is intriguing... first I've heard of it. Looking forward to seeing your demos of this, or at least the results. First thing that comes to mind is manipulations such as flatten to UVs in Mudbox. Any links you have to better explanations would be appreciated. But that's probably too OT.


FVerbaas ( ) posted Fri, 07 October 2022 at 3:57 PM · edited Fri, 07 October 2022 at 4:04 PM
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adp001 posted at 12:16 PM Fri, 7 October 2022 - #4446088
Poser 12 allows you to manipulate UV vectors. This makes "UV morphs" possible. I think I will start working on this with Antonia in mind.

You are thinking of uv magnets, adp? 

The Face Texture Converter is a very simple tool to do a sort of uv morphing but, necessarily, in a 3D representation of the 2D environment because that's where the tools are. To project the morph back into 2D it produces an altered texture image. It needs an iterative workflow. Of course a solution directly editing the uv's would be much preferable. Dealing with body part seams will be the challenge.


adp001 ( ) posted Fri, 07 October 2022 at 4:26 PM

Anyone with a new Antonia image?




odf ( ) posted Fri, 07 October 2022 at 5:47 PM
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Content Advisory! This message contains profanity

primorge posted at 7:42 AM Fri, 7 October 2022 - #4446064

I do have a small request for a change, feel free to ignore it but you seem to take my observations throughout this thread starting a year ago with some consideration (boob topology, eye topology, face morphs in body, split morph, head injection, UDIM etc), many of those we were on the same page... I'm not sure how much of a PITA it would be but I don't think it would have a significant impact on UVs at all, if any. At least from my experience. It might be too much to copy over the morphs yet again though...

More edge loops in the breasts.

Not an unreasonable request, but it is indeed too much of a PITA to adapt her to a new mesh topology (for me, with my current workflow), especially when I already have a fairly stable figure. That's why I fixed all the things that were really bothering me about the mesh in one go. So, I'd put the extra breast loops on a list of potential future changes, maybe for our foretold lord and savior Antonia 2. Everyone is of course free to make and distribute their own modifications.

As it is large breasts with undercut and gravity/sag will be difficult without SubD morphs. You probably have a preference for petite, as shown by most of your stuff, as do I in general, but it would be helpful for character.

Yeah, if I were really keen on large breasts, I'd have given her more loops a long time ago.


-- I'm not mad at you, just Westphalian.


odf ( ) posted Fri, 07 October 2022 at 6:00 PM
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adp001 posted at 12:16 PM Fri, 7 October 2022 - #4446088
Poser 12 allows you to manipulate UV vectors. This makes "UV morphs" possible. I think I will start working on this with Antonia in mind.
I am intrigued. How does one make those "UV morphs" you speak of?

-- I'm not mad at you, just Westphalian.


odf ( ) posted Fri, 07 October 2022 at 6:07 PM
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adp001 posted at 11:28 AM Fri, 7 October 2022 - #4446078

Plenty enough edgeloops in that area for my taste – I'm still using Bella so far, a really lowres figure compared to Toni. Gladly with proper "Holz vor der Hütte" :)

https://adp.spdns.org/BellaImgs/

My opinion: More polygons are always bad for animations. Antonia still gets by with a bit of a struggle. But with realtime it becomes difficult.

You might be interested in picking up the low-res Antonia 1.2 for animations and such. You might also be able to copy over some of the new rigging, morphs and such to her if you want.

-- I'm not mad at you, just Westphalian.


primorge ( ) posted Fri, 07 October 2022 at 6:43 PM
odf posted at 5:47 PM Fri, 7 October 2022 - #4446112
primorge posted at 7:42 AM Fri, 7 October 2022 - #4446064

I do have a small request for a change, feel free to ignore it but you seem to take my observations throughout this thread starting a year ago with some consideration (boob topology, eye topology, face morphs in body, split morph, head injection, UDIM etc), many of those we were on the same page... I'm not sure how much of a PITA it would be but I don't think it would have a significant impact on UVs at all, if any. At least from my experience. It might be too much to copy over the morphs yet again though...

More edge loops in the breasts.

Not an unreasonable request, but it is indeed too much of a PITA to adapt her to a new mesh topology (for me, with my current workflow), especially when I already have a fairly stable figure. That's why I fixed all the things that were really bothering me about the mesh in one go. So, I'd put the extra breast loops on a list of potential future changes, maybe for our foretold lord and savior Antonia 2. Everyone is of course free to make and distribute their own modifications.

