14 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
Darchind | 8 | 210 | ||
Darchind | 16 | 300 | ||
Darchind | 4 | 175 | ||
Darchind | 2 | 122 | ||
Darchind | 3 | 177 | ||
Darchind | 10 | 262 | ||
Darchind | 4 | 165 | ||
Darchind | 10 | 235 | ||
Darchind | 3 | 135 | ||
Darchind | 21 | 336 | ||
Darchind | 12 | 306 | ||
Darchind | 9 | 202 | ||
Darchind | 30 | 426 | ||
Darchind | 21 | 429 |
59 comments found!
Thanks a million. This is exactly what I was looking for. Hopefully it also works for scenes, as I think the presence of textures really causes the framerate to stagger in the preview window. It can be quite a distraction when posing figures in a scene.
Thread: Instantly Wipe All Textures? | Forum: Poser - OFFICIAL
Would it be easier to just make all the image files for the material zones blank via CR2 editing?
Thread: Indoor Scene Rendering? | Forum: DAZ|Studio
Thread: Indoor Scene Rendering? | Forum: DAZ|Studio
By dynamic lighting, I would be referring to lights that are actual entities, such as an opaque beam rather than just "spot here" or "spot there". I guess my expectations are bit too high in that regard, lol.
I've had success with setting a distant light with shadows enabled while using linear-point lights to liven up spots of interest (e.g.: windows in a house, where sunlight would be entering through). But it seems that in order to illuminate my actors, such as a male or female model, I have to adjust the linear-point light each and everytime I want to create contrast so that they actually stand out from the surrounding.
I guess what I'm looking for is a means to set my lights so that I never have to adjust them, no matter the angle I move the camera.
Thread: Question about Texturing & Character Creation | Forum: Poser - OFFICIAL
Thanks. I didn't realize the vertices on the output of the figure changed with morphs. That clarifies the whole process for me.
Thread: Strange Bend Issue | Forum: Poser - OFFICIAL
That solution in particular didn't work, but it led me to something that does. I simply hit the "Zero Rotations" button in the Joint Editor and it fixed it completely.
Thanks anyhow.
Thread: Question about Creating Morphs | Forum: Poser - OFFICIAL
Poser Morph Loader. I'll definitely look into that. These additional steps lead me to see why Mytilus said he prefers to use the magnets for his morphs, lol. He's the artist/seller I talk with most often.
I never have the "Weld Identical Vertices" option checked, by the way.
Thread: Question about Creating Morphs | Forum: Poser - OFFICIAL
'Just ran into a new problem. It seems that anytime I try to warp a model, when I load it as a morph target I get the error prompt, "Target has wrong number of vertices." From what I have gathered, moving, rotating or scaling the figure in any way or form causes this error.
Is there any way I can edit the mesh without disturbing the number of vertices in the process?
Thread: Question about Creating Morphs | Forum: Poser - OFFICIAL
Wow. That makes me feel really dumb. LOL. Apparently what I was doing wrong was I was creating the morph from the original .obj in 3DS max, but then I was trying to create a morph from that already morphed .obj, resulting in the rest of the vertices going whack.
That clears up my entire problem. That you very much.
Thread: Question about Creating Morphs | Forum: Poser - OFFICIAL
I'm using Poser Pro 2012, 64-bit.
How do you exit a body part geometry? From the sound of it, you're isolating a part of the geometry and manipulating only that part so that when the morph target is loaded it affects only that part.
Thread: Possible to Rename Material Zones? | Forum: Poser - OFFICIAL
Thank you for the information, everyone. I was looking for a "rename" option, but didn't realize it was the same as the "replace" option.
Thread: Delete Materials? | Forum: Poser - OFFICIAL
For anyone else following this thread, CR2Editor can be downloaded here:
http://www.morphography.uk.vu/dlutility.html
Thread: Delete Materials? | Forum: Poser - OFFICIAL
Thread: Delete Materials? | Forum: Poser - OFFICIAL
Thanks for the help, everyone. It cleared up some misunderstandings I previously had. However, I seem to have run into a new problem in the process.
I created a geometry in 3DS Max and imported it to Poser to just fine. I loaded the Setup room, and then I applied the Michael 3.0 skeleton base, as well as its groups. What I have now is a figure with the SkinTorso, SkinHead and all other material zones from Michael 3.0. When I load my .obj in UVMapper like you all suggested, the SkinTorso, SkinHead and other Michael 3.0 specific material zones do not appear.
I am trying to get rid of the useless material zones while retaining the same skeleton of the figure I intend to conform the geometry to.
Thread: Need Help with Scaling between Poser & 3DS Max | Forum: Poser - OFFICIAL
What also works is to lower the figure base's scale to 10.0%, build a geometry, boom it up to 660%, then export it at vertex scale 0.01. The lower the figure base's scale, the greater the scale needs to be of the created object. Interesting how that works. This could come in handy when designing a large building or a more complex scene.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: Instantly Wipe All Textures? | Forum: Poser - OFFICIAL