32 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
dke | 13 | 290 | ||
dke | 18 | 832 | ||
dke | 39 | 1024 | ||
dke | 25 | 534 | ||
dke | 10 | 691 | ||
dke | 0 | 65 |
(none)
|
|
dke | 0 | 21 |
(none)
|
|
dke | 2 | 96 | ||
dke | 0 | 37 |
(none)
|
|
dke | 4 | 159 | ||
dke | 2 | 58 | ||
dke | 0 | 37 |
(none)
|
|
dke | 0 | 82 |
(none)
|
|
dke | 14 | 269 | ||
dke | 0 | 48 |
(none)
|
113 comments found!
Hey Dodger. Here's the orginal thread from way-back-when where we orginally discussed these zeroing/removing delta info and hiding the morph channels. Lots of other useful info there as well. http://www.renderosity.com/messages.ez?Form.ShowMessage=775325 So don't hand too much to DAZ :) Except perhaps for paying attention to the tech forum here where all the answers are :)
Thread: Pixellated background images problem... | Forum: Poser Technical
Well, if you want to use the background image approach, a quick and simple method is to make a reduced resolution copy of the larger image. So make a 500X500 pixel copy, and work with a 500X500 render size to get everything set up, and for the final render resize up to the 1000X1000 and load in the larger image. It means your working size has to be an exact ratio to the final desired size, which has to be the same as your background picture. If you use the background plane approach and attach the background image to that, then it doesn't really matter what resolution you want to use. You just have to make sure that the background plane has the same dimensions as the source background image. So for example, if you have a 653X798 pixel background image, then you load a background plane and set the xScale and yScale respectively to 653% and 798%, and the image will be displayed correctly. Then you can use the full object scale (the plane Scale dial,) to resize the pic/plane to fill the full back ground area depending on how far back you need to move it. For the background plane I usually just use either the square or one-sided-square that comes with Poser. If you have some type of morhing 'sheet' prop though, (or like to play with magnets,) you can get some interesting effects by warping the backgroud plane and thereby warping the backgroung image. Using this plane for the background, you also have the extra ability to move it around and 'crop' the background image to just the/a part you want. In fact, this is a LOT easier than trying to get it to exactly fill the background area of the image And just to run full circle on the whole issue, I usually use the background plane approach to get the background exactly where and how I want, then turn off everything else, (ie make then all invisible,) render just the background plane, then reload IT as the background image That way you wont get shadows falling on it. It does allow you to easily position and crop the background image to exactly where you want.
Thread: Pixellated background images problem... | Forum: Poser Technical
One way I prefer to get around the strange dealings with using a background image, is to just a background 'plane' object and attach the pic to that as a texture. Then push the plane back in the image so it is behind your foreground items. Can be a problem with shadows being cast on the image though, so you need to tweak it depending on your scene. Then you can re-scale the background plane to whatever dimensions you like to make it show up nicely. If you use the background image feature, you either have to make your image the same size as the background, or else you get non-textured strips where it doesn't fit exactly.
