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41 comments found!
Electronic P6 to P7 upgrade here: Also waiting for some kind of information (probably the email you mention).
Quick questions regard the serial number:
Thanks
Thread: Magnet: "Remove" Element to Deform (instead Add) | Forum: Poser - OFFICIAL
Thank you (this is one of the most responsive forum I saw so far). Just as a comment, normally the "DEL" button comes together with the "ADD" button. I wished my bank account had only the "ADD" button. Regards Marcio
Thread: Judy for P6 owners: Yes/No ? Where ? | Forum: Poser - OFFICIAL
Thank you very much Little Dragon (including the handy link).
152MB on the way down ...
Message edited on: 07/10/2005 17:33
Thread: Curious Labs is now e-frontier? | Forum: Poser - OFFICIAL
Thread: Curious Labs is now e-frontier? | Forum: Poser - OFFICIAL
Thread: Poser hair room what I found out about hair length and hair density | Forum: Poser - OFFICIAL
Findings:
The "Hair Density" dial controls de density of the group and shows the number of Hairs in the faces (poly). It does not show the total number of hairs, but only the number of hair in the faces.
Hairs = Vertices + Hairs in Faces
Hairs = total number of hairs in group
Vertices = total number of vertices in group (1 hair in each vertice)
Hairs in Faces = total number of hairs in all faces of that group
Hairs in all faces = SUM(INTEGER(density X face area))
Hairs in Dial = INTEGER(density X total area)
obs:
4-side poly (QUAD) = 2 faces
3-side poly (TRIA) = 1 face
Minimun number of hairs in face = 1
Lets test with the BALL prop:
Area: 0.030684 poser native units (got from 3DS)
162 vertices
280 QUAD ( 1 QUAD = 2 faces )
40 TRIA ( 1 TRIA = 1 face )
The minimum number of hairs is:
7 x 20 QUAD x 2 hairs/poly = 280 hairs
2 x 20 TRIA x 1 hair/poly = 40 hairs
TOTAL = 320 hairs in face (plus 162 vertice-hairs).
The first chance in the number of hairs should be an increase in the middle layer of the ball, from 2 hairs to 3 hairs.
1 x 20 QUAD x 3 hairs/poly = 60 hairs
6 x 20 QUAD x 2 hairs/poly = 240 hairs
2 x 20 TRIA x 1 hair/poly = 40 hairs
TOTAL = 340 hairs in faces (plus 162 vertice-hairs).
Density = 340 / 0.030684 = 11081
So, any density below 11081 (including density = 0) will generate the same result:
320 face-hairs (plus 162 vertice-hairs), or in other words, any density above 11081 should create more hairs than the minimum.
But for some reason, Poser Hair engine will only start to create more hairs, with density above 11244, informing the generation of 344 face-hairs, but in reality, that will generate 400 face-hairs (plus 162 vertice-hairs).
1 x 20 QUAD x 4 hairs/poly = 80 hairs
2 x 20 QUAD x 3 hairs/poly = 120 hairs
4 x 20 QUAD x 2 hairs/poly = 160 hairs
2 x 20 TRIA x 1 hair/poly = 40 hairs
TOTAL = 400 hairs in face
Conclusion: My maths can get close, but can not get exact results. So, I can not explain exactly how it works.
Thread: Poser hair room what I found out about hair length and hair density | Forum: Poser - OFFICIAL
I'm trying also to understand the mysteries of the hair engine.
I understand the "Hair Density" dial (as the name says) control the hair density that is measured in hairs per area unit. For example:
The "One sided square" measures 0.1 x 0.1 Poser Native Units (let me call it as pnu). That prop has only 1 poly.
Creating hair on this entire prop and setting the hair density to 10000 hairs/square pnu will generate:
0.1 x 0.1 x 10000 = 100 hairs.
