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115 comments found!
Attached Link: RDNA Link
I'm confused because the basic shader at rdna doesn't follow the same syntax as yours at all???Thread: A blatant cross-post in desperation - re Matmatic | Forum: Poser - OFFICIAL
Thread: A blatant cross-post in desperation - re Matmatic | Forum: Poser - OFFICIAL
The variable "V4Collection" has not been defined. I'm sure python requires a variable declaration like any language. Find out where the vaiable is declared for V3 and change it to V4.
Don
Thread: Poser Freezing up | Forum: Poser - OFFICIAL
I had some problems with render 64 freezing but I got it to do a blank render and that seems to have fixed it??? IDonn0 what thats al about.
Don
Thread: Nvidia GPU Driver Update | Forum: Poser - OFFICIAL
Thread: Poser Freezing up | Forum: Poser - OFFICIAL
Quote - Hey, anyone else having this happen. It just started after I installed the poser update. I load a piece of clothing and conform it to the figure. When I click ok, poser freezes up and I have to hit Cntl/alt- delete to get out. It keeps doing it with any clothes I choose. What can be happening? I have Poser7 on windows XP. 2 gigs of ram.
If you have an Nvidia graphics card go into render setting/preview tab and set Transparency Display to Actual and Enhanced mutilayer checked on and texture size to 1024.
Problem should be solved.
Thread: Poser Pro and Vista 64 | Forum: Poser - OFFICIAL
Quote - Thanks for the feedback. The answer to all your questions CSpear is yes to all but the last. I will do that now. Wasn't even sure what to look for, so appreciate you pointing me in the right direction.
The program doesn't close. It just locks up. And, it appears to be an intermittent issue. For example, last night, I worked on it fine with no problems.
I'll take a look at the Nvidia card and see if I can get more stability.
thanks again all!
It's your Nvidia openGL driver. Go into render settings/preview and set transperency to actual and multi layer checked and textures to 1024. Should do the trick.
Don
Thread: My Thoughts On Poser "Pro"... | Forum: Poser - OFFICIAL
Quote - > Quote - Well, not exactly. You need to un-gamma correct all the incoming material first - texture maps, colors entered in the material room, etc. If you don't, you can't actually get accurate lighting, because you're starting with wrong numbers.
This is fine, but you will still need to turn off the automatic 2.2 gamma correction checkmark in the render options. If this disables gamma compensation of textures then you can do it manually with a node per texture file.
What you do not want in any case is baking a gamma curve into your render, then removing it in post and then applying it again. That will ruin your render.
My point exactly. It becomes a real mess and fast.
Thread: My Thoughts On Poser "Pro"... | Forum: Poser - OFFICIAL
Quote - issues? well, i still end up working with various color corrections like levels or blending layers. i wouldn't call those issues, though. as i always say, photographers usually adjust the colors on their works. just clicking render, no matter how much work i do in Poser, can get good results, but nothing i can't improve on.
if you want to talk about issues though, i'd say - **anatomy: **i see a lot of errors even i can tell are awful. and i'm far from an expert. which, incidentally, makes them that much harder to correct. i actually need to start studying.
- AO and shadows: sometimes i hit problems just can't be fully resolved in Poser. that is, i'm getting artifacts of both too high and too low bias. or i have issues with using both raytraced shadows and depth mapped shadows given a particular lighting situation.
- hair: in any pose but standing there, most polygon hair has problems. i've bought some that move well, but they don't take raytraced shadows well at all. hair that doesn't cast shadows often creates a bigger problem. dynamic hair is too resource intensive for results that still need heavy postwork. and i've never seen dynamic hair that didn't, imho, including some popular posts at CG Society.
- (nudes only) genitals: sorry, but when i spend ages adjusting the shaders and lights, i really want results that don't look like Barbie. which puts me in the very, very odd position of having to ask my boyfriend's opinion on how accurate my painting is, much to his amusement. even if it's basically just a line, there's subtleties that make the difference between looking like a painted line and looking like an actual cleft.
- local ambient lighting: i was looking at a skin reference photo once, and i noticed how much redder the insides of the woman's arms were. it was surprisingly obvious for something i hadn't noticed previously. i don't think IBL can account for the ambient effect of the figure's skin and clothes. i haven't really tried this, because i haven't really noticed the loss, but i plan to soon.
- eyes: i have yet to get realistic eye results, and i very rarely see them. i have seen someone in the optical profession (i forget what) try to get an eye model to work properly in Poser 6 and fail. scaling up to 100,000 times helped, but there were still errors with reflection and refraction that prevented it from working properly. this was obvious when viewed from the side. another big problem is very visible if you study people's faces on TV even. or your own in the mirror. because in real life, shadows don't need a bias, the small concavity of your iris is enough to make it darker where the cornea makes highlights. i just saw a perfect example of this last night on TV, and though i can't remember on what. i can say the movie Hard Candy with its extreme close-ups has some perfect references for this. it isn't visible in mostly ambient or frontal light, but it is in when its very directional. most eyes in Poser look dead because if they do have strong highlights, they're not offset by a darker region behind them, nor is there an opposing lighter side.
