Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 10 8:20 am)
I think the p5 render looks better in general. It's hard to tell without the same lighting, same poser, same character-- one variable at a time. As far as the figure goes, I don't like Judy's face. I think she's ugly and haven't been able to get an incredibly different face shape/structure without using the face room. And the faceroom makes the head not match the body and screws up the proportions. You can try and make the head match better by either using her original texture, or redoing the body texture to match your new faceroom texture.
Rita - If you choose "Apply Shape Only" in the Face Room, you won't alter the figure's texture. I think Judy's general body geometry is better than Victoria and poses that include thigh bends (where the thigh intersects with the hip) are handled much better. Also, poses where Judy's arms are above her head look more natural. I prefer the Victoria morph dials and I really have come to dislike Judy's basic facial geometry. Bluch! I'm convinced she's an alien. I do think the production mode Firefly renders look extremely good, but since I don't like building scenes in Poser I probably won't be using it much except for character studies. -Nancy. -Nancy.
Attached Link: http://www.planettribes.com/allyourbase/
Re speeding up Firefly..Have you applied the service pack (it does speed it up)
Also Nerd (god bless him!) posted a series of tweaks to speed up FireFly. They work too.
Having had Poser for all of two weeks (since the one-legged Irishman discovered Wiltshire) I would say on the whole.. Judy is an Alien....
It was when I was working on the face room and was flicking between the pose room and face room (I using smooth shaded on the pose room and (fade-up the twilight zone music) there she was..
Talk about "all your bases are belong to us"
if you don't know what I'm talking about see link above
P
Attached Link: http://64.171.55.164/greendress.jpg
p5 takes longer to render yes, but then so do all raytrace render engins. see link for head from face room with just head added to judy char. and a dress model i made done in cloth with stock dinamic hair from library. as to the head coloration diference. put only the head on the body not the texture and it keeps the origanal head texture. or rework the boy texture to match. as to realisum p5 render is miles ahead of p4 in end results. but then again that is to be exspected with a more advanced render engin.If you applied a face in the face room, what I do to make the body match is, after I apply it to the model, I go into the material room and choose the skinbody and try different colors in the diffuse channel to try and best match the face, then in post work I only have a little blending to do in the neck area
Poser 9 SR3 and 8 sr3
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Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
I used the low res pose mats for the face. The only thing I did in Face room was to change some features. The original render was 912X1005 using white background. Raytracing was off. I used Production render. I quit checking the render after 42 minutes as I had to have dinner. So when it stopped rendering I don't know. I let it go until I returned but it was a minimum of 42 minutes. I also used the P4 render in P5. Same dimensions and all boxes checked off except the last one. This took 6 minutes. The other figure on the right was rendered in Poser4 and took all of 2 minutes for a 912X1075 render. I also use multiple figures in Poser so I'll stick with Poser4 and save the P5 until I can get a faster machine! As far as I'm concerned, for what I paid since having poser, I shouldn't have to use postwork for the figure. Never did with Poser4 and Daz unless I was applying a transparent veil or some such thing. And Velen, very nice work. Wish I can get close.
I think that the skin tones are much more realistic with the P5 engine. I wish the the Poser eyedropper worked like Photoshops, in that you could sample a color (in this case the face color) and apply it to the body texture. It seems like people are coming up with good work arounds though, of course if the figures wear more clothes it probably wouldn't matter as much as long as the colors are in the same ball park. I think the whole P5 family are aliens. I think there is something decidedly sininster about Don, and Judy looks very matronly. As for the children, I've not examined them as closely--but who knows pods maybe.
42 min? What kind of system are you rendering this on? I'm finding that, unlike P4, P5 requires much higher system resources. I noticed your also using dynamic hair in this example. Dynamic hair can look good, but if your system isnt up to it, itll choke. Just as an example:
On the old machine (amd tbird 1.1ghz machine with 1.3gb sdram), P5 would run & render well until I added dynamic hair, then it would choke come render time (30min to an hour to render).
On my current machine (amd athlon XP 2000 with 1gb ddr ram), P5 runs great with dynamic hair, and large renders usually dont take longer that 15 min. (large renders example: Mil Dragon with dynamic hair (10,000 hairs) and full size texture map (4000x4000) rendered @ 3000x3000x600dpi, render time: 16min 30sec.)
Also, I noticed your using the long curly dynamic hair in your picture. This hair with default settings tends to tax the system more than the others during setup. At least on mine, thats because for some reason, the Show populated was left checked on the long_back section of the hair by default. (Took me a while to find that one. Couldnt figure out why it took longer to pose that hair.) You may also want to consider substituting that dynamic hair for the old styled hair, It looks just as good, and will drop your render time.
There are a lot a tricks one can do to speed up P5, try taking some time and play with the settings. Im willing to bet you can drop that render time down by half at least (if not more.)
Good luck!
~DM
Yes, hair is the biggest ressource-eater... For a test i have exported one of the default hairs as obj file: it was >6meg and had more than 60000 Vertices inside. As comparison: the figure itself is <2meg and about 20000Vertices. So one hair is about 3 figures. Now i understand some of the P5 crashes... 4 fully clothed figures was the max that my pc could handle without permanent crashes in P4. Considering the obvious fact that P5 is more or less P4 + some additional rooms without big engine changes, the crashes are the same that i was used from P4... now i can sleep again :-))))
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