The "Square Hi-Res" measures 0.7 x 0.7 pnu. That prop has many polys. Creating hair on this entire prop and setting the hair density to 10000 hairs/square pnu will generate:
0.7 x 0.7 x 10000 = 4900 hairs.
Any way, interested in any further explanations about this subject.
Thanks
Thread: Dynamic Cloth - 5 minutes using the good tutorial from svdl | Forum: Poser - OFFICIAL
Btw, I was not able to create the simulation again. The "Collision" engine crash when the hands touch the body. I have used the first P6 standing pose and the hands penetrate the body and the "Collision" engine seems to get lost. I had to redo the pose.
I do not understand why I got it ok on the first time.
Thread: Dynamic Hair - first steps - need advise | Forum: Poser - OFFICIAL
The dynamics calculation is very fast: 15 seconds for all 120 frames. The render is far more slow: 38 minutes for all 120 frames (19 seconds per frame) Render set in Auto (the one associated with Min shading rate = 1.25), 532x566 in size, codec MS Video1 @ 100%. CPU = AMD64 +3200
Thread: Camera rotation around any pivot point | Forum: Poser - OFFICIAL
With "PoV" + mini-control Camera Rotation, the only param that change are xOrbit and yOrbit. No change in any Dolly (X,Y or Z)
It's all personal preference, but please, try the "PoV" once, to compare ...
Message edited on: 04/29/2005 00:58
Thread: Camera rotation around any pivot point | Forum: Poser - OFFICIAL
Using the "PoV" the following mouse controls are always respected:
My point is, I'm looking for a very precise, very predictable way to handle the camera using the mini-controls.
Using the "Launch to prefered state" I setup a scene with only the "PoV" prop and with the Aux Camera below it with the Aux Camera already point to the PoV. So at statup I'm already set.
[Edit] (for sure) PoV can be hiden when necessary, but it's confortable to let it in the scene so you can always knows where your camera is pointing at.
Message edited on: 04/28/2005 22:02
Message edited on: 04/28/2005 22:03
Thread: Camera rotation around any pivot point | Forum: Poser - OFFICIAL
Glad you like it. This is the data I used to make my "PoV" just in case you are interested ...
v -0.001 -0.001 -0.001
v 0.001 -0.001 -0.001
v 0.001 0.001 -0.001
v -0.001 0.001 -0.001
v -0.001 -0.001 0.001
v 0.001 -0.001 0.001
v 0.001 0.001 0.001
v -0.001 0.001 0.001
g
f 4 3 2 1
f 5 6 7 8
f 2 3 7 6
f 3 4 8 7
f 1 5 8 4
f 1 2 6 5
Thread: Free "Genesis Hair for Jessi" | Forum: Poser - OFFICIAL
Thank you kirwyn to share this great gift.
Please, allow me a question as I'm trying to follow and understand what you have done. In your scalp surface, in the top front, there are 10 faces varying from 6 to 10 nodes. When populated with hairs, they became more dense than the rest, btw, very appropriated.
The question is about those faces with more than 4 nodes - why use them instead a more dense mesh of "standard" 4-nodes faces ?
Thank you
Thread: P6 native unit now = 103.2 inches ... was not 100 inches in P5 ? | Forum: Poser - OFFICIAL
Carolly, with the "new" Poser6 native unit (8.6 feet tall), that would be a huge native naked woman ;)
Message edited on: 04/18/2005 09:26
Thread: P6 native unit now = 103.2 inches ... was not 100 inches in P5 ? | Forum: Poser - OFFICIAL
Carolly must be a very funny person. She has a point (does 5% matters?), but being pessimist, I think this changes in units may end up in troubles somewhere. In CAD systems, changes in units or tolerances are terrible.
Dr. Geep ... you caught me. I got a new PC and regard Poser, I installed only Poser6 on it, so, I do not have Poser5 installed anymore to test. I got that information (the 100 inches) from my previous notes - but I believe you ... so, title change.
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Thread: Just got my offical notice for Poser 7 | Forum: Poser - OFFICIAL