- eyelids: most figures have problems with the edges of their eyelids. they're either too thin or too thick, too flat, or just plain invisible.
- clothes: if they're dynamic, it's easier to fix certain errors in post than tweak the simulation. if they're conforming, there's almost definitely problems. and both often have small poke-through issues.
just to say, since using mostly raytraced shadows and final resolutions of 2400+ px, my render times have gone up as high as 24+ hours. so if i find a small error that i couldn't see at test render resolution, i tend to just fix it in post. you might be surprised at what can be hidden at even half of that.
All very valid points. I sometimes look at a render I just did and find the problems so I can decide if I want or can post-fix them easier or faster than a rerender in Poser. I also find myself in situations where if I correct something in Poser it completly changes the intent of the image. Post is necessary for almost all Poser renders. Some put up images and state they didn't use any post work and it usually shows.
Don
Thread: My Thoughts On Poser "Pro"... | Forum: Poser - OFFICIAL
Quote - (Whoops I massively crossposted. Here I'm responding to the idea that you can do gamma in post alone.)
Well, not exactly. You need to un-gamma correct all the incoming material first - texture maps, colors entered in the material room, etc. If you don't, you can't actually get accurate lighting, because you're starting with wrong numbers.
It seems to me that vendors need to start disclosing their material settings prior to purchase by consumers. Otherwise your image could be a hodge-podge. I know what your thinking..... let the artists correct everything... "buyer beware".
Don
Thread: My Thoughts On Poser "Pro"... | Forum: Poser - OFFICIAL
Quote - i learned that the first time i was trying to deal with low light images. it's awfully obvious.
just for full disclosure: i'm not using VSS on everything, because the prop takes an oddly large amount of time to load (i have to troubleshoot that) and i'm bad about new workflows in Poser. i am using GC materials on everything.
Ok so manual GC is added at the material level? What issues are you having in post?
Don
Thread: My Thoughts On Poser "Pro"... | Forum: Poser - OFFICIAL
Quote - just my opinion...
i use adjustments of bagginsbill's gamma corrected materials in P6. i still make corrections in Photoshop. in my experience, it's always better to get as good an initial result as possible. and i'm probably just not knowledgeable enough, but i haven't been able to get as good results from just color correcting in post.
i'll research and see if i can learn enough to improve an old image and compare.
If your using VSS on everything in a scene it should work but if you only use it on the character you'll end up with a mixed bag of corrected and not.
Don
Thread: My Thoughts On Poser "Pro"... | Forum: Poser - OFFICIAL
Quote - > Quote - Cinema 4d, Maya, XSI, 3D Studio Max and Lightwave all have 64bit versions. I'm not sure what other programs the Fusion plugin works with.
PoserFusion plugins available for C4D, Maya, 3ds max and Lightwave.
They are now also available in 64-bit versions:
http://www.contentparadise.com/forums/showthread.php?t=9879
Thanks for the heads up :)
Don
Thread: VSS Skin Test - Opinions | Forum: Poser - OFFICIAL
Very nice Bill. I think your hitting on something now. VSS is great but I for 1 need the shaders and a simple stupid method for applying them. I really like the look Rgus gets where the skin is soft and smooth but makeup and other details are kept. ex. http://www.renderosity.com/mod/gallery/index.php?image_id=1741518&member
Thanks, Don
Thread: Far and Near Illusion | Forum: Poser - OFFICIAL
Quote - Hi Don, well what I am saying is place the character in empty space and I guess set up a walk path. I tried that earlier but it just appears that my character is just walking in place in the straight ahead view, not advancing forward. Would this be a matter of adjusting camera?
I would create path, animate the prop using the path, make the bg a solid color and then of course save it in avi format. After that use an avi editor and blend it with another movie backdrop. But an example would be perhaps a person exiting out of a building and walking down a sidewalk until the go off the screen right to left etc.
This does not have to be honed to perfection yet, just to dabble. So I dont plan spending a bunch of money on pricey programs for a 5 second video :)
Ok I gotcha now. In movie render settings you have an option to render and image sequence. Use this and render to .png format with no background defined and you'll end up with just your character in your scene (transperent background). A simple way to get your path right would be to load a single frame from your video into the back ground and match your character to that. Then move the animation forward to your last frame (for a 3 second video at 30 fps that would be frame 91) Now you can see where your character needs to be at the paths end. Create your path to match the background image, remove the background and render to an image sequence.
Don
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Thread: A blatant cross-post in desperation - re Matmatic | Forum: Poser - OFFICIAL