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1,654 comments found!
I think these are the IK goals you're referring to. That's really just an artifact of Poser Traditional skinning. I guess it was a useful bug but it's been fixed for Poser Unimesh figure skinning forever. If you really want to see the goals. Set the figure to traditional skinning. Top Menu > Figure > Skinning > Poser Traditional.
Thread: Why when I thot I did everything right, does this mosh go wrong? | Forum: New Poser Users Help
The clothing doesn't have the same morphs as the figure. The clothes needs the morphs added.
This may take a minute depending on how many morphs you copied.
The clothing now has all the morphs you selected in it. You can save the already morphed clothes to the library so you don't need to do this again,
Thread: Need some techical help setting up a blink morph for Dawn 2 in Poser | Forum: Poser 13
No it can't be done any way except hackery. Honestly it's not worth it unless it's for a commercial project or something you'll be using a LOT.
Thread: I couldn't see the color preview anymore...... | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
The only thing missing from P11 would be an environment sphere mapped to match the "Equirectangular" mapping of the Cycles BG Environment. The preview sphere is mapped with an equirectangular projection (AKA Mercator projection). But, none of this is really necessary for anything except the preview. The complexity in the template scenes is all for the sake of previewing the HDRI.
The setup below is for P11. There's no magic preview sphere but it will render the same.
For a SuperFly render in P11 just plug the HDRI from the environment dome into the BG Environment node and connect that to the Background root node. Same setup as post above except you don't need the dependencies. You do need the Mapping and TextureCoordinate nodes to make the environment display correctly..
Hide the dome in the scene. Then set the background shader up like shown below. The Rotation input on the mapping node will control the rotation of the background. Remember it's in radians. A value of 0.0, 1.57, 0.0 will rotate the background 90deg. The background will not be visible in the preview. Now you probably see (or really don't see) why I made that template scene for this.
You may want to add a plane at ground level setup as a shadow catcher. The OP scene doesn't look like it would actually need that though.
Thread: I couldn't see the color preview anymore...... | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
If you use a sky dome it must be the light emitter. The much easier way is to use one of the IBL pre-built scenes that come with Poser 13.
Load the "Wide Street" scene from the included content. The scene looks like it's just a simple light dome. It's way more.
This scene is built so the dome is visible in preview. So, you can see what you're doing with the dome and pose the scene relative to the environment.
When it renders is uses some Stupid Poser Tricks (tm) to hide the visible environment sphere the render is using Cycles native environment. (which isn't normally visible) The orientation of the preview dome and the HDRI environment are linked. You shouldn't really be able to tell it switched.
If you want to use a different IBL just use the same HDRI on both the light and the dome. You can do this in one act from the Texture Manager by "Replacing All ... In scene"
How the magic works ... You absolutely don't need to know how this works to use it. But if you want to build your own here's the secrets ...
The first stupid trick is that the Environment Preview only shows in Preview. It doesn't render.
The environment preview is only there for composing the scene. It's orientation is linked to the BG Environment node in the material room. That make the Cycles native HDRI environment line up with the Preview. Just to make it more interesting the BG Environment Rotation is in Radians.
The orientation of the preview IBL light is setup the same way. Just like the Preview Background the Preview IBL doesn't render. It's just there so you're not stumbling around in the dark. Just for nerdly fun this one is UVS to Degrees. Ewwww math!
So every thing you can see in that scene in preview, none of it renders. Not the light or the environment sphere. They're just there so you can see what you're doing. All that actually renders is the BG Environment node. It creates the light and the environment.,
BUT WHYYYYYYY!
The cycles BG Environment simple isn't capable of not casting shadows. Took me a while to wrap my head around that too. But it's not a "light" so it doesn't have shadows. It's a diffuse emitter and stuff that's occluded simply can not receive light.
So at the end of this we get to the point. If you use an environment
sphere Image Base Lights will not shine through it. Period, Full stop. Ain't happenin'. The "environment must go into the Cycles BG Environment node. The "dome" must the hidden when rendered. Also absolutely none of this apples to FireFly. It's not a physical based render. That means it's allowed to break the laws of physics.
Thread: Need some techical help setting up a blink morph for Dawn 2 in Poser | Forum: Poser 13
If the DE doesn't open you can always pick it of of the dial's context menu (The little triangle next to each dial). You shouldn't need a restart for the DE to open. That's weird.
Making a linked dial in two body parts is a 'linkParm" Vicky 4 has about a million of them. They look like this:
linkParms BODY:1
PBMToeBigCurlR
rToe:1
PBMToeBigCurl
They go in the "figure" section just above the "weld" lines
Thread: Short control | Forum: New Poser Users Help
The real question is how did you get it to not follow. Normally this just works without any messing around.
Is the hair actually parented to Homme's head?
And, is the shirt Conformed to Him?
That should be all it takes to make a figure's body scales propagate to conformed and parented objects. It won't hurt to just re-attrach the hair and shirt.
