Forum: Poser - OFFICIAL


Subject: Procedural Geometry - Some WIPs

bagginsbill opened this issue on Oct 23, 2009 · 140 posts


bagginsbill posted Fri, 23 October 2009 at 3:41 PM

Some of you may have seen me talking about working on Python scripts to generate architectural props - walls, doors, windows, etc. I thought I'd share some work-in-progress stuff in this thread. I have no specific commercial or freebie plans yet as to what I will do with this technology and its outputs. Certainly some freebies will come out of it, but for now it's just fun.

Of course everybody knows I have spent a ton of time on procedural shaders for Poser. Now that I've been doing modeling for a few weeks, I have found procedural modeling to also be a fascinating puzzle, in some ways even more challenging than shaders.

Everything I will show you was created and posed entirely with Python scripts - I am not doing any positioning of items in Poser - just loading shaders and adjusting lighting. Occasionally I will add some furniture props or something, and I'll note that when I do.
 


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bagginsbill posted Fri, 23 October 2009 at 3:42 PM

A hotel hallway. Doors don't have hardware yet. The lights and furniture and plant are Poser props - not procedural geometry.

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bagginsbill posted Fri, 23 October 2009 at 3:44 PM

A living room. Furnishing props added by hand.

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bagginsbill posted Fri, 23 October 2009 at 3:45 PM

Window detail. No hardware yet. (Going to add the slides on the side and the window lock).

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bagginsbill posted Fri, 23 October 2009 at 3:46 PM

Those others I posted before in other threads. Here's something new.

Today I started working on hardware. Here is a WIP model of a door hinge, in wireframe.


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bagginsbill posted Fri, 23 October 2009 at 3:46 PM

And here, rendered with a few different shaders on it.

I'm working on the bolt next, and then a function to generate screw heads.


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SamTherapy posted Fri, 23 October 2009 at 4:03 PM

Very nice, BB.  Extremely impressive.

Can't wait to see the next steps. 

Coppula eam se non posit acceptera jocularum.

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bagginsbill posted Fri, 23 October 2009 at 4:09 PM

I want to show you the steps in building a hinge.

It is all done with an object I have called a QuadBuilder. This class does so many things it's crazy.

We start with a new QuadBuilder, and ask it for a quad. This produces a rectangle. This is going to be the back edge of the hinge.


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bagginsbill posted Fri, 23 October 2009 at 4:12 PM

Now I want to extrude that quad, but with a specific trajectory, so as to make a rounded edge.

First I need a way to make a quarter circle. I have a bunch of handy functions. One of them is circbl function, that makes the bottom left quarter of a circle.

I then pass this function to the QuadBuilder, and using the method "extrudeParametric", it generates a series of quads, joined to the original quad, that follow the function I passed it to make the curved section. It automatically mirrors the curve on top and bottom here.

I can easily control how many polygons are generated by simply changing a single number. In this case, I used 5 segments to sample the parametric function.


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bagginsbill posted Fri, 23 October 2009 at 4:13 PM

Now I use a linear extrude (not parametric) to simply stretch that last quad, making the middle of the hinge.

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bagginsbill posted Fri, 23 October 2009 at 4:14 PM

Another call to extrudeParametric, but this time with the bottom right quarter of a circle.

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bagginsbill posted Fri, 23 October 2009 at 4:15 PM

Another call to extrude, produces a little flange sticking out.

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bagginsbill posted Fri, 23 October 2009 at 4:17 PM

Looking from the right, we see that the last extrusion leaves a rectangular hole. The QuadBuilder is paused on this quad. Now comes some really interesting stuff.

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bagginsbill posted Fri, 23 October 2009 at 4:19 PM

Using a method call lrtb, that partially closes holes, I tell the QuadBuilder to close off the top and bottom.

Then I make a call the method mSplitY, telling it to split itself into two new smaller QuadBuilders, and close the gap between them.


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bagginsbill posted Fri, 23 October 2009 at 4:21 PM

Now I call extrude again. But because the QuadBuilder has split itself into two copies, each copy does its own independent extrusion, leaving two holes.

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bagginsbill posted Fri, 23 October 2009 at 4:23 PM

Another call to extrudeParametric, but this time with a different parametric curve. This curve is actually similar to a quarter circle, but it using a higher exponent so that the corners are a bit more square. I'm left with two small holes.

