Believable3D opened this issue on Aug 27, 2009 · 110 posts
Believable3D posted Thu, 27 August 2009 at 9:33 PM
Heh. I doubt many folks from S-M will be reading here, but thought it may be more realistic to ask for truly new features in PP 2010 than in a service release for P8.
So I'll begin with these:
Port the upgraded features of P8 to Poser Pro (e.g. IDL). Pretty self-evident, but we may as well state it. And yes, I want the upgraded library. :) (With the forthcoming upgrades/improvements etc, of course.)
Native 64 bit application.
Subsurface Scattering.
Object-specific lighting. (If this can already be done, I'd like to know how. One use: It would be nice to set a shadow map light specifically for hair, so that there are still shadows if you exclude it from raytracing.)
Context-sensitive image import and export: App returns to last directory imported from (i.e. for textures) when importing, and last directory exported to when exporting (for saving renders).
PSD alpha channel support.
Exclude object from camera. Still cast shadows and shows up in reflections. This is possible in other apps; easy solution to accidentally rendering with a wall in the way (at the very least: upgrade preview to match render, so that if the wall isn't in the way in preview, it doesn't show up in the render).
Import .obj as full body morph.
Additional morphing tools. I'm not expecting another ZBrush inside of Poser, but some basic tools would be nice, especially in Poser Pro. E.g. Rotate, Move.
Ability to maneuver camera rotations and placement within the posing screen (e.g. right-click, move left = rotate left).
Ability to save Morphing Tool morphs with a simple right click from the interface with the new morph selected (or better yet, use the existing save to Pose dialogue to allow the option to save a custom morph to a pose file). Should be able to create dials for the figure Body and the affected body parts.
Selective undo. There are many uses for this. E.g. Sometimes you've made a change and then nicely set up a camera or whatever and notice that your change doesn't look so good from the new angle. You want to be able to undo your change without undoing your work since.
I don't know if I dare ask for it, but multiple background renders would be nice. Although admittedly, Poser Pro's ability to render in queue alleviates this somewhat, sometimes one wants to see multiple renders while in progress. Another option, though I don't know if it would be possible, is if Queue could be toggled to display periodic progressive rendering. I'd think multiple bg rendering would be easier, as the technology and display system is already there for bg rendering.
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andolaurina posted Thu, 27 August 2009 at 10:26 PM
Here's my list for Santa. :-) Any or all of the following...
1) Zbrush-style paint-on-surface abilities (begging for this one)
"Maya muscle" style muscles (yeah, that's a major stretch but this is a wish list)
Better/more redistributable content/figures (better than those in Poser Pro 7)
Embedded PhilC applications including Hair Designer, Shoe Designer and the Clothing Designer Suite
Embedded Python scripts that are sorely needed (license from Semidieu at RDNA his Advanced Render settings as well as some of Ockham's glorious scripts)
Cross-body part morphing (like in Poser 8)
A physical manual available for purchase (for those who have said they wanted one)
3D Morph brushes: Advanced morphing capabilities (like adding wrinkles, etc. without using bump maps)
Significant render engine improvement
Better dynamic hair engine (specifically, more realistic looking hair like Maya/3DS - kind of a long-term goal)
More built-in animated poses (like cleaned up Carnegie Mellon BVH poses; see ShareCG)
12) Re-addition of Poser 4 render engine option (and/or improved TOON render option--can something be borrowed from AnimeStudio Pro for this?)
13) Particle system
Some environment like the new TerraDome at RDNA
UV mapping/unwrapping capabilities
More advanced 3D modeling capabilities (like Hexagon or Blender or Carrara or Wings)
Plenty of additional good content from CP vendors that isn't in other versions of Poser and isn't just sci-fi .... consider including Miki 2, Olivia G2, TY2 and NearMe (I have them but others might be happy to get them)
Ability to click on a texture (image map) in the Material Room and it automatically open your default image editor for that extension (e.g. Photoshop)
Tons of redistributable primitives (and not so primitives) with tutorials
Limited (or robust) 2D/3D Postwork Capabilities straight into your environment (with brushes for things like fog, etc.)
Easy and fast 360-degree render ability (without creating frames)
Ability to choose which figures you want to render
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Khai-J-Bach posted Thu, 27 August 2009 at 10:27 PM
Direct Sketchup Skp import. that would be a killer addon.
andolaurina posted Thu, 27 August 2009 at 10:29 PM
Quote - Direct Sketchup Skp import. that would be a killer addon.
I'll second that motion.
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DCArt posted Thu, 27 August 2009 at 10:35 PM
Some things I'd love to see:
Borrowing from Max: A two-click positioning system for lights and cameras, first click to set origin, second click to set the target. And when you look in the camera view have it so that you can see the camera adjust in real time as you adjust either the origin or the target.
I second the request for Import OBJ as full body morph.
"Zoom to Selected" and "Zoom Extents" camera views.
Ability to select multiple items and perform similar functions ... like changing all lights to white, or rotating a group of items
A "Scene" library category to store PZ3 files.
Allow CR2's to be put in the Hair category, so that you don't have to remember whether hair was PP2 or CR2.
Similarly, maybe a Clothing library category would be a nice addition ... likewise because you won't have to remember to look in Figures or Props.
A menu that pops up when loading a figure with IK, that asks you if you want IK on or off, and if you want to zero the figure. 9 times out of 10 that is the first thing I do when I load a character.
Some new default lights, preferably white/gray
Some of those would be kind of easy, others maybe not. But they've been on my mental wish list for so long!
andolaurina posted Thu, 27 August 2009 at 10:43 PM
One more: Ability to save delta-injection (INJ/REM) poses of spawned morphs as pz2 files within Poser
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wackymidget posted Thu, 27 August 2009 at 10:58 PM
.mdd import/export
better collada import/export
Believable3D posted Thu, 27 August 2009 at 11:00 PM
I forgot:
Solo Light: automatically shuts all other lights off; toggling will turn them back on.
Solo figure/object: automatically makes all other figures/objects invisible.
Blend with previous render. This is for all the times you find one thing wrong in your image. So without moving the camera, you alter it and do an area render. (I know, this can be done in Photoshop, but everyone knows we're all lazy.) :)
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Believable3D posted Thu, 27 August 2009 at 11:01 PM
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ghonma posted Fri, 28 August 2009 at 1:14 AM
Since we're wishing:
. Official support and plugin for export to kerkythea.
. Official support for GoZ so that all us people who do poser morphs can finally have a proper hassle free route to ZBrush.
. Support for RSL and custom shaders. Poser/Firefly is about the only renderman clone that doesn't do RSL (yes D|S adv supports it)
. Multithreaded cloth and hair rooms.
. Give us a goddamn up-vector already. It's shameful that in 2009 poser pro is the only animation app which still struggles with IK flipping.
. Support for hand editing/painting of generated weights in the setup room (AKA weight maps)
. Support for custom Cg (or other shading language) shaders.
. Better support for COLLADA, including import of rigs and animations.
There, that's a poser release that can call itself 'pro' without being embarrassed.
mouser posted Fri, 28 August 2009 at 1:20 AM
1)Rebuild the core application as 64bit.