As it is large breasts with undercut and gravity/sag will be difficult without SubD morphs. You probably have a preference for petite, as shown by most of your stuff, as do I in general, but it would be helpful for character.

Yeah, if I were really keen on large breasts, I'd have given her more loops a long time ago

Very true. At this time Antonia is far and away better than any of the resource figures available with poser. I often forget that. Honestly the figure should be included with Poser, that ever cross your mind as a thing?




odf ( ) posted Fri, 07 October 2022 at 6:55 PM
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primorge posted at 6:43 PM Fri, 7 October 2022 - #4446115

Very true. At this time Antonia is far and away better than any of the resource figures available with poser. I often forget that. Honestly the figure should be included with Poser, that ever cross your mind as a thing?

It crossed my mind, kind-of. I tried to put myself in Bondware's shoes and came up with lots of reasons why replacing LF with AP as a Poser flagship figure would be a terrible idea. I didn't consider adding her as an extra, but I can immediately come up with reasons why they wouldn't want to do that, either. 😁 Anyway, if they wanted, they could. The thing is just, I don't think I would be interested in making any modifications on their behalf, unless it were things that met one of my three criteria - it's fun, it's easy, I want it.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sat, 08 October 2022 at 12:08 AM
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I got through my to-do list and added a character morph (head only) that's been showing up in my gallery for some time. Her name is Annie, Annie Larseworth (hair not included), and her hobbies are reading, gymnastics, vandalism and naked debate club. X7zscnpQW3YDXySkd2Aa7FmSsI4NfjfnrAr4MS7t.png

Anyway, second beta coming soon, I reckon.

-- I'm not mad at you, just Westphalian.


RFreise ( ) posted Sat, 08 October 2022 at 1:18 AM

Cute one


adp001 ( ) posted Sat, 08 October 2022 at 6:22 AM · edited Sat, 08 October 2022 at 6:22 AM

To be a "proper" Poser package the materials would need to be reordered. The VSS materials produce error messages (messagelog) during rendering when Cycles is used. And of course mostly unappealing results.




adp001 ( ) posted Sat, 08 October 2022 at 7:35 AM
odf posted at 6:07 PM Fri, 7 October 2022 - #4446114
You might be interested in picking up the low-res Antonia 1.2 for animations and such. You might also be able to copy over some of the new rigging, morphs and such to her if you want.
That's a bit too little mesh. For the reasons already mentioned here :)

Here is the mesh of Bella. 1x Subdivided and it is also enough for representative stills (as you can see from the pictures already posted). It even goes much more if you use good normal maps.

Still, I'd like to switch to Antonia with what I'm doing. It will take a little while, but some fun has to be after all :)




adp001 ( ) posted Sat, 08 October 2022 at 7:47 AM
odf posted at 6:00 PM Fri, 7 October 2022 - #4446113
I am intrigued. How does one make those "UV morphs" you speak of?
Do you really want to make this a topic here in the thread?

The principle: remodeled UV indices can be stored using <figure>.SetCustomData(...). Poser will then write the data to all poser files like it does with standard morphs for example.
A dial created with <actor>.CreateValueParameter(...) activates a Python script (callback) that then does the manipulation of the vertex data.
The associated script can be bound to the loading of the figure using <figure>.SetMeAsStartupScript().




adp001 ( ) posted Sat, 08 October 2022 at 7:52 AM

Forgot to insert the Image with the meshstructure. I added the image to https://adp.spdns.org/BellaImgs/




RFreise ( ) posted Sat, 08 October 2022 at 10:04 AM
adp001 posted at 7:52 AM Sat, 8 October 2022 - #4446132

Forgot to insert the Image with the meshstructure. I added the image to https://adp.spdns.org/BellaImgs/

I've seen products in the stores that didn't look that good


Y-Phil ( ) posted Sat, 08 October 2022 at 10:51 AM
adp001 posted at 7:52 AM Sat, 8 October 2022 - #4446132

Forgot to insert the Image with the meshstructure. I added the image to https://adp.spdns.org/BellaImgs/

Woah.. She is gorgeous ❤

𝒫𝒽𝓎𝓁


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adp001 ( ) posted Sat, 08 October 2022 at 12:31 PM

glad you like it.