Thread: YAY!!! and question on HiRes 1.2 | Forum: Poser - OFFICIAL
Attached Link: http://meshtools3d.com
Hi StormyGal. It will increase the resolution of the base model, and you can create hi-res versions of the morphs as well. You have to export the morphs, increase their resolution, and then load that in Poser as a morph target. Basically, exactly the same way you would add morphs to any Poser-based model. It's a bit tedious, but certainly not magic :) I did Posette already, so there is a prebuilt Hi-Res cr2 for her, so you don't have to personally convert the morph targets. I also added Hi-Res versions/conversions of a number of 3rd-party morph sets, so you get more than just the standard Posette. A hi-Res version of the DAZ Lo-Res Vicky (that's a mouthful) is under discussion, and it looks like it should be OK. This would convert the LoRes Vicky and all her morphs, as well as a possible Vicky 1 version, but the Vicky 2 would be strictly off limits due to the DAZ licensing terms. So I am hoping to be converting the DAZ LoRes models over the next little while. As far as creating HiRes versions of any other models, it's no more complicated than the the normal Poser methods. Even less so, since you already have the base model and all the completed morphs, and so it's just a matter of convincing Poser to use the Hi-Res version. So in that sense, it's the pretty much the same sequence as adding morphs to any existing Poser model. You can refer to that attached link for additional information, and if you have any further questions, please don't hesitate to email me directly.Thread: How to create a MOR-File? | Forum: Poser - OFFICIAL
You can try making stripped obj files for the morphs, using just a text editor and the delete key :) All the lines that begin with a single "v" are the vertex information, and everything else can be stripped. There are some head morphs at MorphWorld that use this approach, and I believe he mentioned somewhere that this was an acceptable practice to CL and DAZ. Might want to check the site to see exactly what he said. Some things you can dump for Poser morph files - all lines beginning with 1) vn (these are the normals) 2) vt (these are the texture coordinates) 3) f (these are the polygons, or faces) 4) # (these are comment lines 5) g (name a group) 6) usemtl (name a material) The ones that start with a single "v" followed by a space are the ones you need to keep.
Thread: HiRes 1.2: Caveat Emptor! | Forum: Poser - OFFICIAL
Attached Link: http://www.meshtools3d.com/
OK, well I wrote the program, so I guess I better get involved :) Wampyr, I'm a simple email away, and I'm always around, so if something isn't doing what it should, or even what you think it should, just email me and I can straighten it out. It is after all, what product support is supposed to be about, but I can't offer support to people that won't contact me. 1) The mini/sample models included with the program are there to illustrate the effects of using subdivision techniques on them, and how HiRes accomplishes that. They weren't really intended to be some big set of feebee models. There will be more of these super-LoRes models released on the web-site, and these are intended to be for the use of people who are using HiRes. 1b) There IS a full cr2 on the web site. More than one even. There is a HiRes version of Posette, with all the standard CuriousLabs morphs converted to HiRes versions and supplied as MOR's. There is also a fairly detailed description of how to use them. There are also numerous additional morphs for the chest and head. The head morphs use the normal resolution Posette head, so they can be used by anyone using the Posette model, and not just people with HiRes. As such there is also a revised Head cr2 that will load these MOR's. Finally, there is a conversion of the Eve4 model that will also use the exact same MOR sets. These cr2's and MOR sets were created so that anyone having HiRes wouldn't have to go through all the conversions individually, and would have access to the HiRes versions in a quickly useable format. Other models beyond the original Posette model are underway pending some final authorizations. Lastly, in the light of trying to be supportive of the Poser community, I also provided cr2 variants that could be used by people who don't have HiRes, and hence the additional cr2's that make use of the MOR's and can be freely downloaded and used by anyone having Poser 4 models, and not just by people using the HiRes program. 2) The "HydraTemplates" comments in the DAZ readme are an error in the DAZ installer. I can guarantee that shouldn't be there, and I'm not sure what happened at DAZ to cause that. It is being fixed as we speak. All I can suggest is that from the amount of comments I have seen regarding Poser5 and the Hydra, they must be working on it furiously :) and it must have gotten mixed in somehow. Unfortunately, I didn't get a chance to do a final test on the DAZ release prior to it going 'live' but I have been in contact with them this morning and they are in the process of fixing it. 3) Typically, "Poser" models don't contain or need normals, but this has nothing to do with obj based models in general. The normals ARE needed for display purposes, and even Poser will create it's own before displaying the model. Since the HiRes program is not a Poser-only program, and is intended to work with other obj-based models (such as models dl'd from the internet,) the "No Normals" dialog is a simple informational tool to let you know the original model had none. It is not an error message, and does not stop the program from doing anything. Once you click OK it will simple create them for you. When you save/export it, you can either leave off the normals if you are exporting to Poser, or include normals if you are sending to a different program. 