2 threads found!
Thread | Author | Replies | Views | Last Reply |
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kalrua | 2 | 60 | ||
kalrua | 1 | 26 |
44 comments found!
Quote - Yes.
Raytrace mirrored= no motion blur, non shadow motion blur, no Smooth polygone, no interpolation displacement, etc
Ummm, so we are to stop all proceedings until this is fixed? Or, is there something else going on? Sorry but I don't understand this line of reasoning. Poser has been full of quirks since I got P5. That's part of the fun if you ask me.
No, just a tool's limitation.
Quote - I could buy better software. But then I'd have to be an artist, and what's the point of that?
Huh, what the "art's tools"?
No?
poser?
Daz?
3dsmax?
Cinema4D and Poserfusion?
IDL, raytrace?
Calm, it's just a typical limitation ("reyes" render type), sometimes annoying;)
Thread: Poser 2012 question (IDL) | Forum: Poser - OFFICIAL
@Anthanasius: it's no bug.
Quote - @richardson it's my first render, i discover poser ...
So there are cynicals in France too? It's not what I asked. I throw away most of what I do. I know you make your point about mirrored blur but, is that really what it looks like? If I do a test , I will get this?
Yes.
Raytrace mirrored= no motion blur, non shadow motion blur, no Smooth polygone, no interpolation displacement, etc
Quote - So we've been talking about large emitters and how that limits your options for tighter highlights and shadows.
I'm playing with SR3 and did an overnight render, which actually finished in 3 hours 10 minutes.
The block floating over the scene is not light-bulb size, but it is pretty small - about the size of one of the chests. It's ambient value is 60. I arrived at this number after directly photographing a light bulb and comparing its radiance (is that the right word?) to the objects it was illuminating. It required an exposure 60 times smaller to photograph the bulb into a similar photographed brightness as the other stuff in the room. (Which means that real-life diffuse value is around 1/60!!!)
Usually, something that small and hot would splotch the heck out of the render. But this was without IC.
There is some noise on the back-left wall - need more samples. I did this with 5000 samples. Probably need 20000 samples and take around 12 hours.
Seems we're getting into LuxRender territory.
Great!bagginsbill
Thread: Need help w/ applying normal maps... | Forum: Poser - OFFICIAL
Hi
Normal map, set gamma to 1.
Gradient bump: 1.5-----> too hight for pp2010 (Z depht normal), set to 1
Thread: Poser 9 / Poser Pro 2012 SR2 available now, plus a little update on other areas | Forum: Poser - OFFICIAL
Quote - The only bug i would like to see disappear is always present ... Reflect dont reflect blur reflexion ... :cursing:
How do you want create realistics renders like this ?
The positive thing, poser is not expensive, we cant have butter and money butter ...
May be in SR 8 ... or 9 ...
Blur reflect, motion blur and motion shadow blur.
[URL=http://imageshack.us/photo/my-images/840/blurblurblur.jpg/][IMG]http://img840.imageshack.us/img840/71/blurblurblur.jpg[/IMG][/URL]
Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
Thread: OT.. a hi res future option | Forum: Poser - OFFICIAL
Quote - > Quote -
So to prove their "unlimited detail" claim they designed this repetitive landscape, that can easily be compressed.
isnt this also true of existing technology?... except that its not referred to as repetitive ... its called creating an instance...
:o)
Yes/No
Euclidion use a massive instancing: one object render---> resize render and duplication
(One tree, one mouvement)*N
(One grasse, one mouvement)*N
Idl ? Nothing
Light? nothing
Shading?
Multiple coordinates and mouvements ? nothing
See http://www.atomontage.com/
http://www.youtube.com/watch?v=tnboAnQjMKE&feature=player_embedded#!
Sorry for my bad language.
Thread: OT.. a hi res future option | Forum: Poser - OFFICIAL
Quote - I'm not much of a nerd so I did not see this until recently but looks like our boys down under have stepped out of the box altogether. I think this was in 3DSMAX. The little filmette explains it all..
Vaporware
http://notch.tumblr.com/post/8386977075/its-a-scam
http://nwn.blogs.com/nwn/2011/08/is-the-future-of-immersive-3d-in-atoms-euclideoncom.html
http://kotaku.com/euclideon/
Quote:
"It is a SCAM!
John Carmack explains why this is useless crap for gaming in an interview with PC Perspective.
The landscape they show in their demo is ridiculously repetitive, though already one year ago sceptics explained that this hinted at one of the greatest shortcomings of UD. Euclideon had one year to prove their critics wrong. They didn't.