Make the supplied content an option to selectivly install if the users want to (some of it is ok).
2)Instead of the Library use folders & directories just as per the OS you are using, its what people are familiare with after all.
3)NO relative addressing.
4)Hold off on the luxuries like simulated cloth, hair and other affects until the core system is stable. If features are added before the core app is done its going to be the same old mess.
Be up front and admit that this takes time and money, ie set real targets that are achievable and achieve them.
mylemonblue posted Fri, 28 August 2009 at 1:51 AM
My feature RequestS would be...
My brain is just a toy box filled with weird things
-Timberwolf- posted Fri, 28 August 2009 at 3:35 AM
Important for animations and imported BVH files:Get rid of the foot-sliding effect. Nail feet to the ground . The Poser IK is not useful enough here.
Little_Dragon posted Fri, 28 August 2009 at 4:03 AM
Quote - 6) PSD alpha channel support.
In renders, or the material room's image maps?
MikeJ posted Fri, 28 August 2009 at 4:07 AM
Lucifer_The_Dark posted Fri, 28 August 2009 at 4:13 AM
Now that I've settled on a 64bit OS I would like to add my support for a native 64bit version of Poser.
Windows 7 64Bit
Poser Pro 2010 SR1
MikeJ posted Fri, 28 August 2009 at 4:16 AM
The ability to abort a render immediately, not after 5 minutes of texture loading and shadow map calculations.
-Timberwolf- posted Fri, 28 August 2009 at 4:26 AM
@ MikiJ: GPU rendering is a great idea.
adh3d posted Fri, 28 August 2009 at 4:49 AM
Dale B posted Fri, 28 August 2009 at 5:24 AM
Wishes, eh?
1 Improved animation controls all around:
a. 'Sticky' IK (being able to pin a joint or bone that is not at the end of the chain in place, and release it at any time during the animation process without things going insane)
b. Enhanced dopesheet and graph editor (On the graph editor, expand it and have perhaps a multi colored set of tracks, so that one graph shows the XYZ values of the selected part simultaneously. That would allow the addition of more industry standard gizmos for adjustment, which would help with both workflow and perception. Linkage between the graph and the dopesheet; if you have a graph open and one body part selected, then the dopesheet likewise expands that one selected item, showing the keyframes in more detail. A greater variety of interpolations would be nice, too)
2 Multi-threading the cloth and hair rooms. These would benefit the most from the multiple core systems.
3 Either getting together with E-on and beating all the interconnect bugs between Poser and Vue to death once and for all, or expand the Collada interconnectivity and use that route for workflow.
4 Provide sets of low poly proxies for the SM figures, to get people used to the idea that using proxies really can speed up hair and cloth sims
5 Continued improvements in the distributed rendering system
6 'Zoned' soft body dynamics (I know the odds of getting full softbody is next to nilo, but what about limited sbd on the breasts and buttocks, the two major deformation zones). If not that, then the addition of the ability to attach metadata to the meshes, so that those who do program can assign values to body parts that a 3rd party plugin can use in some way
cspear posted Fri, 28 August 2009 at 5:25 AM
I'm not sure exactly what people expect of a 64-Bit native app, and question whether those expectations are realistic.
Most 64-Bit benefits will come from RAM and CPU intensive tasks such as rendering. If you think that it's going let you smoothly handle scenes with several dozen Victoria 4s (all fully clothed, of course), you're going to be disappointed.
For example, it is not difficult for me to push my full 64-Bit native version of Vue 7 to the point where everything slows right down or crashes.
So my wish / hope / expectation would be for a really well implemented 64-Bit FireFly engine, that runs in 64-Bit at all times (i.e in the Queue, in the Background, in the Foreground). It would great if I could specify how many cores get used in each of these modes.
Many things on others' wishlists would be nice, but I'd sacrifice all of them for the renderer to be at the top of its game.
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PoserPro 11 - Units: Metres
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MikeJ posted Fri, 28 August 2009 at 8:32 AM
Quote -
I'm not sure exactly what people expect of a 64-Bit native app, and question whether those expectations are realistic.Most 64-Bit benefits will come from RAM and CPU intensive tasks such as rendering. If you think that it's going let you smoothly handle scenes with several dozen Victoria 4s (all fully clothed, of course), you're going to be disappointed.
For example, it is not difficult for me to push my full 64-Bit native version of Vue 7 to the point where everything slows right down or crashes.
If you say so. I have Lightwave scenes using up to 7+ GB of RAM at render time - with 64 bit Lightwave, of course and nothing slows down. That would be impossible in a 32 bit app.
What are your system specs? RAM, RAM speed, motherboard model, CPU?
I also have one Poser scene that uses 5 GB of RAM, using Poser Pro and rendering with 64 bit Firefly. IMO, they did a pretty good job with it.
And I routinely ran my RAM up into the 6 GB range when using the Mudbox 64 bit demo.
Quote -
It would great if I could specify how many cores get used in each of these modes.
You can, in Windows at least. Task Manager>Processes - right click on process and choose "Set Affinity". A dialog which lists all your cores pops up and you can select which core does what. The settings don't stick after you close the program though.
Gareee posted Fri, 28 August 2009 at 8:41 AM
I'm seeing totally unrealistic high end app requests, rather then practical "what they could most likely do" requests here.
There's no way with the pricepoint and developement budget that you'll see maya or zbrush functionality in poser pro. Buy those applications if you really want it.
I want to see P8 as the base, the 64 bit background renderer, que renderer, and better zbrush support. Philc already has a full obj to fbm application in his poser toolbox, so that can be had for a pittance. (I think it was a buck in one of the CP first friday deals.)
I'd have to think what else I'd really want that make sense in poser... maybe opengl preview od the displacement and normal map material functions? (If games can do it, poser might be able to pull it off.)
A good collada exporter, which could then be used by all major high end apps.
Way too many people take way too many things way too seriously.
replicand posted Fri, 28 August 2009 at 8:46 AM
You know, there are apps that have many of those features already. Maybe you've outgrown Poser, but can't part with the content. Achilles Heel.
Believable3D posted Fri, 28 August 2009 at 8:49 AM
Garee, yes, seeing displacement & material effects in preview would be nice. More system load again, I suspect... all the more reason to have 64 bit native.
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MikeJ posted Fri, 28 August 2009 at 8:55 AM
Quote -
I'm seeing totally unrealistic high end app requests, rather then practical "what they could most likely do" requests here.
I was only kidding with half of my suggestions.
I'm actually expecting Poser Pro 2010 to only have the Super Extra Ultimate Pro Library , and 8 new humanoids. ;-)
Gareee posted Fri, 28 August 2009 at 9:22 AM
Thing about a request list.. if they see outrageous requests, odds are they skip that post, and most on to the next. I know I would, sorting out the wheat from the chaff.
Way too many people take way too many things way too seriously.
MikeJ posted Fri, 28 August 2009 at 9:27 AM
Quote - Thing about a request list.. if they see outrageous requests, odds are they skip that post, and most on to the next. I know I would, sorting out the wheat from the chaff.
I agree.
I'd imagine that many of their ideas and new features will come from the Poser Pro 2010 beta.