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bagginsbill posted Fri, 23 October 2009 at 4:24 PM

One more call to quad closes the holes. Remember, I'm not iterating over each hole - I'm just giving instructions to the top level QuadBuilder, and he's delegating to his two workers he created when he split.

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bagginsbill posted Fri, 23 October 2009 at 4:26 PM

The hinge has two interlocking parts. A simple one line change to the script so far produces the other part, that has 3 clones running instead of 2.

Either way, I now have two flat hinge pieces, like you'd get from a metal stamping machine.

I'm ready for the next step.


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bagginsbill posted Fri, 23 October 2009 at 4:30 PM

Now I use a function I'm very proud of. It's called "rollExtrusion". It works the way real metal is worked. A virtual cylinder is placed against the stamped piece, and then the piece is rolled around the cylinder for a specific distance, bending it in a partial circle.

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bagginsbill posted Fri, 23 October 2009 at 4:32 PM

Another call to rollExtrusion, but this time applied to the base of the forks where they join the main piece, and rolled from the back side instead of the front. This rotates the forkes back in line with the base.

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bagginsbill posted Fri, 23 October 2009 at 4:33 PM

I go back to the other piece, and do the same rollExtrusion, but  reverse the directions.

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TrekkieGrrrl posted Fri, 23 October 2009 at 4:34 PM

 Sorry if I'm interrupting.. but.. This hinge.. is it all made with python? (I would think so from your talking of "calls")

This is beyond amazing. I love it! It's like magic happening right before your eyes ^_^

So next step is to bend the flange parts of course. With some sort of circular call. I know nothing about python but I can model things like this and I know what I'd ask my modeller to do (albeit in other terms)

Seriously.. I am tickled pink! Imagine the possibilities! The sky is the limit! And all inside Poser, which is the REALLY NEAT part of it ^_^

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Khai-J-Bach posted Fri, 23 October 2009 at 4:34 PM

silly question. is this exportable to an OBJ?



bagginsbill posted Fri, 23 October 2009 at 4:35 PM

A final call to combine the two geometries into one piece, and the hinge is done.

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Khai-J-Bach posted Fri, 23 October 2009 at 4:35 PM

Quote - Now I use a function I'm very proud of. It's called "rollExtrusion". It works the way real metal is worked. A virtual cylinder is placed against the stamped piece, and then the piece is rolled around the cylinder for a specific distance, bending it in a partial circle.

.... in shock holy shit man. I'd love that in a modeling app....



bagginsbill posted Fri, 23 October 2009 at 4:47 PM

> Quote -  Sorry if I'm interrupting.. but.. This hinge.. is it all made with python? (I would think so from your talking of "calls")

Yep, all Python. Here is the Hinge script. Of course you need the rest of my "geomatic" library to run it. I'm not ready to share it yet. But you can get an idea of how easy this is by reading over the script.


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bagginsbill posted Fri, 23 October 2009 at 4:51 PM

Quote - silly question. is this exportable to an OBJ?

Yes. I actually write an OBJ file, then call Poser to load it. This way, all the script works without being in Poser. It can be used in standalone Python as well.


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nekkidchikken posted Fri, 23 October 2009 at 4:56 PM

[Stares at images in speechless amazement]

The only word I have is unfreakingbelievable! You are AWESOME!


bagginsbill posted Fri, 23 October 2009 at 5:17 PM

Just for fun, here's a crazy object made using the same techniques, but with different parametric functions, and with more rollExtrusion calls.

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Miss Nancy posted Fri, 23 October 2009 at 6:02 PM

it's very interesting IMVHO.
if one used a spline modeller, one could get the basic flat shape with rolled cylinder using compound paths (not easy), but the slots in the hinge barrel and the conical holes for the screw heads would be very difficult or impossible in a spline modeller AFAIK.  the user might then resort to booleans (rather than vertex modeller), which usually gives bad results in obj files imported into poser.



SamTherapy posted Fri, 23 October 2009 at 6:03 PM

I love it!

Coppula eam se non posit acceptera jocularum.