Set the figure's BODY scale to 100%. Select the hair. Then Top meny > Object > Change Parent ... then choose His head.
For the shirt select the body of the shirt. Top menu > Figure > Conform To ... then choose l'Homme.
Thread: actual parent for actor? | Forum: New Poser Users Help
This is a feature that Poser lacks. If a figure is modified and then sent back to the library they loose their identity. Or, at least their roots. Those of us who have been doing Poser for ages can recognize most figures. That's cheating.
Here's a couple of DNA tests for figures to determine their actual identity.
Materials.
1. In the Material Room,
2. Use the eye dropper tool.
3. Pick the figure's skin.
4. On the edit tab, find the figure's textures.
5. You may need to use the show/hide buttons to see the preview thumbnail and settings for the texture.
6. Click the name to open the Texture Manager
7. Ah ha! It must be LaFemme!
Most of the time this will reveal the truth. But, if the figure has been re-skinned with custom textures this won't answer the question. So, the next way is to check their geometry files.
List the files in use:
1. From the Top Menu choose Scripts > PrintInfo > ListFiles
2. One of the geometry files will be your figure's. That may also reveal their origin.
Just Ask
The last way is to post a screen shot of the figure displayed in Wireframe view. Somebody will likely recognize the topology of the figure.
This is Will by the way. Originally included with Poser 5. If you really are using will he's one of the children. There's not a lot of content mage for him.
Thread: Need some techical help setting up a blink morph for Dawn 2 in Poser | Forum: Poser 13
Thread: Need some techical help setting up a blink morph for Dawn 2 in Poser | Forum: Poser 13
How to add a parameter dial to make both eyes blink together. I'm showing this for Dawn2 because she doesn't have a Blink parameter that does both eyes out of the box. Mostly this is a good excuse to document this. This procedure will work on any figure. Any parameter can be controlled by any other parameter or even multiple parameters. This looks like a lot of steps. I just wanted to be sure I explained this in high detail. It's not really as complicated as it looks.
First a rough outline of what we'll be doing.
A. Create a new Master Parameter.
B. Link dials that we want controlled to the new master and set it's "zero" point.
C. Add control points "Keys" between the new master and the controlled parameter.
D. Add some more control points that go the opposite direction.
OK Here we go ...
1. Load up Dawn (or what ever figure you intend to fix up) Find the parts that you will want to create dependencies for. Experiment to find the dial values are appropriate. Remember the values you want to use. After a bit of fiddling I decided The Lid Upper needed about X+40 and Lid Lower needed X-10. You will want the Hierarchy Editor (HE) displayed so you can select invisible or "ghost" bones. Dawn doesn't have control chips for the ghost bones.
2. Select the body part where the new master parameter will be. (The Head).
3. From the context menu at the top of the Parameters Tab choose "Create new Master Parameter" This will be the new dial that controls the blink in this case. Give the dial a sensible name "Blink Both"
4. Creating a new master automatically opens the Dependency Editor (DE). Make sure you are on the "Keyed Dependencies" tab. Click [Start Teaching]
5. WARNING: Everything you touch becomes a dependency of the new dial. Don't move anything you don't want included. If you need to move something you don't want included as a dependent parameter click [Stop Teaching] which is the same button.
6. From the Hierarchy Editor choose the body part you want to include Parameters from.
7. First thing is to set the zero point for the parameter. Make sure the Master is set to 0.000 on the Dependency Editor. Now 'Reset" the dial you want to add
8. When you reset the dial a Dependent Parameter was added to the list. Changing the dials value in any way will add it as a dependency,. The dependency doesn't do anything yet. That's the next step.
9. Set the Value on the Master to 1.000. (This can be any value but we won't add that complication yet)
10. Adjust the parameter dial that will be controlled to the value you decided on from step 1. I chose +40
11. Test it. See if spinning the Master dial on the Dependency Editor (DE) makes the eyelid blink. We'll trouble shoot at the end of this if it doesn't
12. Set the Master Parameter on the DE back to 0.000.
13. Select the next body part. (Lid Lower)
14. Reset the parameter dial so it gets added and zeroed.
15. Set the Master Parameter to 1.000.
16. Set the Parameter Dial to your per-determined value from step 1. (I chose -10).
17. Steps 12-16 is the real core of this process. Repeat this for each dial you wish to add to be controlled. So add each of the blink and wince parameters from the 4 eyelids.
18. [Stop Teaching] on the DE. Remember the warning from step 5 ... This is the place you'll likely mess up.
19. SAVE YOUR WORK
20. Test out your new master dial.
You now have a working "Blink" dial.But what if you want to make it more powerful? Maybe add a wide eyes capability by dialing Blink Both to minus 1. OK let's try the bonus round.
Let's add a negative range to the existing dial. This is also how you can edit (or remove) existing dependencies.