They may also put out a new public survey like they did for Poser 8. Hopefully the next one will have a "suggestions" field though, unlike the last. They could limit it to a certain number of typed characters to avoid having too much chaff to sift through.
andolaurina posted Fri, 28 August 2009 at 9:39 AM
Some of these so-called high-end features are in Carrara. So, I think it's plausible to think some of it could be incorporated into Poser, especially since Poser arguably hasn't had any truly major feature changes in many years. (even IDL isn't that major by some standards)
I don't see any issue in "aiming high" in our wishlists. If they don't know that their users would like certain features, they'll definitely never stretch to provide anything more. Most people (perhaps even SM) assume that Poser users are elementary users / hobbyists anyway.
Like a wishlist to Santa, I don't expect to get every toy... even one thing on my list would be nice. I especially would like at least some basic yet decent paint-on-surface capabilities (watered-down Zbrush) which Carrara does have.
Besides, I think it would be good for Smith Micro to have a long-term, big picture plan for Poser. "This is where we are now and this is where we'd like to be in 10 years with the application...and here's the timeline of development." I'm not sure that they need to make Maya/3DS the 10-year end goal, but there should be a calculated plan for improvement. If Poser is where Poser is today in another 10 years (with only a few minor improvements), I think they will have lost the elementary-intermediate users to DAZ Studio and the advanced users to the big boys (3DS, C4D, Maya, etc.) In that regard, they can go through our wishlists and say, "We'll do this now; we'll do this in the next release; we'll do this in 5 years; we'll do this in 10 years; or we'll never do this...or we'll do this as a separate application" That would be the logical way to handle this. I would hope that they wouldn't be so short-sighted as to overlook any request without seeing if it should go on their long-term timeline.
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Gareee posted Fri, 28 August 2009 at 9:47 AM
And the same "high end" features were requested in poser 6 and 7.. and were not added.
Common sense plays a lot in what features are possible or not.
Carrara also used the be a LOT more expensive, until Daz bought them out as well.
You say poser hasn;t had any truly major features added in years.
I guess a whole gui makeover isn't "major"?
A whole library makeover...
New rigging enhancements requested for years
Morph brush ability right in the application...
Displacement and normal mapping support...
64 bit background renderer, and que renderer...
Multiple undos....
Cloth room and dynamic hair room...
All the various rendering and lighting enhancements...
Sorry, but those ARE all major application enhancements. I think you are just taking them all either for granted, or jumped into poser after they were all already added.
Maybe you should look at poser 4 again, and see how many thing it is missing compared to what we have today.. then tell me there have been no major changes...
Way too many people take way too many things way too seriously.
grichter posted Fri, 28 August 2009 at 9:50 AM
Based on their main competitor choosing to use a 3rd party vendor for Dynamic Cloth that only works on windows, or the fact that nobody else can create dynamic cloth but the 3rd party with expensive tools...
Plus users are looking to create more realistic renders...
A speed improvement in the cloth room would be a major advantage and selling point.
Not an unrealistic request :)
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
Gareee posted Fri, 28 August 2009 at 9:52 AM
They just did a improvement in the cloth room in poser 8.
Try dynamic cloth even in a high end application.. in lightwave or max, is still takes time, and is not instant by any means.
Way too many people take way too many things way too seriously.
andolaurina posted Fri, 28 August 2009 at 10:06 AM
"Sorry, but those ARE all major application enhancements. I think you are just taking them all either for granted, or jumped into poser after they were all already added."
Garee, why don't we just leave it up to Smith Micro? If I continue this, I'll be ripping apart Poser, which I'd rather not do, since I love Poser but do see some significant room for improvement now or in the future. I don't think arguing with or criticizing each other is going to help the cause, so I'm bailing out.
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Gareee posted Fri, 28 August 2009 at 10:17 AM
Well, I;' only a tester of the last 3 versions and poser pro, so I guess I have no idea what might be probable, possible, or impractical.
I can only give advise based on what I've learned in working with them in 5 years or so.
Maybe you know better though.
Way too many people take way too many things way too seriously.
andolaurina posted Fri, 28 August 2009 at 10:35 AM
I don't think that any of us ever said that we knew "better" than you, Gareee, but simply that we had some ideas for improvement which SM can evaluate, laugh at or incorporate.
PS: I really do like your products over at DAZ (and your tagline in your sig ). I certainly don't question your knowledge of the Poserverse.
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Gareee posted Fri, 28 August 2009 at 10:59 AM
Thanks. I'd just prefer to see some realistic expecations of smith micro, and some real thought put into enhancement requests, instead of pie in the sky requests for high end application features that just won't even be considered.
Way too many people take way too many things way too seriously.
MikeJ posted Fri, 28 August 2009 at 11:28 AM
Then again, sooner or later they're going to have to put in some high end features, because someone else will.
As technology improves, people expect the software to improve with it. In spite of its recent leaps and bounds, Poser is still lagging way behind. True, relative to itself, 5 years ago, it's a huge improvement, but meanwhile the rest of the 3D world has advanced far, far more.
DAZ Studio is becoming a contender. They're incorporating high end features now. Sooner or later Poser will have other competition too, and it won't be good if they suddenly find themselves replaced by other apps by other developer who were willing to take the leap.
Having said that, as long as they keep the price low, they can count on the budget hobbyist market, probably, and probably continue to get away with being at the bottom of the 3D heap.
But "pros" or people wanting pro features may not keep spending 500 bucks on it once other apps offer more high end features.
lkendall posted Fri, 28 August 2009 at 12:17 PM
The Poser development team is made up of big girls and boys. They can take care of their own time and attention spans without being nannied. They probably can use a few moments of wishful thinking like the rest of us or at least a good laugh. They’re professionals and know that even in the wildest most far-fetched wishlist can be the germ of a usable idea. If they are serious about development of the product they would be fools to waste a resource like this wishlist.
I find a wishlist thread, no matter how unrealistic, to be far more positive than a bitch/moan/gripe/doom thread. Everyone knows that the features wished for are extravagant fantasies. The Poser developers are not a greedy stingy cabal of misers refusing to allow wanted features to escape their clutches and be included in the released products. We all know that only a reasonable number of changes will make it into a new version.
If one must have a thread of only minimally possible features to propose (that the least competent and creative programmers would find completely unchallenging) then start the "Completely Realistic and Most Likely To Happen Anyway Suggestion Thread", and enjoy reading and moderating the posts. But, come on, even the most realistically dreary Poser fans can find at least one sugar plum to dance in their dreams.
As long as I am sitting on Santa Claus' knee:
I would like to see two or three channels on the Root node in the Advanced Materials room to be programmable with Python scripts, wxPython, and maybe even be able to call external libraries and executables.
I would like to see a programmable (like #1) node with perhaps 12 programmable input and 12 output channels.
I would like to see an orientation node (rotate, flip).
I would like to see a lensing/distortion node that used a map to stretch or compress portions of an image. This could be used to compensate for texture stretch on very morphed figures, and adding lensing effects without changing the surface or shadows.
I wouldn’t mind a node that allows RGB, HSV, bright, contrast, sharp/blurr, negative, convert to grayscale, Gamma, etc. to be applied to a specific texture.
