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33 comments found!
Richard60 posted at 9:51 AM Wed, 4 December 2024 - #4491899
Here is my test results. 3 object you see here all got 16k+ textures. Preview render options is 16k too.Well since the article basically says the same thing I did if you want the Mips maps to be higher than you crank the Preview up to 4096 so that the next Mip map will be 2048 and the third 1024 and the fourth 512. The Mip Maps are created on the fly by Poser and use the original texture map. Of course, the Original Map will have to be at least 4096x4096 or it won't make any difference. But you still run into the problem the further away the object is the less pixels it will have and the texture will still be compressed to fit. But making the Mip Map very large it may push the point where the image starts to blur. So that if an image was 1024 to start and it looks OK up close then if you use a 4096 image and it drops down to 2048 there will still be the compression line, however, it may not be as noticeable.
With the logic, I should have blurred textures way far but there is no difference at all even I change the resolution of texture or preview render. As I said this is result from 16k textures.
If there is someone out there to code a script to fix this, I am ready to pay.
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
Wow, this is great source! Do you have any idea that I can change the distance for this behavior or any kind of stats? I am searching that where is the mip map poser uses?This seems like a pretty good explanation of why mip maps are used: https://gdbooks.gitbooks.io/legacyopengl/content/Chapter7/Mip.html
It also becomes apparent why there is a line beyond which the texture would become blurry. Because you have gone past a certain distance from the camera and therefore transitioned to a different mip map.
Of course since it is meant to solve a problem with things in perspective, you might not want it if the things in your image are aligned that way.
Thread: OpenGL Mip Map Option At Preview, How to change more details? | Forum: Poser 13
@nerd
As I said, the method you said is working well for not-complex models like ground, items. But at humans or hair it gets very noise.
Here you can see the difference. You can lose smoothness at eyes and hair mostly.
Texture filter does not change anything at all.
Thread: OpenGL Mip Map Option At Preview, How to change more details? | Forum: Poser 13
It would not change anything as you see the texture resolution/quality is already bad.Can you just double the render dimensions and downscale those output files to get the detail you need?
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
Thank you. I noticed that too but do you know how to change those OpenGL setting or what is even Mid Map means for poser? As I see, that option lowers the resolution of the texture for reasons I don't know. Without it, objects are fine but transparent textures like hairs go very noisy.I tried that with DM's PromptFantasy.
In my environment, a similar phenomenon occurs when I check "Enable OpenGL Mip Maps". The screenshots are from P13, but the behavior is the same on P11.
I think that is affected by anti-aliasing and denoising by the OpenGL library.
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
ghostship2 posted at 6:42 PM Sat, 9 November 2024 - #4491195
Hey.TLDR. Has anyone tried to render out a massively larger render? That might mitigate the perceived blurry far away objects.
Reduction in size in Photoshop would give you clearer reduced size render.
I figured out that it's not blur but lower the texture resolution when I use "Enable OpenGL Mid Maps". When I disable it, I don't get any blurring at all but it creates a bit noise mostly at more complex characters like humans. So it's not so usable as it is. I searched everywhere what are those OpenGL Mid Maps but I cannot find out anything in Poser at all. It only says, it makes the preview better. Yeah it does and it does not.
Any one got any idea about that? what is OpenGL Mid Maps and what can I do about it?
As you see here, right side is OpenGL Mid Maps enabled and it kills the texture resolution and left side it's disabled and you can see all the texture clearly.
As I said it creates noise around complex characters so I need to find a middle way. Thx!
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
But it happens fast. I mean you can clearly see the line there. With your logic it should slowly happen but here Poser just makes a line at a distance and say "ok, I will blur it after that". This is my problem.The reason is simple. Look at the circles that are close how many can you count? 3-4. Now count the circles in the back how many do you see? 8-9. Now the number of pixels in each of the scan lines is the same (we will say 1024 to keep it simple). So, if the number of pixels in the circles up close are say 1024x1024 you can compress the images to say 1/3 for the three up front circles, but the ones in the back have to be compressed 1/9. These are rough numbers and are only to make the point. The fact is the more pixels that are required to be used for the image the more the compression will distort as more of the information is tossed out. I run into this problem all the time at the college where the Art instructor sees an image on the computer monitor which is 1920x1080, but the projector can only display 1280x720. So, where the instructor is seeing 9 pixels (3x3) the projector can only show 4 (2x2) which is over 1/2 the image being changed/thrown out. Poser is doing the same thing. Where you want 9216 pixels to be drawn there is only 1024 pixels of screen to draw those 9216 pixels on. So, the image is compressed and that is why it looks blurry.
