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2,568 comments found!
Quote - This is not the forum for this conversation IMO
You know, technically, you're right. But IMHO, this points out a problem with current rules. Supposedly, commercial and freebie posts are banned. But lots of people get exceptions to this rule and are able to post about developing commercial products (like this one) or freebies (like Antonia). The argument is that they're relevant to the community. Which is, IMHO, a good argument. But I find it kind of arbitrary what's considered relevant to the community and what isn't. I think it might be nice if there were more information about what development information we can share and solicit and what we can't. I'm sure I'm not the only vendor who would like ask the community questions, but can only ask them on other sites more open to product discussions. Or share information about my work where people discuss the technologies behind it, but have to wait until there's a specific discussion about that technology to maybe not get censured. And just personally, it seems to me that certain people get passes on posting about products and freebies, while the rest of us get censured immediately and told to take it elsewhere.
I see ssgbryan post about how terrible vendors are about feedback, and I find it really unfair when I'm very sure he's missed products that fit his interests because they weren't made by top merchants or found in his searches. I see thread after thread complaining about niche support (males, everyday items, etc.), but no way for merchants to let as many people as possible know when they support those niches. Dawn got announced here, but I can't just let people here know when I release a product for her. So I get to put time and effort into Dawn products, promote them, make banner ads for them, post about them in multiple places and galleries, and generally do my best to market them, then see ssgbryan post that there's "nothing" coming out for Dawn. How are new figures supposed to get any long term support when you've got no place to let people know you're supporting them after the initial release threads are unstickied?
Why should vendors be interested in supporting a male figure by single creator when they won't have a way to let most of the people interested in him know about supporting products? When there's no way to create forum buzz for his products? I mean sure, at release time, they'll probably get a pass. There will probably be some sort of thread here to post to, maybe even a sticky. But what about 3 months later? Or 6 months? How can vendors support a niche market when we have no way to communicate with that market?
I totally understand wanting to stop this forum from filling up with ads. I don't get the freebie ban, but I do understand what the rule against commercial posts is trying to achieve. But the seemingly unintended consequence is to break almost all ties between people who post, "Why isn't there more [niche content type]?" and the people who try making niche content and get few or even no sales. It doesn't help to make other forums for such announcements when almost all their traffic is other people making announcements.
I think vendors might be more interested in supporting new figures like this one if there were permanent ways to reach the people interested in them, and to entice people who could be.
Thread: Elsa Hair | Forum: Poser - OFFICIAL
Thread: Making a Ruffle Dress in Blender | Forum: Blender
Oh, and since it's perfectly symmetrical, you could use the mirror modifier and just do everything once instead of twice.
Thread: Making a Ruffle Dress in Blender | Forum: Blender
IIRC, LLF once pointed out that you can't really sit in real versions of dresses like that. I think it was her, that is, I'm sure of the quote. The person, who was speaking from experience, said in real life people have to give you a stool sit on under the dress.
You can just make ruffles like those by extruding out, using a select every other n, and pulling in the appropriate direction. If you need extra edge loops, cut one close to the join on the ruffles, then at least one before the end (so the ruffle has at least two internal loops with one close to the join). Select all the loops but the join and the loop next to it, then subdivide them as many times as you need. I usually find no more than 3 works well, but you might need more for that topology. Then use J to make the n-gons between the last subdivided divided loop and the loop before the join into quads and tris. The tris will actually help with the rippling effect.
Thread: Got any Dawn renders you want to share? | Forum: Poser - OFFICIAL
Tiling textures takes about 3 seconds to do in Poser, and will reload if saved in your preset (prop, figure, or anything that has materials) the way all settings in materials will. I'm assuming, of course, that you're tiling the texture and not UV mapping to tile the way Stonemason and other resource conservationists do (maps take up much more resources than polys- they need to be uncompressed to be used). Don't get me wrong, I hate having to recreate work in general, but it shouldn't be an actual problem.
So if that is a difficulty for you, I can show you how to do it. I tile textures in my hair materials all the time.
Thread: Poser Upgrade Flash Sale 30% off | Forum: Poser - OFFICIAL
Quote - Anyone know if any of the emitter light issues (pro 2012 splotchies) were improved in Pro 2014?
Much improved but still present.
Thread: how high is V4.2 ? | Forum: Poser - OFFICIAL
I use the method FVerbaas describes because that's what's most consistent with measurements in everything else, like materials, simulations, positioning, etc.
Thread: Wrinkles for conforming clothing... | Forum: Poser - OFFICIAL
It's very good in many respects, with many features I appreciate. But it's also limited in other respects. People using the big three I know of, Maya, Max, and C4D, have been able to do things you just can't do with Poser's cloth. Even Blender, which I use, has significant weaknesses compared to Poser, but has many more capabilities Poser simply doesn't have.
For example, most systems allow you to weight map your cloth, so you can control how dynamic it is. Poser can do that for the much more inaccurate soft body simulations (which they've said explicitly is too inaccurate to use on clothing, as has been my experience), but not on cloth. Just being able to smoothly transition from constrained to dynamic would be a great advantage.
That doesn't even get into raw quality issues. I've tried many things that should have worked in theory, but even taking the steps per frame to 40 didn't make Poser's calculations work right. Conversely, I've been able to do very fine work in Blender.