I think more of the internal variables, procedures, and functions need to be exposed to Python and wxPython to allow for more complex plugins. I think that the scripts should be able to link to external libraries and call external executables. Poser has needed a real SDK for a long time.
Apparently no one on the Poser development team is as color-blind as I am. Why do we still not have any control over the colors of the user interface? I don’t care about skins, but I could use some extra contrast to make some of the user interface more readable.
Seeing that Poser Pro can send render jobs to separate computers on a render farm, and seeing that this is of no real benefit for those who do not do animations, I suggest that Poser Pro be able to cut up a render into four, nine or sixteen parts, and distribute the work to other computers. If we can send buckets to 32 cores, why not have big buckest that can be sent to other computers?
Soft body physics that can at least be applied to specific areas of objects, or at least better ways to use the cloth room simulations to fake this.
It would be great if reflection, refraction, and transparency did not do a body slam to FireFly when Raytracing and/or IDL are used.
In the Material Room, I would like to be able to right click any of the little windows that display what is happening to the output of that node, and see the display in a larger window. In fact, I would like to be able to save that image to disk (to various sizes, pixel density, and file extensions). Well, you can kind of save the image with "Print Scr" but more control would be nice.
Gravity! I would like to be able to apply gravity to a selected group of actors, or a better way of doing this in the clothroom.
I could use the ability to pause and save the state of a current render so that I could return to it at some other time. Even with background rendering, long renders can stop workflow, and we become slaves to the process.
Some sort of subdivision for figures/props?
LMK
Probably edited for spelling, grammer, punctuation, or typos.
andolaurina posted Fri, 28 August 2009 at 12:54 PM
One more: When you open the material room, it would nice to have it go to the last material edited for the figure (rather than the first on the list).
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Believable3D posted Fri, 28 August 2009 at 8:05 PM
Whoa here. 64 bit background renderer is not an "improvement" to the Poser application. It is a specific feature implemented in Poser Pro, which is not in the main stream of Poser development. Maybe some day it will be implemented in regular Poser, but that's obviously not the case now.
Keep in mind that we are NOT talking about feature requests for Poser 9 here. We are talking about feature requests for a supposedly Pro level app. Granted that it is very economical on the scale of pro apps, I don't think it is unreasonable to ask for at least a nod in the direction of some pro features. Granted that some of the requests above were perhaps overly ambitious. But let's not forget that feature enhancement that makes today's low-level app more feature-rich than yesterday's pro app is a longstanding technological reality. Even in the automotive industry (which is far slower moving than software), things that were strictly luxury items not so long ago are taken for granted in virtually every car on the market today.
Moreover, it's beside the point to compare Poser Pro 2010 to Poser 4 - a leap between a forthcoming self-proclaimed pro app and a consumer app four versions old. Even aside from the difference between Poser Pro and Poser, every piece of software that goes through four or five versions sees HUGE improvements. It's the nature of the beast. But nobody says, "Well, we had huge improvements the last few versions, so we don't need any this time around." That's a very quick way to get people off the upgrade path. Frankly, I don't have much motivation to buy Poser Pro 2010 if all they add is the new features in P8 to the existing Poser Pro. It's too much money to pay for functionality I already have, even with the $129 I'll get off for purchasing P8.
Of course, I agree with your core point. Realistically, we cannot expect Poser Pro to be everything. It cannot be ZBrush, 3DS Max, Bodypaint, and Vue all rolled into one. But it certainly can have considerably more robust features than it does. Hell, DAZ Studio Advanced is already ahead of Poser Pro in a lot of areas (IDL, GI, SSS, 64 bit native etc etc), and it's cheaper than regular Poser, never mind PP. Smith Micro needs to identify key areas where Poser Pro can be far superior to a non-pro app, and I think feature requests can help with that.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
DCArt posted Fri, 28 August 2009 at 8:23 PM
It seems to me that "pro" features are those that content developers and animators would benefit from. Or for those that have a need to create EXTREMELY high resolution renders for print.
andolaurina posted Fri, 28 August 2009 at 8:39 PM
Quote - But "pros" or people wanting pro features may not keep spending 500 bucks on it once other apps offer more high end features.
Good point...especially since Cinema 4D recently had a 50% off deal if you did a side-grade/cross-grade from another high-power 3D app (Maya, 3DS, Carrara Pro, etc. but not Poser Pro). It's expired now but may not be the last deep discount we see if the economy continue in a slump.
Poser Ambassador;
Poser 11 & 12 / DS4 / Metasequoia / Silo / Zbrush / realityPaint / UVMapperPro / XD 4
/ Ps CC / Fw / Ai / Painter 12 / Clip Studio Paint / Comipo /
Reality 3 / Windows 10 /
Units = Poser Native
Believable3D posted Fri, 28 August 2009 at 8:47 PM
Wow, wish I had seen that, as I do have Carrara Pro. (Not that I can really afford C4D even at 50% off, but I think I'd find a way to afford it....)
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
andolaurina posted Fri, 28 August 2009 at 10:07 PM
Yeah, my husband saw that in either 3D Artist or 3D World. I think he said it expired on 7/31. But, there could be other C4D offers floating out there somewhere.
Poser Ambassador;
Poser 11 & 12 / DS4 / Metasequoia / Silo / Zbrush / realityPaint / UVMapperPro / XD 4
/ Ps CC / Fw / Ai / Painter 12 / Clip Studio Paint / Comipo /
Reality 3 / Windows 10 /
Units = Poser Native
grichter posted Fri, 28 August 2009 at 10:23 PM
Quote - They just did a improvement in the cloth room in poser 8.
Try dynamic cloth even in a high end application.. in lightwave or max, is still takes time, and is not instant by any means.
Maybe I should have added that it be done in background, like the PPro render engine, because it can take so much time. I do a lot of cloth room stuff and I think they have a distinct advantage over the other guys they could exploit further.
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
operaguy posted Sat, 29 August 2009 at 1:08 AM
.mdd import/export already exists in this script. Not expensive and I was a beta tester -- it works definitely
operaguy posted Sat, 29 August 2009 at 1:09 AM
soft-body dynamics and fergodsake give me tangents on the splines.
MikeJ posted Sat, 29 August 2009 at 1:48 AM
Quote - It seems to me that "pro" features are those that content developers and animators would benefit from. Or for those that have a need to create EXTREMELY high resolution renders for print.
Not necessarily.
I would just like to be able to use it for some high quality renders from time to time without it taking all day.
The Poser Pro Firefly 64 bit render engine is OK, can definitely handle a lot of polygons and textures and shadow maps and whatever else, and I see that the Poser 8 FF render engine is an improvement over that. Not 64 bit though, obviously.
Nevertheless, in spite of all its improvements, it is sloooowwww. Poser Pro, that is, not Poser 8. Slow for raytracing, slow even for just shadow maps, but if you want a good render, you need to use raytracing.
And since this has become something of a discussion of higher end app features, I'll point out that when you compare P-Pro's Firefly against, say, Mental Ray and Lightwave... well, there is no comparison. They both run circles around Firefly, while using soft area lighting and radiosity too. Even the Vue 4 raytrace engine 8 years ago on a single core was faster than Poser Pro FF on a quad core. Or so it seems, considering one would be likely to have far more transparent/reflective and refractive elements in a Vue render than in a Poser render.
