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devilsreject | 4 | 27 |
46 comments found!
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Oh, I've duly noted flame wars on highend sites, too. I think that it's more of a human nature thing than it is of a software thing.
Flame wars? Sure. Outright bitching and complaining up and down about the software they (don't) know how to use? Not nearly as much as I see here.
Quote - I once heard a stat that Poser is THE most pirated software in the world. If that's true, then it's possible that Poser has more than 20,000,000 users.
Eh, I'd be surprised if Poser sells more than 60,000 licensed units on any given release. Maybe they do, but I don't care. So if they have a user base in the millions, that's really a hell of a lot of priated copies being used. 3dsmax is widely known as one of the most pirated 3D applications out there, but we know that has to do with it being so tightly connected to the gaming industry. You know, all those millions of young gamers who wanted to make mods for their 'levels' first turned to gMax, which was free, then quickly decided to get the 'better' version... which is 3dsmax. Ooops!... it's $3k, and they've already maxed-out mommy's credit card on porn this month! Time to pay a visit to the torrent underground.
Thread: OT Leaving Poser...FOREVER!!!! | Forum: Poser - OFFICIAL
Quote - That List 99.9% of any one that owns a 3D owns poser also.
Riiiiiiiiiiiiiiight. Positive thinking is good for the soul, so they say. I work with at least 10 people who I know for a fact have never even seen the Poser interface (much less used it), and yet most of them have been doing '3D' for the better part of a decade. Hmmm. Besides, if that were even remotely close, the makers of Poser would be among the wealthiest 3D software manufacturers in the world, because it would mean virtually every single person who own any other 3D app, including those millions of Blender users, and the over 6 million seats of 3dsmax (legal or not), would also own Poser. Man, I'd venture to guess that means... pause to factor in the users of Maya, XSI, Houdini, Lightwave, C4D, Carrara, A:M, and all the dozens of other apps... Poser must have a user base in excess of 20 million people or so. Content creators must be rolling in it! I'm just kidding of course. But not really.
Quote - Who don't own Poser,ya know.
Sorry, I must raise my hand in shame. I was thinking about getting it, but all I ever see in the forum here are complaints, sprinkled with a few words of praise here and there. Makes for entertaining reading though, if yer bored.
Thread: OT Leaving Poser...FOREVER!!!! | Forum: Poser - OFFICIAL
I'm not surprised. Truespace has been around for ages. People recognize the name, and download it to try it. Maybe they had it back in 1998 or so, and are curious about new features. The download rankings don't mean that people are actually using it more often than some others for that reason.
I'm really not surprised about Blender being 1st either. Free is free. They download it out of curiosity, load it, struggle with it's wacky interface for a while, then get some real animation work done in Maya, Max, or XSI.
Just kidding of course. Maybe.
Thread: OT Leaving Poser...FOREVER!!!! | Forum: Poser - OFFICIAL
Quote - interesting that trueSpace is right after Max... and Flash is a modeling program???
Those rankings are based on animation software.
Thread: If you are into Realism in CGI... | Forum: Poser - OFFICIAL
Quote - personally I saw it as a fake soon as I glanced at it. there's a dead give away that glares.
look at her groin. wrong...! the skin is perfect.. not a mark, blemish or imperfection (if you are that perfect there please call Hugh Hephner at Playboy and get into the magazine.. it'll save him a fortune in airbrushing overheads!) ... and the specular looks like plastic there.
it's not bad work I grant you... but no one else saw that error?
Yes, I noticed errors and continue to pick up on some the more I look at it, but not at first glance. The first time I saw it, my eyes didn't immediately relay a message to my brain telling me this was CG, unlike 99.99% of the realisitc renders I see every day. It took me more than a few moments to realize this was not a real photograph, and I give the artist credit at being the first one to render a human figure, in a still image, that actually had me fooled for at least a few moments. I've seen many architectural and automotive renders that were nearly indistinguishable from the real thing, but almost never a human figure. Unlike the vast majority of renders, I believe this is one that could easily convince the average person into believing it's real.
Both my wife and brother, who have no CG experience, were totally convinced it was a photograph, and I had a hard time convincing them otherwise . They never acted that way when I showed them any of my work, so I was a little insulted by that actually.
Thread: If you are into Realism in CGI... | Forum: Poser - OFFICIAL
Quote -
He specifically states there was no projection mapping, and I can see by his WIP and texture maps (which he offers up for scrutiny later in the thread) that this is true.
No, it's not projection mapped per-se, that much is obvious. However, he does indicate that it's never meant to be viewed from multiple angles. I'm assuming this is due to specific lighting and shading that's been perfected for this specific angle, because the models and textures aren't dodgy. Believe me, they'll hold his feet to the coals over there at CGsociety if he used any lowly cheat techniques beyond what is normally considered acceptable for the 3D works there. Especially now that he has Stahlberg's attention.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Reflection/refraction raytracing, and especially true GI were never something used a lot in major productions until fairly recently. Even now, they're still used sparingly. They were available and being explored for a long time, but often dismissed as too slow for any serious production work. Advancements in render technology, as well as hardware improvements made some of these things possible for a big production budget, but still many pro houses choose to fake what they can, or do it in post.
There's an old saying in CG that goes something like: "Never model what the camera will not see, and never raytrace what can be faked". The first part, at least, still hold true.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Quote - In the past, whenever I've had issues with a given Poser scene -- I'd estimate that approx. 90% of the time the problem cropped up at the end of the scene-creation process: during the final rendering stage.
