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2,568 comments found!
Well, and the product says it comes with instructions and tips. If costathomas followed those and had a problem, that's a lot different than not knowing where to begin.
Thread: Interactive Superfly? | Forum: Poser - OFFICIAL
The version of Cycles that Poser uses was old when it was put into Poser many years ago now. Cycles today is worlds better than what's in Poser. You might want to learn more about Cycles before jumping to conclusions about it. Second of all, Cycles has worked in preview in Blender since before it was added to Poser. Poser just doesn't support using it there. Third, showing that you can render metal and shiny things well with a dark plain background avoids pretty much all the reasons that Cycles was needed.
The reason Firefly is problematic in most modern scenes is down to hard weaknesses, some of which your renders make really clear, IMHO. Its GI (IDL) is splotchy, and works so bizarrely that it can't be made efficient in any modern sense. That's not so visible on surface with details, but it's glaringly obvious on anything solid or simple. It doesn't support caustics, so rendering glass in any way that works is out of the question. Which also interacts with that GI/IDL problem, since then your only solution is to fake refraction with transparency, and transparency with reflection and IDL grinds FF to a halt. Hence your completely unrealistic windshield and problematic water. Its SSS is also problematic in terms of efficiency. It also only works properly if you specifically use the node that doesn't allow you to change the scattering radii except by pull-down presets. There's a lovely softness to FF's scattering that I really appreciate, but nothing that improves on SF's scattering so much I'd choose it. And more importantly, modern Cycles has random walk scattering, which works so much better and more realistically than the algorithms available in Poser. Then there's translucency. FF just doesn't support it, regardless of what the Poser root node says. FF also only partially supports emission shaders. You can kind of fake it with IDL, but it creates blotches and renders slowly and doesn't illuminate much even with settings in the 1000s unless you're using a huge mesh. Even in the old version of Cycles in Poser, it's not hard to light cleanly with meshes in SF.
Firefly can definitely make beautiful renders. But it also forces anyone who wants to render, say, regular jewelry with gems or a wall with a window that isn't its own actor, to come up with outlandish hacks just to have something that looks halfway decent. And I know, because I've made those hacks after trying everything I could to avoid them. They can come out OK, but often they take forever to render and tend to look like the hacks they are. In terms of shading, it only handles reflection and albedo/diffuse solidly. Literally everything else, from emitting to refracting to scattering, has significant problems and limitations. In a world where DS offers Iray for free, Poser can't survive being restricted to a renderer that can't render caustics, can't render translucence, has splotchy, error-ridden GI, has splotchy, error-ridden emitters, and is mad slow the moment you add transparency to anything.
That all said, by far what makes Poser's SF renders so much less realistic than Blender's Cycles ones is less about the renderer and more about Filmic's superior color management. I'd really love to see that in Poser as much as I'd like to see modern Cycles features like adaptive microdisplacement and random walk SSS.
Thread: Poser Tools for Blender 2.5 | Forum: Blender
Blender 3.0 is on the horizon now. It has been through at least 2 API changes since 2.58. 3.0 is getting an asset library with thumbnails, along with several other key features.
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Thread: Using Dynamic Clothing | Forum: New Poser Users Help