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19 comments found!
I had an issue with the Hair BDSF not working in Queue Mgr like it is in Poser, and reported it. My support person mentioned an issue with Transparency, but could not find that bug report. Root cause on my bug could have been a transparency issue. Try to render the same object alone in a scene. If it does not work the same in queue manager, report it along with the two rendered images.
Thread: Just having fun | Forum: Poser 12
This is G1 Justin with Tyler hair. It is a 2-tone SSS shader I was playing with, and Ghostship eyes :-). The Hair BDSF shader looks really good here (80% transmission, 20% reflection). Porting clothes for G1 is a real, pita though. Both of these meshes have unwelded gaps.
Thread: Poser Update 12.0.288 (Win) is Available for Download | Forum: Poser 12
Several places now I have discovered odd changes to the cycles materials I had stored with the initial launch version. One for sure: on the Math node the multiply has changed to ceiling. I've also noticed (I am pretty sure) that my image maps have changed from flat projection to cube. I think, with less certainty, that relationships between the nodes were lost, too
Not happy that my stored materials are not backwards compatible. I noted that you've adopted Agile software practices. You must have also adopted 100% automated testing to support this. Please add backwards compatibility regression tests for the cycle nodes storage.
Thread: SSS Help/Advice | Forum: Poser 12
Thanks for the comments. i've learned quite a bit working through the SSS shaders.
I reproduced the red effect around the eyes in Poser 11. So very unlikely that its a Poser issue. I created a graduated mask in Photoshop to deal with the effect around the eyes, to try and stay consistent. I'm quite happy with the results overall. @ghostship2 thanks for your shaders on sharing - they've been very helpful. Each year I make minor improvements that keep adding up. I'd like to figure out hair next...
Thread: SSS Help/Advice | Forum: Poser 12
hborre posted at 8:43AM Thu, 12 November 2020 - #4404290
Okay, eyelash is not the culprit. When using Subsurface on the PrincipleBSDF for the skin face texture, that value should be around 0.01, probably lower. That mesh must be very thin to radiate that so much scatter. I ran Subsurface at a 0.015 value for the rest of the body. I would imagine that you would need to set the scale much lower to overcome that artifact. I will try to post something preliminary tomorrow but I'm glad to find a solution.
I am using a 3 layer SSS to represent the three layers of the skin, then mixing them together. While the Deep Red SSS is .03 scale, it is only mixed at 40%. The top two layers are mixed 50%/50%, then specular and oil layers are added on top of that. I added a mask on the Deep Red SSS to remove the effect around the thin eyelids, but it is a P.I.T.A. It feels like this is an error somewhere. Either my shader setup, or the software itself.
Thread: Principled BSDF wrong default settings? | Forum: Poser 12
Thanks for pointing this out. it made me go read the manual and Specular on this shader was not what I thought it was. I was stupidly thinking that roughness would take care of the specular, but that is just not the case.
Thread: Constant crashes | Forum: Poser 12
I was about to report that it has been extremely stable for me. I've had one crash so far: In the material room, pressing buttons too fast. (like a guess playing clue) Lesson I've learned long ago: Don't press buttons too fast. Wait for Poser to finish what it's working on. The other thing is it seems fast on start up, but slow at other more mundane tasks. Flipping materials seems very slow. Generally, ok so far.
Thread: Poser 12 Cycles preview | Forum: Poser 12
ghostship2 posted at 10:00AM Wed, 04 November 2020 - #4402451
yeah, it is interesting. The latest info states that Poser's Superfly is based on Cycles 1.12. That is superold.
Cycles appears to have a different version scheme than Blender. I found this page of tags of the Cycles source code and 1.11.0 corresponds to Blender 2.8.1. If 1.12 is to be believed it would appear to be the most recent branch of code, still yet untagged. While this may mean that the version of Cycles is still "beta" and may require future updates to fix bugs, it is a good sign that we are getting all the new features.
https://developer.blender.org/diffusion/C/tags/master/
Thread: Will Poser 11.3 run in Mac OS Catalina? | Forum: Poser - OFFICIAL
I am on Catalina( 10.15.6 ) running Poser 11.3.818 with no issues. I just upgraded to 818, which appears to be an extremely minor release.
Thread: Problem fitting clothes to L'Homme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Yes, that worked. I totally missed that morph did not realize it was set to a value. I could not understand why L'Homme was set up to start at 110% Scale. Thanks!
Thread: Problem fitting clothes to L'Homme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Thread: Problem fitting clothes to L'Homme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
I haven't tried to play with scale yet. I will do that. But I see this in the Poser 11.3 release notes.
"The La Femme figure will be updated to remove dial for LโHomme morph, which will now be a stand-alone figure. This change was done in response to the community requests and vendors so that they may now create content for the male figure in a much more streamlined manner to which they are accustomed to making products for Poser."
Thread: Problem fitting clothes to L'Homme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
I was thinking exactly along these lines. It doesn't work for me. I can get a decent looking prop that appears to fit but as soon as I apply a rig either in the fitting room (just go in with the prop and create a figure with no more fitting), or in the setup room (I've tried the Dev rig as well as the normal LH rig), it jerks up out of place.
This process works fine for LaFemme. I can transfer the joint zones and I can get the clothes to conform. It will not work for LHomme.
Thread: Problem fitting clothes to L'Homme | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
So, what you said doesn't make sense, but I tried it anyway. (The shorts are M4. Transferring the morph to them makes little sense in my mind. they are just going to look like image 1.)
I took my M4 clothing confirmed it to LH and transferred the L'Homme morph to it. It actually fit fairly close until I turned on the LHomme morph. Then it deformed like the first image. (This is presumably because the LF -> LH morph is a fairly severe change in geometry. It just doesn't transfer to clothes well.)
But worse, I now have an M4 rigged pair of shorts on an LH. They don't move the same, so when I move LH's legs the mesh bends horribly. So, I transfer the joint zones over to the shorts. This is now much worse. The shorts are now shifted way off the LH body. No recovery possible. start again. (I didn't really expect this to work, anyway.)
So, in my mind, I believe I need an LH rigged pair of shorts. When I fit the shorts to LH, and save the fit as a prop. I should be able to add the Dev Rig to that, right? nope. I had already tried that. Adding the rig appears to set it up so it would line up to the LaFemme rig.
So, explain like I'm 3. How do I get a rig for LH that doesn't bring along all the morph baggage of LaFemme? Maybe, there is a tutorial out there for LHomme clothing vendors that explains this?
Thread: Quickie Survey II: What Poser Feature Do You Use Most? | Forum: Poser - OFFICIAL
Firefly - weapon of choice
Animation - invaluable tool for comic renders. Each frame is a new panel. Saves tons of disk space.
Material Room - obviously
Morph Brush - gotta have. nothing is perfect. Everything needs a tweak.
Import/export - to work on mesh/morphs in an external tool
Then infrequently
Cloth room
Python scripts
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Thread: Queue Manager | Forum: Poser 12