1. Click [Start teaching] again.
2. Set the Master Parameter on the DE to -1.000
3. Click the Dependent Parameter on the DE you want to add a negative value for. That makes the controlled parameter show in the Parameters tab. (Notice we don't need the Hierarchy Editor any more.)
4 Set the value you want for the negative master value on the Parameters Palette. (I chose -15 for the upper eye lid.)
5. Repeat step 2, 3, 4 for each of the dials you want to add a negative "wide eyes".
6. [Stop Teaching] on the DE.
7. Save and test your changes.
How to fix stuff
You'll likely at some point accidentally move something while "Teaching". Forgot to "Stop" or accidentally dragged the head. To remove the dependencies you didn't want. Select them in the Dependent Parameters pane and then click [Remove Selected]
You can edit or remove individual keys (The values that you set the dials to) by selecting and dragging them in the Key Graph. [Control] + Drag to move keys up and down.
You can delete a single key this way too.
If you need to edit existing dependencies click the dot by any controlled parameter. That will open the DE focused on that dials controls
Now that I've thoroughly confused you ping back with any questions you have.
Thread: Just an observation...the Reload Textures function is not working. | Forum: Poser 13
The texture cache will be removed from the next service release. In the mean time just uncheck "Use Cache" on the SuperFly tab of Render settings. This feature was intended to speed up renders but it's getting way too much negative feedback.
Thread: Future of Poser | Forum: Poser 13
nerd posted at 2:45 PM Fri, 8 November 2024 - #4491146It's not that kind of AI. It's not going to make your figures grow 6 fingers or extra eyeballs. (Nor will it possess your programmable thermostat.) It only works on the inherent noise created by ray tracers. It's trained specifically to detect that noise and correct it.Might be the reason why the render from shvrdavid gives the impression that it has gone through a AI Render for correction purpose, it has the typical Eye error distortion that older AI Generators cause, my first impression was that it has gone through AI also because the hands are hidden, so it might just be due the AI based noise removal !?@ JoePublic posted at 10:05 AM Fri, 8 November 2024 - #4491126
P.S. The noise reduction in P12 and P13 is not a blur filter. It's Intel Open Image Denoise, an AI based noise removal: https://www.openimagedenoise.org/
Thread: Future of Poser | Forum: Poser 13
@ JoePublic posted at 10:05 AM Fri, 8 November 2024 - #4491126
Woke (wōk) adjective: "Aware of and actively attentive to important societal facts and issues." - Merriam-Webster
So yes, we try really hard to be "woke" when it comes to the Poserverse. When we get feed back, complaints, rants or the rare constructive criticism the Poser team always takes it seriously. I never quite understood why situational awareness is considered a bad thing.
Let's unpack the point. If Poser still serves you even if it's Poser 1, good. That's what it's supposed to do. Nowhere in the click-wrap license did you agree to sell any organs, be stitched together as a human centipede or that you were compelled to buy the next release of Poser. The fact that FireFly fits your needs is definitely acknowledged. FireFly isn't going away. FireFly produces render styles SuperFly can't. But, when I want a photo-real render and I don't want to wait days for it. The P13 SuperFly is literally 40 times faster than it was in P11. That's not 40%, 40 times faster. Renders that took hours now take minutes.
But, without users who support future developments there really will be no future. For those who support a future with Poser, we really appreciate and thank you for believing in the Poserverse.
P.S. The noise reduction in P12 and P13 is not a blur filter. It's Intel Open Image Denoise, an AI based noise removal: https://www.openimagedenoise.org/
Thread: Feel like I’m losing renders | Forum: New Poser Users Help
If you're relying on the Render Cache as a "save" then you absolutely are losing renders. The Render Cache (Recent renders) is a CACHE. It only keeps the most recent renders. After a number of renders, set in General Preferences, the oldest renders are removed. You have to deliberately save the image.
Right click the image in recent renders and choose "Export Image"
(As with all things Poser there's a bunch of ways to export the image. This is just one of them)
Only then is the image truly saved.
Thread: Okay...am I stupid or something? My Clothing items keeps disappearing... | Forum: Poser 13
Yes, absolutely use the DEV rig. That's exactly why it's there. There's a whole bunch of "way easier" built into the DEV.
1. It's just a little thicker. That makes it closer to the actual size of most clothes so the weights will copy better. Less manual touch-up on weight maps.
2. It doesn't have all the dependencies. If it did JCMs and Morphs could double up when conformed. You don't need to clean that out of clothes.
3. It has no IK. Clothes can't have IK. You don't have to remove it.
4. It's more polygon dense. That means more reference vertexes when copying joints and morphs. Less manual clean up, again.
5. Rig has already been tweaked to conform better that just a clone of the base figure. Even less touch up.
6. No ghost materials that need to be cleaned out.
7. Extra body parts not used for clothes are removed. (Eyes, face controls)
8. Body control chips removed. They're not used for clothes.
9. Probably more I forgot even though I just did l'Homme2's DEV rigs.
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Thread: Why does IK not work properly | Forum: Poser 13