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32 comments found!
cyberdome posted at 10:33AM Mon, 21 December 2020 - #4407833
I've had this issue. Simplest solution was to add a zero to the displacement value, lowering it by 90%.
thanks for the suggestion! I did try to change the strength before, but there's a small problem there. While your approach fixed the issue with the weird, overly dark shadows, it also reduces the maximum height of the "hills" which i need to keep.
I also tried changing the infinite light to an area light, in the hopes of fixing "something" but it didn't really work. It made the hills look smoother, but the shadows were still too dark.
Thread: Is it impossible to upgrade from Poser Pro 2014? | Forum: Poser 12
As far as I know, you'd have to upgrade to Poser 11 first before you can upgrade to Poser 12.
Thread: Poser 12 and Shadows | Forum: Poser 12
In case anybody wants to see if they can reproduce the issue, here's my dropbox link to the scene i've posted.
https://www.dropbox.com/s/e682i7r3j52u0nz/Test%20scene%202.pz3?dl=0
feel free to check it out!
Thread: Poser 12 Displacement map issues? Help appreciated | Forum: Poser 12
the octaves are set to 1 because i need the "hills" to be smooth. I've set them to 16 and you can see the result below. if you wish to check out the whole scene, here is the dropbox link to the .pz3 https://www.dropbox.com/s/56x09qa94tbl0l9/Test%20scene.pz3?dl=0 feel free to check it out :)
Thread: Poser 12 Displacement map issues? Help appreciated | Forum: Poser 12
thanks for the quick reply. unfortunately, unchecking that box didn't help. also, the sphere has natively 12288 triangles and is set to have 2 subdivision levels. Below you can see the sphere with a subdivision level of 4. Sub-D on 5 won't render anymore
(at least i don't want to wait for 10 or so minutes only to render a sphere :P )
Thread: Poser 12 and Shadows | Forum: Poser 12
Tested the same scene in both Poser 11 and 12, i've got the same issue with no blurry shadows in P12. Tried changing the blur radius in the properties as well as switching from ray trace shadows to depth map shadows.
no changes to be seen.
Thread: Poser 12 Bug Report: Diffuse Value not working | Forum: Poser 12
Alright, I've sent a bug report as a Poser support ticket. I hope that's the correct way.
Also: is there a general bug report thread here in the forum? There is another bug I've noticed back
in Poser 11 already and it's still present in Poser 12. If anybody could see if they're able to reproduce that, would be awfully nice.
Bug: when there is an animated value inside a node (the little key icon being activated) and a custom parameter dial is set up to manipulate that through a dependency, all dependencies to all present animated values inside the selected material are being removed when you undo any action by pressing ctrl-Z.
how to reproduce:
add any object into your scene. (for this example, a simple cube)
inside the material room, create any node (example: cycles -> color -> mix; make one channel white, the other black)
set any value to "animated" (example: Fac-value)
create a new master parameter in the parameters section
edit dependencies on the new master parameter
"teach" the parameter to change the animated shader node value (example: if parameter at 0 = Fac at 0; if parameter at 2 = Fac at 1)
stop "teaching" and change anything inside the material (like moving /dragging a node a few pixels to the left)
hit ctrl+Z to undo the action
use the master parameter dial and set to any value
= you will notice that the dependency you've created a moment ago is gone.
this is very annoying because i had to learn to NEVER undo any action inside the material room unless i want to reprogramm all the dependencies i've created, which i do a lot. I have dependencies for bumpmaps, texturemaps, SSS values, specular values and so on (in some cases up to 7 dependencies in one material)
thanks in advance to anyone who tries that out. should i create a seperate thread for this bug, please tell me and i will do so. if at least one person can recreate this bug, i'll report the bug the same way i did the first bug.
Thread: Poser 12 Bug Report: Diffuse Value not working | Forum: Poser 12
Why did it work in Poser Pro 11 then?
this is also not the only issue I found.
I have some bumpmaps set up to change (skin folds / wrinkles) through an animated "blender" node (new node -> math -> blender) and added dependencies to certain bodyparts. i.e. if the character smiles or raises their eyebrows, the bumpmap stregth goes up and the wrinkles become more visible. These behave wonky as well now. Even though they should be at minimal strength, they're on full strength.
I mean, are you saying that I have to rework all the mats for my 30 or so character models to make them work in Poser 12 ? Oo
Thread: Poser 12 Bug Report: Diffuse Value not working | Forum: Poser 12
Thread: Blender Rig not working properly in Poser 11, please help | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
thanks for the replies! i'll look into it and change the weight maps and bones to fit better into the head.
Thread: Blender Rig not working properly in Poser 11, please help | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
this is the last time i'm bumping up the thread. if nobody can answer the questions after this point, i'll give up on trying to use poser's unimesh skinning method. not being able to subdivide isn't too tragic, but i've noticed a bunch of figures i've bought on turbosquid have the same problem.
Thread: Blender Rig not working properly in Poser 11, please help | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
bump (?)
so did i misunderstand something or is the hirarchy not the problem after all? am i perhaps missing something ? do you guys need more / other information from me?
i can also provide the .blend file so anybody can try and see if they can find a solution on their computer.
Thread: Blender Rig not working properly in Poser 11, please help | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
thanks for the quick reply!
though I'm not entirely sure if I understand correctly. So it appears to be a problem with the hirarchy, but I didn't intentionally parent the bones to two other bones. I only extruded a jaw-bone from the head-bone by pressing E. Here are screenshots of the hirarchy inside poser and the bone arrangement inside blender. the weird thing is, that the mesh only breaks appart when i set the skinning method to poser unimesh, on "simple bones single skin - interoperable" it works fine...
the "bend" option in the properties is checked on all bones. the eyes are seperate spheres and only parented to the head, they're not part of the rig.
Thread: OpenGL problems anyone? | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
Thanks to Davo, I was able to "fix" or rather find a workaround for a problem i've encountered. Sometimes, deleting specific items in a scene would just crash Poser everytime. Switching from OpenGL to SreeD allowed me to delete the items in question and then continue working with OpenGL again. It still is kinda strange and also quite annoying if you have the chance of Poser crashing simply by removing an object or figure from the scene by pressing "delete".
A fix for that would be neat.
Thread: FBX import from Blender and grouping issues... | Forum: Poser 11 / Poser Pro 11 OFFICIAL Technical
here's an update:
i found a workaround which doesn't really solve the problem, but allows to at least save the file into the poser library after all groups and bones have been fixed by renaming them. simply save the model as a scene. for some reason, if you save it as a figure, it won't work properly anymore, but if you save it as a scene instead, it works. just remember to remove all unwanted items (such as lights, skydomes and other stuff)
i contacted poser's support and the first few days they tried to help me, but the support guy probably thinks i'm exporting it the wrong way in blender, so i didn't get any response for the last 2 weeks. he thinks the problem lies within poser's inability to handle FBX files above ver. 2014, which you can't adjust in blender.
PS: poser messes up it's own .FBX files, try it yourself. just export any rigged model (for example "andy") as an .FBX and reimport it, open the grouping tool or check through the setup room, you'll notice all groups and bones got some numbers added to them. you won't be able to mirror any poses anymore.
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Thread: Poser 12 Displacement map issues? Help appreciated | Forum: Poser 12