But I'm sure that P-Pro 2010 will have the newer, faster FF in it like Poser 8 does, and probably with some more improvements. Although I'm still not betting it will be anywhere near the speed of the higher end apps.
And when I say fast, I mean F.A.S.T. Someone may say, "But this render only took an hour, have some patience!"
Well, I can do the same render in LW in a few minutes. Yes, it is that much faster.
And there's no reason why we should not expect P-Pro 2010 to be able to at least compete.
One of the main features of Poser Pro is the ability to export animations to other apps, in order to take advantage of their better render engines and speed. I've tried it in both Maya and Lightwave, and, IMO, it's pretty much about useless, considering all the work you have to do to get good materials on the models then. They import using only the basic shaders and textures - might as well just use OBJ, since you have to fix everything anyway.
And before someone points it out, I'll say that yes, I am aware that Poser can't export its own shaders. No app can, but they could have found the closest equivalent in the target app. Maybe, maybe not. But that's not my point anyway.
And as for the animation, there is no way to adjust rigging or bending once you have your scene in the target app. You still have to use Poser for that, so that defeats the purpose too, IMO, since you can't use other app's superior tools on the rigging.
So in other words, one of the main features of Pro is pretty much useless, IMO, unless you're willing to do a whole lot of extra work on materials and settle for Poser's deformation tools. Again, might as well use OBJ export and rig the figures yourself.
It would be nice to see Poser Pro 2010 have a means of exporting the mesh and translate its rigging into the closest equivalent of the target app along the way.
Then again, it would also be nice if Poser Pro 2010 has a better and MUCH faster render engine, to make it less necessary to need to export anything.
DCArt posted Sat, 29 August 2009 at 1:28 PM
I just thought of another feature that might be cool to have ...
Right now, if you want to use a photo reference to morph a character, you load the picture in the background, and you have to work in outline or wireframe mode, or make the character transparent so you can see the photo in the background.
It would be REALLY cool if you could load a photo in as a semi-transparent overlay so that you can morph the figure behind it.
seachnasaigh posted Tue, 01 September 2009 at 9:27 AM
[] P8's IDL
[] Get the movie node working for the 64bit render engine
[] Add the option to render animation frames in reverse order, to facilitate cooperative rendering without networking. E.g., Valkyrie is set to begin rendering at frame 001 and step upward (begin 001, end 900), while Pixie is set to begin rendering at frame 900 and step downward (begin 900, end 001). I stop both computers when they reach the same frame.
[] Remember separate browse addresses for:
-------------------------> loading texture images to material room
-------------------------> open/save scene file
-------------------------> import/export raw mesh (obj)
-------------------------> rendered images
Regarding a greatly improved render engine (64bit), I would expect a considerable price increase for such, but I would choose that option if available. I.e., I am willing to pay more to get it.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
MikeJ posted Tue, 01 September 2009 at 9:36 AM
Quote -
Remember separate browse addresses for:
Add to that list to remember where to save rendered pictures.
It's pretty silly for them to think I want to save renders into the main Poser runtimetextures folder.
No matter what you're doing in Poser, it just always opens up the last folder opened.
seachnasaigh posted Tue, 01 September 2009 at 9:40 AM
Thank you, MikeJ - I knew there was another browse address category I wanted, but I couldn't remember what it was!
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
grichter posted Tue, 01 September 2009 at 9:46 AM
How about I save a file as NVITWAS.pz3 before I render. Then I render, and want to save the image. Instead of the default untitled.png, I can select in the prefs, that the default export is .psd. Also at export instead of defaulting to the file name of untitled. It picks of the name of the saved file or NVITWAS. If I want to add 01,02,03 I can. But having to retype in NVITWAS every time I export an image seems not as user friendly as it should be.
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
Aku posted Tue, 01 September 2009 at 6:44 PM
I would like to see gpu rendering with multicore cpu support ^^
estherau posted Tue, 01 September 2009 at 11:24 PM
non photorealistic rendering with toon lines and cel shading but more than just a post processing filter please. and in colour but taking into account transparency.
one click for this cartooning ie not changing each figure to toon one by one.
shift click on multiple objects to move them around together without having tp parent them to things one by one (like all other 3d software)
I aim to update it about once a month. Oh, and it's free!
wackymidget posted Wed, 02 September 2009 at 4:35 AM
Quote - .mdd import/export already exists in this script. Not expensive and I was a beta tester -- it works definitely
Doesn't work for Mac, and the author has no intention to create it for Mac...
mylemonblue posted Wed, 02 September 2009 at 4:47 AM
I would like Poser Pro 2010 to have hydro-neumatic lithium-grease-baked chromed titanium muffler bearings.
What? :b_cool: :b_tonguewink:
My brain is just a toy box filled with weird things
MikeJ posted Wed, 02 September 2009 at 5:41 AM
And some nice rims.
Don't forget the rims.
Believable3D posted Wed, 02 September 2009 at 7:36 AM
Quote - Thank you, MikeJ - I knew there was another browse address category I wanted, but I couldn't remember what it was!
Heehee. That was pretty much in the post I made to start the thread. :biggrin:
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
estherau posted Wed, 02 September 2009 at 7:44 AM
I want to be able to choose whether the palletts dock or not. At the moment in poser 8 they dock when I move them around in the slightest, and tp get them to undock I have to aim at a teeny tiny little square in the top right corner of the palette, and then I have to move it and wait until the hand becomes an arrow, then move it to the tiny square whilst hoping the arrow doesn't become a hand again, then undock it, then move the thing again, and usually it just docks again. aggghhh
I aim to update it about once a month. Oh, and it's free!
estherau posted Wed, 02 September 2009 at 8:05 AM
actually I can - i just found a checkbox for drag docking enabled. It wasn't in preferences though and I still need to see if I have to change it one window at a time.
I aim to update it about once a month. Oh, and it's free!
Believable3D posted Wed, 02 September 2009 at 8:21 AM
Yeah, that's an option for all the windows. A global preference might be a good idea.
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
grichter posted Wed, 02 September 2009 at 10:00 AM
Click on the little dot in the upper right hand corner and uncheck docked should be the ticket so they don't want to dock at all.
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
DCArt posted Wed, 02 September 2009 at 10:36 AM
Click the little square to open a menu, and then uncheck "Drag Docking Enabled." That will turn off the docking feature for that palette.
Also, you don't have to drag a palette from that tiny little square, that is just to open the menu. You should be able to drag a palette from just about anywhere.
Grimmley posted Thu, 10 September 2009 at 5:54 AM
If this is already included in this thread then I agree: -
An object/character selection 'Include - Exclude' dialogue box for both lights and shadows.
eg: - Light 1 lights the character and floor but not the backdrop
casts shadows on the character and backdrop but not the floor
Light 2 Light the character and the backdrop but not the floor
Casts shadows on the floor and character but not the backdrop
Would have liked this in Poser 8, maybe service release 2 :)
Tucan-Tiki posted Sun, 13 September 2009 at 1:35 PM
Z-brush has sort of become a companion to advanced poser users due to the fact that you can edit mesh and import it back into poser as a new model.
