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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 4:22 pm)



Subject: OpenGL Rendering help


m-and-m ( ) posted Tue, 18 April 2006 at 10:37 PM · edited Thu, 15 August 2024 at 4:30 AM

Hello. I am new to Poser 6 and it would be nice if somebody can help me out a little bit:) I want to make anime or toon-like renders, but I just don't get this OpenGL thing. How exactly do you make toon renders with textures and lighting? (I don't want simple toon with line, what would be the whole point of OpenGL?)


JunkoH ( ) posted Tue, 18 April 2006 at 10:53 PM

Not sure what your problem is, OpenGL has nothing to do with the rendering, only what you see in the preview window.

If you want anime or toon renders, you have to apply those kind of textures or shaders to the scene.

 



m-and-m ( ) posted Tue, 18 April 2006 at 10:55 PM

Here's an example of what I want:

That up there is DAZ's BelBel. How exactly would you make the OpenGL Preview render? I've tried I million things with James and other figures, and they never look like that:|


JunkoH ( ) posted Wed, 19 April 2006 at 1:04 AM

file_338853.jpg

Lets try some basics. The OpenGL Preview is just a preview (or approximation) of what the character will look like when rendered.

It has nothing to do with anime or toon style shading.  BelBel looks like that because she is toon shaded, that is the colors applied to her figure are toon like.

James is not going to look like a toon until you specifically apply a toon texture to him.

Now if you want a render of what is in the preview window, just make sure your preview is set to OpenGL (not Sreed), and make a one frame animation with style set to preview to an image file (preferably .BMP, convert to JPG later). Thats what I did for the attached pic.



adp001 ( ) posted Wed, 19 April 2006 at 2:07 AM

Perhaps there is just a missunderstanding. openGL rendering is something your graphics card or a software openGL driver does.
Whatever the hardware/software produces (renders) is taken as a preview in Poser (and other APPs, too).




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