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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: Making of my first P5 Gallery Image


Entropic ( ) posted Thu, 19 September 2002 at 10:17 PM ยท edited Wed, 22 January 2025 at 10:09 PM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=249451

Ok. I've discovered that with P5 there's a definite process to follow for making images work. In order to make things happen properly you need to think through what you want before you even start working. For Knife Wind ( see link ) I started by writing down everything I was going to include to get the desired result. I knew I wanted to include cloth and wind, and I'm not big on naked women ( I like them as much as the next guy, but don't care to render them ), so I figured clothing would be a good way to avoid that. So my initial list was something like this: Hair ( strand-based ) Cloth cloak Armor Weapon I then posed Vicky the way that I wanted, and added the Morgaine body morphs. I had to make the character body first to insure the cloth would drape correctly. Next I loaded her clothing and weapon, all RDNA stuff free stuff, and conformed them. There was no cloth except the body straps, so I decided to save them for last. Now I wanted a cloak, but not one someone else had made, so... I brought in a cloth plane and, using the grouping tool, cut away a head sized hole in the center. Then I trimmed off the corners to make it more circular. I spawned my new "donut" plane, deleted the original cloth plane, and positioned the prop around her head. Then off to the cloth room... First, I created cloth groups for the body straps, setting the cloth properties up to simulate leather. I then created the cloak cloth group setting the properties up to simulate wool. ( This is described in my tutorial on the subject ). I set the collisions up so that the cloth would collide with everything, while the body straps would only collide with the chest, shoulders, and collars. I set a collision depth of 1.5 for the straps ( they're tight to the body ) and a collision depth of 3.5 for the cloak. The cloak didn't need to actually be tight to the body and I decided setting a high collision depth would help to avoid "poke-through". Then I calculated... but wait... I goofed up. I forgot to add the wind. I had to clear the sim, create the wind, and position it the same in both frames 1 and 30, making sure the parameters ( 9 amplitude, 12 range, .4 turbulence, and 15-degree Spread ) were the same across the board. This actually is pretty easy to do. Once I'd created, positioned, etc. I just hit CTRL-C, went to the last frame and hit CTRL-V. You can cut and paste all your dial settings on the selected item at once, btw. ;) Now with the wind added, I recalculated and got 30 usuable frames. I selected the one I like best, then realized I had forgotten to set up the hair before calculating dynamics. *sigh* This time I just decided to load the chinon hair and say forget about it. Off to the Materials room, I loaded in Kiera's free velvet texture for the cape and double checked the transmap on the hair. It was set with a falloff of .6, so I had to drop that to 0. Everything appeared good to go, so I ran a python script to delete all the lights, added two white lights and positioned them. Then I loaded my background image and did a draft render to see how things looked. Hrm... tweaked the lighting... draft render... Looked good so far, so I did my production render, shown at the link above. In retrospect here's what I figured out: 1. Do hair first. 2. Do cloth after everything's in the right position. 3. Add wind and set it up before going into cloth at all. 4. Materials and lighting are definitely the last thing to go over for a still. With animation, I don't know. 5. For objects the figure is wearing ( like the straps ) be sure to drape from zero pose. For all other cloth, you should probably not do so. 6. Calculating dynamics is definitely one of the final steps. I like calculating for a lot of frames, and adding 10 - 20 drape frames to let things get settled decently before moving them about. I hope this helps some of you with your work. If you have any questions, feel free to ask and I'll respond as I'm available. I'm sure that there will be much better work to come, but this is nice I think for a beginning. Paul


ceba ( ) posted Thu, 19 September 2002 at 10:42 PM

Very Very Nice - Question - Can I? then how can I apply materials to the background in the material room?? I keep trying but am missing some thing, since they do not show up in my render except for color?? Thanks


Entropic ( ) posted Thu, 19 September 2002 at 11:08 PM

You have to check "use background shader" in the render options. Thanks go to Kiera for that answer, btw. Paul


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