What I most would like to see is a mud box like Zbrush added to poser as a new editing room.
poser with zbrush tpe tools and to be able to everything z brush can would rock the 3d community down to it's foundation and it's long in comming since advanced poser users have been playing around in zbrush along time now.
second thing I want to see is a decent clothing translation program allowing an item worn by one figure to be made wearbale by another this is long in comming too and I am aware there are some around made 3rd party but like to see this mug built in to poser as an option.
one that actually works without alot of mesh hashing.
better camera controls I think the best cameras I ever saw were in true space, be nice to see poser have camera objects you can actually move around the scene and parent to other objects or animate them if you want, without all the hassel of trying to dile around the scene.
tjhink they need to take a look at truespace and gets some ideas.
MikeJ posted Sun, 13 September 2009 at 2:05 PM
Poser 8 has Wardrobe Wizard built into it, as part of the program. I don't know how well it works, but it seems like it must be pretty good, considering how many people use it.
You're not going to see any kind of sculpting in Poser - ever. They may improve that morph putty thing some but that will be the closest it will ever get, and even if it does get some kind of sculpting, you can bet by the time it does the technology it uses will be seriously outdated. Like, Poser 15, in 2030, might have Amorphium-quality sculpting from 1999.
The simple fact of the matter is, Smith Micro believes that the Poser users would rather buy stuff than create stuff, from morph packages to clothes to figures, even up to different applications to do everything they refuse to put into Poser.
This is why one of the two big new features in Poser 8 is a totally redone library - so people can more easily manage their "bloated runtimes" - their purchases and their downloads.
It's also why the other big new feature in Poser 8 - IDL (final gather GI) has so few options - they believe the typical Poser user isn't capable of handling more than a couple sliders.
And also why they typically heavily tout their new figures - this time around being basically two new figures which they turned into 8 somehow.
I keep hoping one of these days I'll read that it's been sold it to Autodesk. And no, I'm not kidding.
As for cameras, you can do all that in Poser already. You can parent a camera to an object, even a light, you can target anything too, with the "point at" setting. Of all the things in Poser I find to be seriously lacking when compared to other apps, the cameras aren't one of them.
Unless you want to consider the fact that the moment you target a camera at something, you immediately severely degrade its performance, especially if it's a figure with IK turned on.
Believable3D posted Sun, 13 September 2009 at 2:22 PM
Gosh, I hope it never gets sold to Autodesk. I don't wanna pay a couple grand for the program.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
DCArt posted Sun, 13 September 2009 at 2:24 PM
If Poser gets sold to Autodesk it will lose a lot of customers. Autodesk is one of the most customer-unfriendly companies I've ever dealt with. Great products, terrible customer relations.
Believable3D posted Sun, 13 September 2009 at 2:25 PM
Feature: toggle smoothing off/on for individual figures/objects. (Groups would be even better.)
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
MikeJ posted Sun, 13 September 2009 at 2:35 PM
Quote - Gosh, I hope it never gets sold to Autodesk. I don't wanna pay a couple grand for the program.
I doubt they would make it a standalone. More likely they'd incorporate it into Maya, or Max or Softimage, or all three, and call it a standard feature which wouldn't add to the price.
Believable3D posted Sun, 13 September 2009 at 2:42 PM
I wouldn't like that either, as I can't afford any of those programs.
Anyway, it'll never happen.
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
MikeJ posted Sun, 13 September 2009 at 3:27 PM
Well, OK, you wouldn't like it.
Please excuse me for saying that I would. ;-)
But the truth is, I just want to see it become what it CAN be.
But it appears Smith Micro has no interest in that.
Believable3D posted Sun, 13 September 2009 at 3:30 PM
What it can be is kinda dictated by the price point and target buyer - mostly hobbyist users (and yes, I think this is probably the case with Poser Pro, not just "regular" Poser).
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
MikeJ posted Sun, 13 September 2009 at 3:40 PM
Yeah I know, I've been through all this discussion many times in the distant and recent past.
But as someone else already mentioned in this thread, we're talking about a program which has chosen to attach the word "Pro" to it, which kind of implies it has "pro" features.
It is my opinion that if they are going to call it "pro" it should actually be "pro", not just a slightly enhanced version of "regular" Poser.
Believable3D posted Sun, 13 September 2009 at 4:01 PM
I agree that Poser Pro should have pro features. But within reason. It's never gonna be comparable to the $3000 apps, or C4D for that matter.
______________
Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
MikeJ posted Sun, 13 September 2009 at 4:06 PM
Well I guess then they should call it Poser Advanced or Poser Almost-Pro. ;-)
Maya and max are Pro apps, for example, but they wouldn't attach the "within reason" part to them. I mean, it's either a pro app or it's not, and I don't consider including a few hosting plugins worthy of calling it "pro".
Believable3D posted Sun, 13 September 2009 at 4:45 PM
I agree. But then, they also wouldn't sell it for $300-400. It's more like a "professional hobbyist" app than a genuine pro app.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
MikeJ posted Sun, 13 September 2009 at 5:03 PM
I'd just like to see them make a fully 64 bit version with a seriously overhauled setup room and add some area lights.
And a full SDK so people can write advanced plugins.
grichter posted Sun, 13 September 2009 at 5:43 PM
One would assume based on the adding of fusion, gamma, normal maps, render in background, 64 bit render engine in the current version, that SM will add something new and or different to Pro 2010 to make the spread even bigger then what it currently is.
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
Tucan-Tiki posted Sun, 13 September 2009 at 10:06 PM
This is strange seems my post vanished, not sure if it's a forum setting making it non visable or what.
So here is my 2010 idea again integrate zbrush like tools into poser, and add a better camera system, wont hurt to make a better annimation system that even a 8 year old can understand as well.
strange i posted a new responce an now my older post is showing up when 2 seconds agoe it was totally not there......
But anyway Yeah zbrush would be cool added to poser, but who would benefit smith micro or us?
they wont make any money off the tons of models people produce from existing ones and it may even scare them a ittle to think in that direction.
Believable3D posted Sun, 13 September 2009 at 10:10 PM
You're post didn't disappear. I can see it a few posts up the page.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Tucan-Tiki posted Sun, 13 September 2009 at 10:14 PM
Yeah it was gone been happening more then once this week, my predator posting keeps disapearing as well, I think it's a forum setting or something.
others can see it but it disapears from my view when I return to the string.
lmckenzie posted Mon, 14 September 2009 at 12:21 AM
"I doubt they would make it a standalone. More likely they'd incorporate it into Maya, or Max or Softimage, or all three, and call it a standard feature which wouldn't add to the price."
I'm not sure how that works. Poser is about pre-built, high polygon count pre-rigged, built in morphed figures. Everything I've read about the Max/Maya world seems to be the antithesis of that. I think that AutoDesk has a pretty good take on their primary market (as does SM for that matter), and that would preclude such a move on their part. If they ever decide to move in that direction, promoting it for pre-viz perhaps, I would think that they would be better served to create their own, or incorporate MakeHuman's technology rather than face the daunting task of cleaning up and integrating Poser's codebase.