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
you will always get this blurry effect on floors when making preview renders, there is no way around and found on any Poser versions all the way up to the latest Poser 13.
I fear to hear that.. but why?? Isn't there even a script ro bypass that?
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
I tried it full 16k. Again as I said if you see the picture, half of the ground already got proper textures but get blured when you get far.Have you checked your render settings for preview, and tried adjusting the "Textue Display"
Highlighted in the image below. No idea if if will help or not, but can give it a try.
Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL
RedPhantom posted at 6:49 AM Thu, 7 November 2024 - #4491066
Resolution is 1080p. Textures are good as you see the problem happens on the object. Closer good, far blurry. This happens to my all ground objects.Did you check the resolution in the settings? Also, check the textures themselves as some of the textures I've used haven't been of a good quality. You might also change your camera angle. It may be that Poser's preview doesn't handle that well.
The problem is always that flat surfaces on ground. It's a like focus line just for flat objects but I can't find why poser do that all.
Thread: Future of Poser | Forum: Poser 13
Asking for 100$+ every year for this program with minimal additions and fixes will bury it more and more every day. Content creators need to find buyers who will need to buy the program first. As I heard, there is only one developer left to work on poser. It could be false but I will believe it as I see the progress.
At an age we got all the game engines and 3D programs for free, making your own program which got minimal support/updates/new stuff "paid" is just the worst marketing you can do. Adobe can do that, but poser can't. This is milking a cow corpse, which will not work as we see.
I don't count that we don't have a proper tutorial about animating. I am animating for 20 years with poser and I still did not see any animating tutorial more than waving hands sinse.
Furthermore, I still use V4, and I will use her forever, as there is no content for the new models.
I am using Poser 11, as it's nearly rock solid for animating as it just does not crash at all with animate window. Poser 11+ and 12 crashes when you just skip frames a bit faster.
In the end, there is exactly no reason to get Poser if you already use it for 20 years and too old and lazy to learn Blender even Daz.
Thread: Pz3 Save File Load Crash | Forum: Poser - OFFICIAL
Thank you! I though maybe there is a little check or fix for it. Redoing some work is always annoying.
Thread: Poser 13 Wishlist | Forum: Poser - OFFICIAL
I am using Poser 11 Pro pre-renderocity era still because even Poser 12 was not stable at animating as when I just pass the frames even slower, I got a crash and the UI is very laggy.
But the real problem is, devs did not touch to animating part at all.. not a slightest improvement.. IK is still pain in the a**.
I am checking all the patch notes and they are so few that even you combine all the Poser 12 patches, it looks like 1 or 2 patch worth and they jump to 13. Why? It's like Overwatch 1 and 2 situation. It's just a patch but you try to sell it as a whole new thing. It's like there are max 2-3 devs behind Poser and they work on their free time. It's dead slow.
There are still no proper tutorial videos to explain things for poser. When you search, you get 10 years old videos with very simple things. The only animating tutorial is just waving a hand :)..
It's just sad.
Thread: Are you impressed with Poser 13 ? | Forum: Poser - OFFICIAL
I still use Poser 11 pre-renderocity build for animations because late builds all crushes if I just go back and front at animation UI. I got Poser 12 and it has all the 20 years old work rooms which are still not working or useful as something.. 20 years old.. We are at AI age and you need to fight against Poser to do something at every corner.
I tried some renders at Poser 12 and the results are worse then a game engine. Shiny eyes, stupid shadows. I should not be a pro to fix all those every time. I just want my program to render something properly on it's own. And we got Poser 13.. everything is nearly same. Patch notes from 12 to 13 is maybe less then a little update. It looks like a hobby solo dev project at this point.
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Thread: Ground Objects gets blurry at preview with distance. P 11 Rro | Forum: Poser - OFFICIAL