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688 comments found!
Thread: Gamma Correction for print...Bagginsbill? | Forum: Poser - OFFICIAL
Wait your print shops are going about this all wrong, you need to have special inks. Ink companies would be more than happy to make them custom for the press. Really we are board stiff.
As a bonus I make more cash that way and buy more here. ;)
Thread: Ahhhhhh Freak out! | Forum: Poser - OFFICIAL
Quote -
I am thinking someone aught to just make a Poser Freak and be done with it. Same for every other future figure made by Daz that does not work properly in Poser. Just get together and start making our own. Thoughts?
Would the Poser Freak work with the Daz Freak clothes?
For the record, I think Daz should have been up front about this, they say the Mike Displacement maps are daz only and that is easier to change in the material room than this freak mess.
Thread: Official Tone Mapping thread | Forum: Poser - OFFICIAL
Quote - Now rendered tih:
exposure = 2.3
gain = 1.1
Could anyone give say (for dummies) what the python script to make the gain 1.1 would be, where you enter it, and I guess you have to do it on each scene or can you set it to stay that way always?
Thread: Antonia - Opinions? | Forum: Poser - OFFICIAL
@ MikeJ that "hello world" was freaking hilarious, too much time spent learning programming languages?
Thread: Poser 8 crashes | Forum: Poser - OFFICIAL
I have poser crash frequently after rendering. IÂ also have had crashes in the material room. And a on one scene the preview shows conformed figure and changes to another figure but they don't render that way.
Thread: New VSS Control Prop for P8? | Forum: Poser - OFFICIAL
Quote - I'm a bit unclear yet as to what the best settings are for P8. And, I'm working on Library GUI changes for SR1 before I do any shader work.
Ohh pooh! I'd rather have good looking skin (and any other shaders), then big pictures in the library. (Note I tried turning down the SSS and lowering the red, but doesn't seem to be good enough).
indigone I'd like to a copy of that prop, sounds real handy.
Thread: Render over background broken in Poser8? | Forum: Poser - OFFICIAL
Thread: POSER 8 - Saved files not loading | Forum: Poser - OFFICIAL
That could have something to do with why I'm not having the issue. I'm on the third day of a render have to check that out tomorrow, if it's done by then.
Thread: POSER 8 - Saved files not loading | Forum: Poser - OFFICIAL
I thought I would mention my issue just went away on it's own, IÂ have no idea why but just seems to work now.
Thread: A Dummies Guide to Indirect Lighting in Poser 8 | Forum: Poser - OFFICIAL
Quote - As pjz99 said, the values depend a lot on what's in your scene, but IÂ can at least tell you which way the sliders go for "better".
First (raytrace) Bounces: Same as Bounces used to be - limits the number of Reflective/Refractive/Transparent surfaces hit. Needs to be at least 1 for IDL. Higher numbers give more accurate optics, but at increased render time. I haven't needed more than 1 so far.
First (AO) Irradiance Cache: Used for AO and disabled for IDL. If you're doing IDL, leave this at 0.
Irradiance Sample Size: Globally reduces the maximum distance allowed between IDL evaluation points. (I'd guess it does something similar for AO when IDL is off.) Lower numbers mean more evaluation points, smoother IDL effects and substanially more render time. I've always kept it as the top end of 20 so far. My reccomendation would be to lower this from 20 only as a last resort**.**
Intensity: Set the global balance between IDL and direct/specular lighting. I've always used 1 so far.
Now we hit the most important ones for IDL.
Bounces: Sets the number of bounces off surfaces used to sample where IDLÂ is coming from. Depends on how complex the scene is. Higher numbers allow light to sneak under tables and things. Luckily, because of the magic of the Irradiance Caching algorithm, the render time does not depend exponentially on this number. Starting with a value of 5 seems plausible to me and don't be too afraid of even higher numbers.
Samples: This sets the number of random rays sent out after the last bounce to figure out how much light is arriving at the last bounce point. It has to be pretty high for two reasons - one, it is a statistical sample, so the error in the result goes down rather slowly with the number of samples, and two, the rays have to sample a complete hemisphere at the last bounce point. If there are too few rays sent out, they might miss important nearby geometry. Expect this number to be several hundred, if not thousand.
Second (IDL) Irradiance Cache: This is the most critical number. It effectively sets the accuracy in IDL that you're willing to accept and will cause the render to churn until it gets there. On the other hand it is the source of much magic as it forces more IDL evaluation points precisely in those places where the geometry is changing quickly and fewer where not much is happening. The actual maximum error in percent = 100 - Irradiance Cache. This means several things. First, high accuracy is to high numbers, or to the right. The usable numbers must be less that 100; 100 leads to no caching and unbearable render times. For high accuracy, the slider range is very compressed at the top end. E.g., to go from 5% maximum error to 2.5%, the number goes from 99.5 to 99.75. This is hard to manipulate with the slider and you probably need to type it in. Also, for each cut in the error by half, the render time could as much as quadruple.
These last two settings are the heart of IDL and they are somewhat coupled. For example, setting (IDL) Irradiance Cache high for high accuracy will fail if Samples is not also high enough to get reliable IDLÂ estimates at the IDLÂ evaluation points and vice versa. Fortunately, the test renders IÂ was doing seem to be very demanding since they have such flat, untextured surfaces. For most renders, quite a bit sloppier calculation of IDL is fine. For starters, try (IDL) Irradiance Cache at 50 and work your way up carefully.
I think that is the best I can say at this point. I hope it helps.
Whichway
Thanks for putting this all in one comprehensive post, I'll be printing it and referring to it often till I can feel comfortable with it. Render times on my old PCÂ are insane with just the test object, and was getting no where quick with testing.
Thread: Problems with P8? Bugs in P8? P8 crashes? Get help here! | Forum: Poser - OFFICIAL
Thread: What`s your favourite freebie? | Forum: Poser - OFFICIAL
Thread: Poser 8 and Injection Magic Issues | Forum: Poser - OFFICIAL
Thread: POSER 8 - Saved files not loading | Forum: Poser - OFFICIAL
Well I have the hot fix installed, still happens. I tried rendering the blank scene just to see what would happen and it came out white. Switching rooms and returning and it rendered.
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Thread: Render Related Info for Newer Poser users | Forum: Poser - OFFICIAL