Euclideon wants to make people believe that their engine can do higher resolution than other voxel engines. But resolution on voxel engines is limited by storage and RAM capacity for everyone. And as entropy sets a limit to compression, Euclideon also can't do anything more there than others.
So to prove their "unlimited detail" claim they designed this repetitive landscape, that can easily be compressed.
But they can't do trillions of voxels with a artist-designed map.
To put it short: They are no way better than any polygon based engine and they are much worse than other voxel engines like Atomontage."
Thread: photons vs ray tracing? | Forum: Poser - OFFICIAL
Ohhh
Firefly= pc version of Tempest: old engine of Pixel 3d, 2002.
Firefly: Hybride render, scanline+ raytrace
http://www.pixels.net/
New engine: Pixels 3d 5.5
http://www.pixels.net/products/
Maxwell render, luxrender and other= PATH TRACER (raytracing), + caustic photon mapping
Full photon= SPPM for Stochastic Progressive Photon Mapping
Thread: Does anyone have a good example of Sunlight for use in Poser | Forum: Poser - OFFICIAL
Thread: Get a Free IBL Spherical Map in next 3 hours | Forum: Poser - OFFICIAL
Thread: I know what color gold is - finally | Forum: Poser - OFFICIAL
Quote - The color of metals
Eh!
http://en.wikipedia.org/wiki/Extinction_coefficient
Nd= n+ Ki
n=refractive index
k=Extinction coefficient: imaginary part of complex index of refraction
I= Watts/Steradians
Nd=Final refractive index
Okay ?
http://refractiveindex.info/?group=METALS&material=Gold
Enjoy
Sorry for my bad english, but, the realistic metal is not possible into poser (need spectral simulation )......., (7 hours of simulation for 24 poly and 3 raytrace bounces)
Gold
Silver
Nickel
Thread: Next Poser, what I would like to see! | Forum: Poser - OFFICIAL
What i would like to see?
Humm
-Render
Ibl Speculare
IDL Speculare
Idl Shadowing
Normal map (tangentSpace) full support: Overlapping, symetric,Texture Coordinats effect .
Caustics/Photon mapping
Dispersion
Complete FastScatering
Raytracing optimisations
-Materials rooms
custom node (HLSL Support)
Alpha texture channels support.
Strand hair node
Variables: lightvector, reflectionvector, TBN Matrix, Tangents
ArcSin, ArcCos, ArcTan
Materials instance
Postprocessing rooms.
-Manipulation
Trièdre tools
Separate resetMorph and resetPosition
Zoom Mouse Wheel.
-Utilitie
Materials gamma correction converter.
-Bridge
3dsmax/maya-->poser (no resetup)
Ambitious, no? Cry
Sorry for my bad english
Thread: Glossiness | Forum: Poser - OFFICIAL
Hi
Glossiness=HighlightSize*(smoothstep(lightAngle^GlossinessValue(0-100)))
LightAngle=DOTPorduct (Lightvector.ReflectionVector)
For poser
EdgeBlend:exponent 0.4, external value 0.99, internalValue 0.97
=>Power Glossiness value==>SmoothStep==>HighlightSize
Sorry for my bad english
Thread: Is there any advantage in using a normal map for Poser? | Forum: Poser - OFFICIAL
Quote - For procedural shader work, a bump map is far more flexible. I can read the height out of a bump map and use that info to drive other things, such as color or shine. The most common and familiar use case is ceramic tile. A bump map for that tells me whether I'm drawing the tile or the grout and can be directly deployed in a Blender node. The normal map version of the same surface is unusable for this purpose, since both the tile and the grout have places where the normal is unchanged, i.e. pointing straight. Thus they have the same data and are indistinguishable.
Ooo, try UDK:procedurale normal map and "derive Z axis",
Normal map
r=((X+1)/2)*(increase or decrease value)
v=(Y+1)/2*(increase or decrease value)
B=(Z+1)/2 or occlusion zdepht
by default, poser use only red and green
In poser
ex:for z axis
Normal map--->hsv(color:blue,saturation=0)--->*2--->Substract 1=Diffuse value
sorry for my bad english :SAD
Thread: What's the big deal with gamma correction? | Forum: Poser - OFFICIAL
Hum
[http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
"For example, by convention, all JPEG files are precorrected for a gamma of 2.2."!!!!
:cursing:
In pp, cheked gamma correction =gamma correction of precorrected gamma texture= gamma error
Solution:not to save in jpeg format, using a format nondestructive and no gamma precorrected ex. png,. tif; hdr, and other
Or, use gamma inverse node in materials room
Sorry for my bad english
Ps:Jpeg=inadapted format for the 3d applications
](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html)
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Thread: Poser 2012 question (IDL) | Forum: Poser - OFFICIAL