IIRC, AlfaSeed use Maya, and it's pretty obvious they build their stuff with dynamics. They don't work with Poser dynamics at all. If Poser's tools could give them better results, I'm sure they'd use them.
I use displacement maps in Poser all of the time with no problems. Which isn't unique; I learned from tutorials by people like Stonemason. 3Dream's displacement based hair products are doing quite well in the market. What problems have you had with them? I'd really like to know if there's a usage I need to account for.
Thread: Need help in Stone, Rock Matmatic shader | Forum: Poser - OFFICIAL
Oh, it's not a problem. I was just thinking maybe it was an indicator of some kind.
This is so weird.
Until I asked for the feedback, it was performing as if it were version 1.4, which is the version RevisionHistory.txt said had Scatter but not Scatter group. Mind, I had updated to 1.5 some time ago. I deleted the files before replacing them, restarted, and none of it helped. Then I added the print statement, and it gave me what seems to be the same thing you posted.
material
['Apple', 'Chicken1', 'Chicken2', 'Color', 'Cream', 'Inputs', 'Ketchup', 'Marble', 'Material', 'MaxError', 'PType', 'Potato', 'Scale', 'Scatter_Group', 'Skimmilk', 'Skin1', 'Skin2', 'Texture_Detail', 'Use_Material_Color', 'Wholemilk', 'abs', 'add', 'class', 'delattr', 'dict', 'div', 'doc', 'format', 'ge', 'getattribute', 'gt', 'hash', 'init', 'le', 'lt', 'mod', 'module', 'mul', 'neg', 'new', 'pow', 'radd', 'rdiv', 'reduce', 'reduce_ex', 'repr', 'rmod', 'rmul', 'rpow', 'rsub', 'setattr', 'sizeof', 'str', 'sub', 'subclasshook', 'weakref', 'asNumber', 'checkAsNumber', 'collectPMNodes', 'defName', 'emit', 'emitAuto', 'emitTrailer', 'getHeight', 'getName', 'guardUnknownSets', 'height', 'init', 'inputsCollapsed', 'itype', 'label', 'labelled', 'lvl', 'mapColorIf2', 'name', 'pmColumn', 'pmIndex', 'pos', 'showPreview', 'suffix', 'suffixed']
And now Scatter_Group works for me. It also started saying whether or not the material had changed, which it didn't before that. But it's still overlapping nodes. Which isn't a problem at all for me, just an indicator that it's somehow using old information. It's like Poser keeps information in cache somewhere that needs to update.
But I can't say. All I actually know is that I did have a problem with Scatter_Group after deleting the original files, installing twice and restarting, and now I don't.
Thread: Need help in Stone, Rock Matmatic shader | Forum: Poser - OFFICIAL
Oh! It's also saying:
Matmatic Version 1.3.0
Matmatic poserHome = C:Program FilesPoser Pro 2014
I notice SnarlyGribbly is having it say it's still 1.3 also. Trying to find more files to delete or replace.
Thread: Need help in Stone, Rock Matmatic shader | Forum: Poser - OFFICIAL
I actually tried deleting my files and reinstalling them, and it still gives me that error. I'm not sure what else to try, but I'll keep poking at it.
Thread: Need help in Stone, Rock Matmatic shader | Forum: Poser - OFFICIAL
I'm getting this error when I try to set Scatter_Group for Scatter nodes:
AttributeError: 'Scatter' object has no attribute 'Scatter_Group'
Along with references to files on your personal computer.
Perhaps there's something special I need to do?
Thread: Wrinkles for conforming clothing... | Forum: Poser - OFFICIAL
Quote - You can get in some cases some reasonable results with procudurals and a bump map. It depends on how the uvmap is layed out.
Just to clarify: Procedural textures do not follow the UV map. That's their most basic property. They follow the mesh or (when they have the option) global coordinates. That's why that example has no wrinkles on the top, though the UV map there doesn't change. You can tell when nodes refer to UV map positions because they'll refer to U and V. If it's x, y, and z, then it's spatial coordinates.
As an example, if you use procedural textures on a skirt that has a train, it will change from the vertical skirt to the horizontal train, even if it's all one UV map. In my experience, you can get away with it if your wrinkles aren't too strongly directional, but it's really obvious if they are.
And actually, you can tell that a lot of merchants make their movement morphs with dynamics, though probably not Poser's.
Thread: Dynamic Jacket | Forum: The MarketPlace Wishing Well
Gotcha. I just wasn't sure since you didn't know what constrained groups were. In my experience, most of what frustrates or disappoints people about dynamic clothes is due to expectations that come from using conforming clothes.
I really like the jacket design, and I'd be interested in making something like that if I could. I don't know yet how I'd do that central zipper, but it would great if I could. That said, I've got a queue of items going out about 3 months right now. If anyone else steps up, that would be fine with me. Also, there's someone I follow on deviantART who has made a dynamic trenchcoat she offered me once. I can see if she'd let me edit it to make it shorter and release it as a freebie (with full credit, of course). She might not be interested, but I can at least check.
Thread: Dynamic Jacket | Forum: The MarketPlace Wishing Well
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Thread: Lucas - original male figure project for PP2012 | Forum: Poser - OFFICIAL