That's usually the case, even in highend apps. Even in some studios I've worked at, sending frames off to render was always the part of the process where we held our breath, and always the part that presented the most opportunity for something to go wrong. Technical Directors were always pacing the floor, ready to come up with a solution to a render issue. That's why rendering in passes and having more tweaking options is something all professionals and serious hobbyists should want and need. We always did a lot of the major color adjustments, render effects, and lots of compositing in post, and rendered according to that theory to get the most consistant results.
Quote - Once again: Poser Pro might serve to fix that.
Yes, it could.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Poser's implimentation of the Tempest renderer, AKA Firefly, may very well just be simplified to death, because they know the majority of their user base doesn't like to be burdened down with complicated parameters they can tweak. Obviously this doesn't please advanced users. I expect a Pro version to be much more like Tempest, which I never really used myself, but have seen screenshots and read discussions about it. Pixel3D users seem happy.
If the vast majority of users who export their scenes to other highend apps do it mostly for the faster rendering, then that explains why Poser is adding the export options to output scenes into highend apps, and serves to futher convince me that they aren't switching to some other kind of render engine natively. They'd have to ditch the majority of the shading and rendering technology they already have and re-code everything new, or invent some kind of conversion script, which still wouldn't be perfect. Seeing how quickly they announced this Pro release after the version 7 release, I can't even imagine that's the case. If it is, expect huge problems in the way of bugs, and some people's heads to explode here in the forums.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Just out of curiosity, what do people find wrong with Poser's renderer? I just found that it's based on Tempest, and further reading into Tempest seems to indicate that it's a pretty solid reyes renderer. Aside from having more control over the render process, I don't see why so many people would be unhappy with this. This kind of renderer, at least the technology it's based on, is production-proven.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Quote - Well, we know that the Material Room is Pixels3D all the way! ;)
A-ha, then I imagine they based the renderer on Tempest as well, being that seems the most efficient thing to do.
Yes, a quick google search brought me to this page:
http://www.keindesign.de/stefan/poser/firefaq.html#10
The renderer is a "sibling" to the Tempest renderer. The shading system is akin to ShaderMaker Pro.
Edit: apparently, this information is no secret. It's stated clearly on the box and documentation in Poser that they licensed the Tempest engine.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Thread: Poser Pro | Forum: Poser - OFFICIAL
Just as a 3rd party spectator, I highly doubt Chaosgroup would bother creating a plugin version of Vray for Poser, at least at this time. 3 reasons come to mind immediately. 1) Vlado is already busy getting the renderer to work like it does in 3dsMax with other apps like Maya, Rhino, and soon Cinema4D. They also have a Truespace plugin, and a standalone version is said to be in the works too. 2) Chaosgroup is known for their extremely helpful community and forums. I think the last thing they would want or need right now, considering all the new formats they're supporting, is to be flooded with bewildered Poser users who have absolutely no experience working with a high-end raytrace renderer. 3) Poser's shader structure is based on the renderman-compliant shader system, if what I'm hearing is true. A new shader system would have to be integrated into Poser or some kind of conversion system would need to be implimented, and I simply don't see this laborious task happening any time in the near future.
Far more likely, if there's any change at all to the renderer, it would be that they are adding some more advanced controls to the Pro version, and exposing more features for advanced users to tweak and fiddle about with speed and. quality parameters. If GI is exposed in the render features, this alone will require a new set of advanced parameters in the render dialogue.
Thread: Poser Pro | Forum: Poser - OFFICIAL
Quote -
Can anyone answer this: can a render engine take advantage in any way of grayscale over rgb? In otherwords, can it be triggered into dealing only with shades of black/white and thus process faster? Might seem trivial, but to an animator the saving of a few seconds on a frame can turn out to be significant. I fight for every second.::::: Opera :::::
If you're using bitmap textures that have RGB color information in them, then forcing the renderer to turn it to greyscale is going to require more processing time, not less. You can turn a color map to greyscale using shader tricks, but again, it's more process intensive than just rendering out color information. It may not even be noticable in time per frame however. If you start with greyscale bitmaps, or shaders without RGB color info, then you're probably saving on RAM because of the smaller memory demand. But I would think any minimal gain in render time would be lost in preparing a scene to do this anyway. You are much better off to just render normally, then convert the scene to greyscale in post. You will also have more control over the end result by doing it in post. 3dsmax has a maxscript that can desaturate your frames right in the renderer, and there's free scripts and plugins that can desaturate based on z-depth, object ID, material ID, whatever you want. Using them actually adds to render time, but gives you unlimited control, even deeper than processing the frames later on in some post software.
My suggestion? Render everything in passes. Max g-buffer allows for some very deep g-buffer pass control for compositing together later. You can render entirely seperate passes for lighting, shadows, z-depth, atmosphere, diffuse surfaces, blend surfaces, specular, reflections, self-illumination, and even velocity (for adding post effect motion blur). Check out the render elements in the render dialogue.
Thread: OT somewhat: Poser --> Major 3D App, XSI earthquake! | Forum: Poser - OFFICIAL
Maxxx, I don't see Cinema getting snubbed by big CG houses solely on the fact that it doesn't have MR support, because so many of these other renderers are making their way into the industry now, there will be some way to incorporate Cinema into the workflow. I know some studios doing this right now. Even if it's just utilizing some feature in Cinema to do something, then going back into another product to continue the workflow, similar to what Blur is doing with 3dsmax and XSI. However, since the render pipeline is the lifeblood of any major studio, not having at least export options to an Mi scripted scene file is not playing in their favor. I believe even Poser here has a RIB export option, which makes it possible to integrate it right into your renderman pipeline. What's more, MentalRay is not usually used for the entire render pipeline in most CG houses anyway. I can't think of one that only uses MentalRay for everything they do.
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Thread: OT Leaving Poser...FOREVER!!!! | Forum: Poser - OFFICIAL