"Well I guess then they should call it Poser Advanced or Poser Almost-Pro. ;-)"
Perhaps borrowing a term from the electronics industry, "Prosumer," an amalgam of professional and consumer. You can buy a camera with better lenses and more controls that is a step up from the Best Buy special but less capable than a pro rig.
The irony here is that the "real professionals," if you're talking Hollywood etc. who do use Poser for storyboards or pre-viz probably value it for it's wealth of cheap content, speed and ease of use. It's a quick and dirty solution. They're probably not concerned IDL in FireFly, they have MentalRay and PRMan and Poser's output is never meant to be on screen anyway.
Now there are certainly "real professionals" who rely on Poser as their primary tool, along with talented and dedicated hobbyists who who want Poser to have all the bells and whistles from ZBrush to MotionBuilder incorporated into a professional version - and some of them would even be willing to pay the higher pricetag but as I've often said, I'm doubtful that they represent more than a relatively small (albeit possibly growing) percentage of overall sales at present.
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken
miketee10021 posted Mon, 14 September 2009 at 2:24 AM
Quote - Heh. I doubt many folks from S-M will be reading here, but thought it may be more realistic to ask for truly new features in PP 2010 than in a service release for P8.
So I'll begin with these:
Port the upgraded features of P8 to Poser Pro (e.g. IDL). Pretty self-evident, but we may as well state it. And yes, I want the upgraded library. :) (With the forthcoming upgrades/improvements etc, of course.)
Native 64 bit application.
Subsurface Scattering.
Object-specific lighting. (If this can already be done, I'd like to know how. One use: It would be nice to set a shadow map light specifically for hair, so that there are still shadows if you exclude it from raytracing.)
Context-sensitive image import and export: App returns to last directory imported from (i.e. for textures) when importing, and last directory exported to when exporting (for saving renders).
PSD alpha channel support.
Exclude object from camera. Still cast shadows and shows up in reflections. This is possible in other apps; easy solution to accidentally rendering with a wall in the way (at the very least: upgrade preview to match render, so that if the wall isn't in the way in preview, it doesn't show up in the render).
Import .obj as full body morph.
Additional morphing tools. I'm not expecting another ZBrush inside of Poser, but some basic tools would be nice, especially in Poser Pro. E.g. Rotate, Move.
Ability to maneuver camera rotations and placement within the posing screen (e.g. right-click, move left = rotate left).
Ability to save Morphing Tool morphs with a simple right click from the interface with the new morph selected (or better yet, use the existing save to Pose dialogue to allow the option to save a custom morph to a pose file). Should be able to create dials for the figure Body and the affected body parts.
Selective undo. There are many uses for this. E.g. Sometimes you've made a change and then nicely set up a camera or whatever and notice that your change doesn't look so good from the new angle. You want to be able to undo your change without undoing your work since.
I don't know if I dare ask for it, but multiple background renders would be nice. Although admittedly, Poser Pro's ability to render in queue alleviates this somewhat, sometimes one wants to see multiple renders while in progress. Another option, though I don't know if it would be possible, is if Queue could be toggled to display periodic progressive rendering. I'd think multiple bg rendering would be easier, as the technology and display system is already there for bg rendering.
Agree with all this, though whether we see a FULL 64 bit app - as opposed to 64 bit rendering only - in Pro is open to serious question. Yes, I want it very much. But the programmers may see this as too big a step up. What CAN be done reasonably cheaply is:
64 bit rendering
A gizmo to move objects (C'mon SM - Daz Studio was doing this for free years ago!)
Selective Lights and Shadows
Better - easier grouping of objects. The Heirarchy Window is just old and clunky!
Ability to save morphing tool brush changes as saved Poses on-the-fly.
I also agree with the person who said it's OK to dream big! If the only changes that the SM team were to ever conceive of were the tinest tweaks to existing features, the program would simply fade to insignifance as folks like E-On and Maxon gradually pulled away the Poser customer base. Like the shark in Woody Allen's Annie Hall, Smith Micro must keep Poser 'swimming' - ie evolving - if it is to survive.
estherau posted Mon, 14 September 2009 at 5:07 AM
I would like toon lines and cel shading, but not a post render filter thing that puts the toon lines just around the outside of the figure making fat fingers etc.
I would llike it to be one click and to be able to see normal textures in preview when posing.
Love esther
I aim to update it about once a month. Oh, and it's free!
Believable3D posted Mon, 14 September 2009 at 7:39 AM
Miketee: Poser Pro already has 64 bit rendering.
IMO, we're well into the time when anything calling itself "Pro" should be 100% 64 bit capable. There's nothing unreasonable about it - even DAZ Studio Advanced, which is a lot cheaper and doesn't call itself "pro," has this capability.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
Miss Nancy posted Mon, 14 September 2009 at 3:26 PM
in re: toon lines on inside edges of figure, olivier has such a shader, but I couldn't find it in poser 8, even tho olivier is listed as one of the content creators. it may be some other item.
estherau posted Mon, 14 September 2009 at 6:17 PM
Olivier's toon shaders are very good in combo with semidieu's shaderworks but there is one down side which semidieu may possibly be able to fix. And that is that once a figure is tooned you can't see it in normal texture shading mode to make changes.
Love esther
I aim to update it about once a month. Oh, and it's free!
ghonma posted Mon, 14 September 2009 at 7:02 PM
Frankly the toon rendering needs a lot of work beyond a shader or two. Best would be if they could incorporate something like this:
Which is the single best toon renderer out there, also open source and free. Given that toons are pretty popular option in the poserverse, i think a lot of people would be happy to have some nice tools for a change.
estherau posted Mon, 14 September 2009 at 9:11 PM
the tooning process needs to take into account transparency maps and to be an easy, 3 click at the most, process to toon the whole scene.
Love esther
I aim to update it about once a month. Oh, and it's free!
estherau posted Mon, 14 September 2009 at 9:12 PM
and it needs to be able to keep the textured look incorporated and not loose it entirley (like the default daz studio tooning seems to do)
Love esther
I aim to update it about once a month. Oh, and it's free!
Teyon posted Mon, 14 September 2009 at 10:05 PM
Personal wish list : Support for Subdivision Surfaces. Anything else would be cake.
Khai-J-Bach posted Mon, 14 September 2009 at 10:11 PM
the biggest feature should be free copies to anyone named Kaibach.
DCArt posted Mon, 14 September 2009 at 10:24 PM
Quote - Personal wish list : Support for Subdivision Surfaces. Anything else would be cake.
Ooooh baby, yeah!
wackymidget posted Tue, 15 September 2009 at 5:28 AM
I'd like a 3D paint tool something like Quidam has.
MikeJ posted Tue, 15 September 2009 at 6:30 AM
Quote - Personal wish list : Support for Subdivision Surfaces. Anything else would be cake.
Bagginsbill claims it already does...
I'm not entirely sure he knew what I was talking about though when I discussed it with him. I can't remember what thread it was in either.
In any event, whatever kind of subdivision fake it does, it's definitely not what you're talking about .
MikeJ posted Tue, 15 September 2009 at 6:43 AM
Thinking about it, the discussion was about micro-poly displacement, something I always associate with subdivision surfaces.
