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1,098 comments found!
LtD, now THAT'S an idea. Not sure how to autoparent in a cr2 though. Do you know of any tutorial's on this?
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Thread: Shouldn't MAT mechanics be in .MT5 Material files now? | Forum: Poser - OFFICIAL
Mmmmmm, well I'll put it on the growing list of things to do. You could either specify a mt5 or pz2 as the source, and select the materials to apply to. In the case of the mt5, it would be replicated across all the materials. Will look into it in the new year if I get a moment.
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Thread: Maybe it's just me but... | Forum: Poser - OFFICIAL
duanemoody, I think the cornea/iris edge blur is simply achieved by studying the mesh that DAZ has supplied us (for V3) for the eyes. Most eye textures don't actually use the geometery the way it was designed. My reading is that it was ment to be like... EyeWhite - texturemap + bumpmap + specular Pupil - texturemap + bumpmap Iris - texturemap + bumpmap Cornea - transparent + specular (+ refraction?) If you follow the above setup, you get blur (although not as much as I would like). A lot of texturesets seem to paste the texturemap on the Cornea, which is not right. I like your iris adjustment idea. Does having refraction in the cornea address this?
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Thread: How to get rid of material zones? | Forum: Poser - OFFICIAL
Pretty sure it can't be done in either Poser or UVMapper. I wrote a python script to do it a couple of years ago - I ran it thru the blender python interface, so not very distributable. You could certainly do it in Maya. Probably 3ds and xsi too. There is a 30 day free trial of xsi at the moment - maybe download that to do it! I've downloaded the trial, but not yet got deeply enough into it to do this sort of thing.
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Thread: ATTN: Ockham or any Python script writer | Forum: Poser Python Scripting
Dave, once a node setup has been set for a material, you can potentially change the texturemap and bumpmap using python. I have not testing this, and depending on the complexity of your node setup, the python methods may or may not work. But the rough code to do this would be.... for each material: material.SetTexturemap ("texturemap filename") material.SetBumpmap ("bumpmap filename") You will need to read the PoserPython methods pdf file that is in your P5 executable directory.
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Thread: micropolygonal displacement mapping in poser5 | Forum: Poser - OFFICIAL
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=830740&Start=1&Artist=face%5Foff&ByArtist=Yes
EK - yep - did the store and restore mt. 100 times! I just couldn't believe that it didn't work like the tut said it would. But....it doesn't. To add to the frustration, you cannot have different material groups in your figure which have overlapping uv's - otherwise it crashes when making the displacement map. So there is a bit of mesh surgery required between the export from Poser the to import into Zbrush step. So if you are dealing with M3 or V3, you are in a world of pain, because you are going to have to separate his/her head from body, and then somehow get them back together again in P5. As for the morph target approach you mention - yep - I agree. Problem is, you need to paint your muscles on the unposed figure in zbrush to make the morph target. I wanted to paint on the posed figure (which is what I did). I've actually found it better to do the mesh surgery, then import into ZBrush, paint the displacements, then export the whole mesh out (without doing displacements), and inport the new mesh into Poser. Then make the original model's material fully transparent for the body parts that have been imported and render the old figure with the new prop. Works well, although I've had problems with my figures shadwoing themselves after coming back from ZBrush (see attached link for horrible self-shadowing - but using the approach above). Would be helpful to see some examples of your work with displacement mapping in P5.Creator of PoserPhysics
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Thread: micropolygonal displacement mapping in poser5 | Forum: Poser - OFFICIAL
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=805665&Start=1&Artist=face%5Foff&ByArtist=Yes
I would have to say that applying displacement mapping from ZBrush to Poser figures is INCREDIBLY hard. I did it once (see link to my gallery image) - but it was not easy. The probably is that you paint your displacements in zrush onto your figure, but it creates a displacement map for a slightly modified figure, not your original one (yes, I know the doco says otherwise - but try it yourself). So for the image above, I had to delete Don, then import the new cage in (from ZBrush), and apply the displacement map to it. Displacement mapping is (IMHO) not quite what it is cracked up to be. For starters, if you have concave areas (like Don's spine), it causes problems, since the two sides of the cave - if displaced enough, end up crossing over (and you can see examples of it in my image above). I think we need to wait for the next generation of modelling packages before this becomes viable for Poser human figures.Creator of PoserPhysics
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Thread: Shouldn't MAT mechanics be in .MT5 Material files now? | Forum: Poser - OFFICIAL
I'm not quite sure I understand the thread here, but reading it gave me an idea...You could write a phython script to enable you to select an MT5 file, and a bunch of materials in your figure, and it would apply that MT5 file to those materials. The code to do this is actually enbedded in the RealSkinShader, and it might be a neat tool to have. Would get around the complete absense of any phython methods to modify the mat room nodes.
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Thread: Maybe it's just me but... | Forum: Poser - OFFICIAL
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=836470&Start=1&Artist=face%5Foff&ByArtist=Yes
My 2 cents....The reason eyes don't seem to have any soul is because, just like skin, there is all sorts of stuff happening with light that Poser doesn't take into account. For example, if you look closely at a good eye reference, you'll notice red light bleeding in from the sides (light coming in through the eyesocket skin), and you'll also notice that light enters the eyeball, and comes out on the other side, giving it a 'glow'. None of this happens in a Poser render - although I tried - see link above to a gallery image where I applied the RealSkinShader to the eyewhite. Utterly failed, but I think with a bit more experimentation more realism could be achieved. I don't think reflections are the answer - I've seen lots of good photo's of eyes, where the only reflection is the camera flash.Creator of PoserPhysics
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Thread: Bands on Aiko 3 (Nudity) | Forum: Poser - OFFICIAL
Aiko has 3 materials that are not applied when you apply a V3 mat pose (Knee, Shin and Thigh?). To fix, go into the mat room, click on a part of her body that IS correctly textured (say chest), save the material in the material library (as say "DelMe"), then click the body parts not textured properly, and apply the material you just saved.
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Thread: Running a python script from a cr2 or pz3 | Forum: Poser Python Scripting
I guess a way of handling the "PyTrojan" being left in the scene would be to have the script delete it! The issue I've got is that I need to have a figure selected when I run the script. Having the script fire-off from a .cr2 file results in a new figure being created, so the original selected figure is no longer current. That's why I was heading down the "run the script from a pz2 file" path.
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Thread: Help PePythonEngine::DoScript | Forum: Poser - OFFICIAL
This sounds very bad! Haven't heard of it before - and can't really suggest a fix - sry.
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Thread: I Nominate Ockham as the next Featured FreeStuff Provider! | Forum: Poser - OFFICIAL
Thread: Running a python script from a cr2 or pz3 | Forum: Poser Python Scripting
Hi Poseworks - this is awesome. I'm not sure what you mean by "does apply pythonStartupScript lines from PZ2's to the current figure, it just doesn't execute them like it does when loading CR2s and PZ3s". I found that it parsed the line, but didn't execute the script. Maybe I was doing something wrong. I tried your cr2 method. Very interesting. If you Replace the current figure with the script (ie. double-click the icon) - your figure gets removed from the scene and then the script runs. But if you select the script in the character list, and click the Create New Figure button - it adds a new figure (called PyTrojanFig - from your cr2) and runs the script - and leaves the PyTrojan in the scene. I need to play with this some more I think....
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Thread: ATTN: Ockham or any Python script writer | Forum: Poser Python Scripting
There are a few pretty good python resourses around. www.python.org, the Poser python methods pdf that should be in your Runtime, and there is a tkinter pdf too available on the web.
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Thread: Running a python script from a cr2 or pz3 | Forum: Poser Python Scripting