4) Shrinking models: Subdivision math will typically shrink a model slightly as it smooths it. This is also true of other smooth surface constructs such as bezier, b-splines, or basically anything that uses a convex-hull strategy. To address that situation (and specifically for the case of Poser Clothes) I "invented" the additional SurfaceCurvature method. This subdivision method leaves the original points of the model EXACTLY where the were, and creates new points based on the surface curvature surrounding the point. You can then fine tune the parameters to adjust the curvature in the final/subdivided model. See the link above by elsja/Guy He has made a VERY excellent tutorial on using the SurfaceCurvature method. thgeisel: I tend to disagree that subdividing doesn't provide noticeably better results. Have a look at the LoRes vs HiRes comparison in the HiRes Gallery of my site. I think the HiRes version provides a very noticeable difference in both smoothness and bending. For a rendering of the model here at Renderosity: http://www.renderosity.com/viewed.ez?galleryid=205747 Talon69: As MadYuri has mentioned, if subdividing is done properly, it won't mess up your texture layout :) HiRes does the subdivision by splitting the polygons in 3D space, but splits the texture coordinates in 2D space. This means your texture template will look exactly like it did on the low res model, except with all the extra polygons. Email me if you would like additional proof, and I can arrange to get you some matching HiRes versions for you to test. bijouchat: No, it doesn't mess up the texture templates :) And yes, a lot of high end software now comes with subdivision methods now that Pixar and PDI has made them popular, and even some of the low end/free ones such as anim8or and Blender. If you're using one of those then perhaps they do everything you need. If not though, then HiRes is an inexpensive and easy to use option, and one that does have some features that those other do not. For example, I can guarantee the SurfaceCurvature method is not available in other packages since it's my own invention. That is being expanded on, and there are also several additional new features in development that you won't likely see anywhere else. Hope that answers all the questions/comments? If not, please feel free to email me direct at dke@sk.sympatico.ca BruceThread: New Forum Request - The A,B,C's of Poser 5 | Forum: Poser - OFFICIAL
Right :) I should have read down farther before I posted this message, but I usually just hit the 'next' button until I get to the page with the last message I read. Which was on page ten or something rediculous after just a couple days! So I said to myself "Self! The FIRST thing you should do is see if we can't get a new forum for this P5 stuff!" :) About an hour later I got back up to the top and noticed your message just below the one I had posted. :) Great minds think alike :)
Thread: Hi-Res Posette (P4 Nude Woman) | Forum: MarketPlace Showcase
Hi Styxx. "DMesh, the Musculature Based Organic Modeling program" that is also at the site, is in a bit of a flux at the moment. The link to the registration page (which has the price,) is temporarily disabled. Version II was released some time ago and sent to all registered user's. Development is currently at version 2.52, with the version III release scheduled for late this year or early next. However, there are some negotiations under way to integrate the DMesh modeling principles and code into a larger mainstream 3D programs, along with the subsequent conversion to a plugin that can be used with other high end apps, since it does have numerous features not yet available even in some of those apps. For example, form-fitting, (and/or conforming) clothes can be made in the old version 1.0, although 1.50 was better if you want to use external obj's (ie Poser bodys) instead of DMesh built ones. Hair and fur was in version 1.80, along with our Super-Strand Hair Texturing capabilties, which allows you to texture the hairs from folicle to tip on an individual hair basis. And of course, creating Musculature Based morph targets was the whole point of the program, so that feature is fully available in the eariiest version 1.00 release. These are something like the Poser Magnets, except that you can create actual muscles instead of using a little blob/sphere to drag vertices around. DMesh stands for Deformation Mesh, so it does most of the things you would expect as far as deforming meshes and creating morph targets. Things like displacement mapping and layered model building are all integral components, along with several manual editing features that were added in version II. If that's all a bit confusing, :) and since a picture is worth a lot more words than I can type, have a peek at my store and gallery images for exact examples. I used DMesh for EVERYTHING in my store and gallery images. From the body parts in the gallery, it should be pretty noticable what can be accomplished using musculature based modeling. So at present, the exact direction for the version III release is a bit indeterminate. But to 'finally' answer your question :) the registration price for version 1.x was $50.00, version 2.x was a little more than that, and version 3 will be more again. There are upgrade paths for all those, but pending the finalization of current negotiations, we temporarily disabled the registration page(s) until we come to an agreement on how future upgrades will be handled. That's about as much as I can/should say in a public forum, but feel free to contact me direct if you desire additional details.