He showed that the polygon smooth thingie sort of approximates sub-d surfaces, but it's nowhere near the same idea.
Teyon posted Tue, 15 September 2009 at 7:39 AM
He's right, it's nowhere near it. However, I should be more specific - support for Catmull Clark and DooSabin, the two more popular subdivision methods. I'd like to see general support for this but I will settle for support at Render Time. This is something I'm constantly voicing to the bosses, so fingers crossed. :)
MikeJ posted Tue, 15 September 2009 at 12:16 PM
He was the one saying that Poser already had what I was talking about. I was the one who said it was nowhere near what I meant. ;-)
I know exactly what you're talking about. The biggest problem with that idea is that there aren't enough low poly figures out there that people would want to use, not to mention low poly figures that are UV mapped specifically for sub-d, to avoid texture distortion.
Which brings up another feature idea: A UV window so you can drag your UVs around to compensate for texture stretching here and there and see your results in real time. A tiny bit of UV adjustment can go a long way.
Of course, it would also need to be able to hide parts by part or surface too, since all Poser figures these days have several layers of overlapping UVs all in the same 0-1 region.
Miss Nancy posted Tue, 15 September 2009 at 2:54 PM
they're gonna have difficulty implementing a professional-looking toon line generator if they go to the gallery here (poser/comics/cartoons) and see that there's no agreement amongst users on what a cartoon actually looks like. but it's not too hard to define: anime-cel-shaded, either with uniform line thickness or varying line thickness, depending on lighting. a poser still-frame render with hi-res textures, IDL and proper shadows is not a cartoon, altho that kind of style does appear in animated movies.
p.s. cage did an UV-map-manipulation script for use in poser IIRC.
moogal posted Tue, 15 September 2009 at 7:26 PM
Oh here we go again. It's always depressing when I read everyone's requests and realise how out of step my needs are with everyone else's.
(Never mind what soft-bodies would do for conforming clothing!)
Shadow maps and bump/parallax in preview. Again, it seems everyone else is going for realism and working on high-res stills while I'm trying to knock out quick serial type movies. With smart texturing and careful lighting, the preview renderer can occasionally output some nice clips. However, without shadows or even the most basic of emboss mapping, my best work still looks like a video game from 1998 most of the time.
A transmap hair generator. I can't believe no one's ever made a specific program for this. I want to be able to take a figures head, soft select an area and extrude double sided, non welded edges outward from it. Once these edges were formed, they should be individually selectable so that I can continue extruding them, styling and tapering them until the hair mesh is created. Each strand should have the same UV coords, and each hair mesh could use the same textures, ie any hair tex with vertical strands covering the whole image.
4. Real collision detection. This would best go hand-in-hand with the soft bodies, but not necessarily useless without. Think how nice it would be if we could use the hand grasp dial on a cup and have each finger stop automatically when it contacted the cup's surface.
Really. That's all that I could want. Everything else I am already pretty happy with.
Believable3D posted Tue, 15 September 2009 at 7:34 PM
moogal, there was a request for partial soft body dynamics on the first page of the thread. And I'd say there's pretty strong desire by a wide variety of folks for it. Not sure if it's a realistic wish, but I sure hope so.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
moogal posted Wed, 16 September 2009 at 2:52 AM
Quote - moogal, there was a request for partial soft body dynamics on the first page of the thread. And I'd say there's pretty strong desire by a wide variety of folks for it. Not sure if it's a realistic wish, but I sure hope so.
I'd hoped it was on there somewhere. It's a realistic wish if enough other people want it. Hopefully they do.
Still say that Poser's biggest weaknesses are the very things it purports to exist to do. (joints bend wonky, no muscle/fat behavior at all, bodies overall seem like mannequins) Then again, I haven't used any of the recent (overly complex?) figures from the past couple of years.
Tucan-Tiki posted Wed, 16 September 2009 at 9:29 AM
oooo yeah i like that idea a UV window would be awesome.
really should incorperate something lke uv mapper I am suprised they overlooked that in poser 8.
MikeJ posted Wed, 16 September 2009 at 3:29 PM
Quote - oooo yeah i like that idea a UV window would be awesome.
really should incorperate something lke uv mapper I am suprised they overlooked that in poser 8.
Why be surprised? They overlooked all kinds of stuff in Poser 8. ;-)
They didn't overlook it anyway. UV Mapper is already out there, free for anyone to use. At least the regular version is, and Smith Micro isn't about to buy a license to incorporate UV Mapper Pro into Poser.
But my suggestion was for something more like what Maya, Max and so on have, where you can have your fully textured figure in one window and the UV map in another, and be able to drag points around in the UV window to compensate for texture stretching due to deformation from bending and morphing.
If you've never used a 3D program that has that ability, you don't know what you're missing. If you have, you will miss it greatly in 3D apps that don't have that ability. ;-)
Miss Nancy posted Sat, 19 September 2009 at 2:16 PM
I'm only seeing two poser developers (SM employees) in this thread, but it's possible kupa (a.k.a. thinkcooper) is also reading this thread, in which case I would request a new set of beta testers for the next release. it's not the big things (that cause poser 8 to be non-functional for some users) that I'm concerned about in re: beta testers. instead, it's all the easy little things like typos, wrong language labels and such minutiae that indicate to me the beta testers just didn't pay attention to detail when they got their free copies of poser 8 beta. nor do I wish to be a beta tester, as there's a chance that some of 'em actually reported various easily fixable errors, but they weren't fixed.
MikeJ posted Sat, 19 September 2009 at 2:26 PM
Quote -
....but it's possible kupa (a.k.a. thinkcooper) is also reading this thread...
I don't know about that...
I don't think anyone has mentioned wanting a Super Ultra Pro Runtime Debloatifier for Poser Pro 2010, and I don't think he'd be interested in these mundane and unrealistic suggestions for more actual program functionality. ;-)
thinkcooper posted Wed, 30 September 2009 at 2:15 PM
Quote - > Quote -
....but it's possible kupa (a.k.a. thinkcooper) is also reading this thread...
a Super Ultra Pro Runtime Debloatifier for Poser Pro 2010,
No way is he reading this thread.
wackymidget posted Wed, 04 November 2009 at 5:30 PM
I'd like to see better animation tools. Tangents for splines, better graph editor. IK turned on and off during animation. Possibility to select any bodypart for IK.
IK which doesn't twist the figure in all kinds of painful poses.
Implement Bullet Physics (the SDK is free under FreeBSD license) or Physx (from NVidia also free).
Better styling options for dynamic hair (look at Carrara for example, where you can pull guidehairs mid way). Paint zones instead of selecting polygons to better control the shape of the zones.
Change parenting during animation. Animation:Master can do this.
Real subsurface scattering (a tool which is specialised in human models should have this right?)
Muscle tool (blender has it, look at blenrig http://www.jpbouza.com.ar/ESP2/descargas/blenrig-3/id/en).
Ragdoll physics where you can specify the ending pose.
Moveable pivot point during animation.
Walkdesigner for 4 legged creatures.
Ability to add tags to items in the library for a more powerful search. Ability to reorder things directly in the runtime, rename folders, etc.