Since I want to switch to Antonia, as I said, I'll probably have to make something with similarly cute attributes for Toni. I think I'll start as soon as the final version of Antonia is available.




adp001 ( ) posted Sat, 08 October 2022 at 2:40 PM · edited Sat, 08 October 2022 at 2:41 PM

I have reproduced the material I made for Poser in Blender. I had to correct the maps with an RGB filter (also works with HSV) and adjusted the intensity values of Bumpmap and Voronoi.

gTyZXzy58SckthGNNa5bZVM7hMpHIfy0A7ywgMsU.png
Provided with a decent texture, the morphing is much more fun :)

( rendered with Eeve, realtime, CPU render)

AZocm9yLaJmrSs1nyDL9njzWUULEFQYvgcg5dPnj.png




odf ( ) posted Sat, 08 October 2022 at 5:22 PM
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adp001 posted at 6:22 AM Sat, 8 October 2022 - #4446128

To be a "proper" Poser package the materials would need to be reordered. The VSS materials produce error messages (messagelog) during rendering when Cycles is used. And of course mostly unappealing results.

Good point! I'll add some comments in the ReadMe regarding the old material settings that come with the Toni textures.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sat, 08 October 2022 at 5:25 PM
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adp001 posted at 7:47 AM Sat, 8 October 2022 - #4446131

odf posted at 6:00 PM Fri, 7 October 2022 - #4446113

I am intrigued. How does one make those "UV morphs" you speak of?
Do you really want to make this a topic here in the thread?

Not particularly, but a little hint can't hurt.

The principle: remodeled UV indices can be stored using <figure>.SetCustomData(...). Poser will then write the data to all poser files like it does with standard morphs for example.
A dial created with <actor>.CreateValueParameter(...) activates a Python script (callback) that then does the manipulation of the vertex data.
The associated script can be bound to the loading of the figure using <figure>.SetMeAsStartupScript().

Interesting! I look forward to your application of this.

-- I'm not mad at you, just Westphalian.


adp001 ( ) posted Sat, 08 October 2022 at 8:38 PM
odf posted at 5:22 PM Sat, 8 October 2022 - #4446170
adp001 posted at 6:22 AM Sat, 8 October 2022 - #4446128

To be a "proper" Poser package the materials would need to be reordered. The VSS materials produce error messages (messagelog) during rendering when Cycles is used. And of course mostly unappealing results.

Good point! I'll add some comments in the ReadMe regarding the old material settings that come with the Toni textures.
Wouldn't materials have been better placed in the Materials section? Seems to me somehow more logical to look for a material in the Materials section instead in the Pose section :)




odf ( ) posted Sat, 08 October 2022 at 9:13 PM · edited Sat, 08 October 2022 at 9:14 PM
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adp001 posted at 8:38 PM Sat, 8 October 2022 - #4446178

odf posted at 5:22 PM Sat, 8 October 2022 - #4446170
adp001 posted at 6:22 AM Sat, 8 October 2022 - #4446128

To be a "proper" Poser package the materials would need to be reordered. The VSS materials produce error messages (messagelog) during rendering when Cycles is used. And of course mostly unappealing results.

Good point! I'll add some comments in the ReadMe regarding the old material settings that come with the Toni textures.
Wouldn't materials have been better placed in the Materials section? Seems to me somehow more logical to look for a material in the Materials section instead in the Pose section :)
I've included the Toni Polygon texture in its original distributed form, with the old materials in the pose section which I think used to be the thing to do in Poser. The new materials I made are in the materials section. I will say as much in the ReadMe.

You can install Toni Polygon and remove everything except the texture maps themselves if you intend to use my materials or your own.

-- I'm not mad at you, just Westphalian.


hborre ( ) posted Sat, 08 October 2022 at 9:19 PM

VSS materials are based on Firefly render engine technology and unfortunately will not translate well in Superfly.  Take a peek at the Material Room set up and you will see dashed noodle connections between various nodes.  To systematically decipher where the connectors are and what they actually do is a nightmare, and I don't think you would want to spend time updating VSS for Firefly.  Your best bet is EZSkin 3 for Superfly, although some settings need to be tweaked for optimization.

And I agree with adp001, materials should be in the Materials section, not a MATPose file in the Pose section.


primorge ( ) posted Sat, 08 October 2022 at 9:44 PM · edited Sat, 08 October 2022 at 9:45 PM

I believe that odf intends to respect the original distribution structure that Saintfox provided, which included MATPoses. His suggestion to dump the files, if you desire, within your own Runtime intends to maintain that distribution as he provides it... it's a molehill.


primorge ( ) posted Sat, 08 October 2022 at 9:50 PM · edited Sat, 08 October 2022 at 9:51 PM

I do however suggest you append Saintfox's textures with files provided by Sainfox for the AP weightmapped version but not included with the 1.2 version. Specifically the makeup files which includes a lip mask. At your discretion.


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