Thread: Hi-Res Posette (P4 Nude Woman) | Forum: MarketPlace Showcase
(Just to avoid confusion, the download links to the Hi-Res cr2 and MOR packs are in the Tutorial's section, since there is a little bit of explanation that goes with them.) dke
Thread: Adding extra named cameras to Poser! | Forum: Poser Technical
Ahhh! Glad you found it. The site definately needs some reworking :) At least it's all in the works.
Thread: Adding extra named cameras to Poser! | Forum: Poser Technical
Well they are still there, but I guess maybe I better make it a little easier to find :) So from the MeshTools3D site go into the Hi-Res section, and then on to the Downloads page. There is a link to the mini-tutorial (which I will be moving to the tutorial's page very soon,) and about half way down there is a link to dl the zips of the completed cameras. Aparently not that easy to find, so I guess you're sort of forced to read the whole lot to locate it :) Sorry about that. The link is a couple paragraphs above where the pics start though.
Thread: HiRes Sale Ends Today | Forum: MarketPlace Showcase
Thread: Adding extra named cameras to Poser! | Forum: Poser Technical
Attached Link: http://www.meshtools3d.com/
Thanks Anthony. I wasn't trying to be hard to get along with, but I really hate broken links. Since I knew I was going to change the url and end up breaking that direct url you posted in the above message, I thought I better at least warn people :) So just to keep the flow going, I'll remove the in-between message as well. The previous link will let you find it, but just to refresh things: Go to the main site and then into the HiRes section. Follow the link to the downloads page, and the tutorial and sample downloads can be found there. I promise I will get the full tutorial section up and running in the very near future.Thread: Adding extra named cameras to Poser! | Forum: Poser Technical
The tutorial has now gone up. Follow the same link as back at the beginning of the thread, but now it will take you to the tuturial instead of just dl'ing the pz3. You can dl the latest version from the tutorial page. The main addition/change was finding that these could be placed in cr2's. So now you can load and use the new cameras into existing scenes, which was not possible using the pz3 approach.
Thread: Adding extra named cameras to Poser! | Forum: Poser Technical
Well by adding extra cameras that works a little bit. ...sort of... It handles the default "Main" type of cameras nicely, but when you start adding specific camera types that point at things, (ie pose, face, right and left hands,) it starts to get a little schizophrenic. The new pose ones seem the most stable, but the other three behave strangely. For the Pose type, you can add several new ones, and they maintain their respective focuses. When used with multiple character's, some lock to a character, and some jump back and forth depending on the selected character. It seems kind of finicky with some times the first camera locking to one or the other of the character's, and other times it's the 2nd or 3rd camera that locks. Sometimes two cameras lock and other times only one locks and the other two junp. I'm starting to think it's all inter-related by which character was loaded first, which was selected when you brought in the camera, and how many Pose type cameras you have. Feel free to play around with it though :) I was trying to make it work first, and will figure out these nitty-gritty details as I get to them. Just finishing up the mini-tutorial so will post that in the very near future. It has some links to dl working sample files, so everybody can use the extra cameras right away without having to understand the details. Then you can play with just those areas you mention and try to figure out the exact chain of events. :)
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: Morph anti-injection | Forum: Poser Technical