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hborre posted Fri, 23 October 2009 at 6:14 PM

The next step beyond VSS.


lululee posted Fri, 23 October 2009 at 7:02 PM

Outstanding! What an acomplishment.
i am looking forward to this.
cheerio
lululee


manoloz posted Fri, 23 October 2009 at 8:03 PM

with bagginsbill around, who needs revit or archicad?

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Khai-J-Bach posted Fri, 23 October 2009 at 8:04 PM

so. if I'm right in thinking here, you could infact replace the cylinder for the shaping with say a leg?
is thinking maybe in the future, procedural clothing



Vestmann posted Fri, 23 October 2009 at 8:26 PM

This is nothing short of truly amazing Bagginsbill! If you create a system around this that's as user friendly as VSS, this will change how we use Poser.  BRAVO!!




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bagginsbill posted Fri, 23 October 2009 at 8:55 PM

Quote - so. if I'm right in thinking here, you could infact replace the cylinder for the shaping with say a leg?
is thinking maybe in the future, procedural clothing

Sure - that's possible. I am tackling "hard" modeling first, because much of this math is not familiar to me yet, and insights are popping into my head daily. Hard modeling seems easier than soft modeling.


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TrekkieGrrrl posted Fri, 23 October 2009 at 9:12 PM

Quote - Just for fun, here's a crazy object made using the same techniques, but with different parametric functions, and with more rollExtrusion calls.

Heh you should make a "randomize" button that was tied to.. I dunno.. the time or something (aren't most randomizers?) and just have fun with random weird objects. Some of them might be JUST the scrap you were looking for...

Seriously, this could be used to generate random pieces of trash/junk/dirt on the surface of a preselected object. So you could have random trash bits on a street ect. Then add a random shader to it and.. instant clutter ^_^

I like!

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wolf359 posted Fri, 23 October 2009 at 10:04 PM

Impressive work!!
great lateral thinking.

Cheers



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infinity10 posted Fri, 23 October 2009 at 10:34 PM Online Now!

 Cool.  I am particularly interested in the procedural cities.

Right now, I can only use procedural city generation scripts in Blender ( Piiichan's and LittleNeo's - from BlenderArtists.org ).

If and when I can get to use procedural skyscrapers and futuristic cityscapes in Poser - Wa-hey !!!!

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cspear posted Sat, 24 October 2009 at 8:24 AM

This looks awesome... I'll be following this with great interest!


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MikeJ posted Sat, 24 October 2009 at 9:28 AM

That's pretty wild there, BB.
I'd love to see you writing Mental Ray shaders or custom modeling scripts for Maya. ;-)



Indoda posted Sat, 24 October 2009 at 10:02 AM

Amazing - BB you definitely stretch Poser to the limits - incredible hinge

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Michael314 posted Sat, 24 October 2009 at 10:38 AM

Hi,
I bet this will be the companion to matmatic! Great for buildings, I would love to use these scripts.

For blender, there are also some python scripts out there, recently I found one to make cogwheels:

http://www.swineworld.org/blender/gears/

These might be interesting for reference.

Best regards,
   Michael


DarkEdge posted Sat, 24 October 2009 at 1:49 PM

Impressive indeed.
I would be interested in seeing the topology though.

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bagginsbill posted Sat, 24 October 2009 at 5:10 PM

Quote - Impressive indeed.
I would be interested in seeing the topology though.

I certainly would welcome advice on topology. I'm not at all experienced with modeling, and I've seen you guys discussing really esoteric issues of polygon flow.

I've been tackling certain things perhaps in ways that are not advisable. Also, issues of UV mapping are very interesting, and I've come up with some crazy UV mapping ideas that are nothing like I've seen in other props. I tend to think in terms of convenience for procedural shaders. I don't just mean Turbulence and the like. I mean, how do you procedurally generate boards in a parquet floor, with some consistency about board size, when the UV map keeps changing from floor to floor? How does wallpaper UV phase behave around corners? Things like that.

I am preparing to entertain and am in a brief pause of cooking. So I only had a minute to write, and will post wire frames for doors and windows and walls tomorrow.


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odf posted Sat, 24 October 2009 at 8:58 PM

Nice!

-- I'm not mad at you, just Westphalian.


Michael314 posted Sun, 25 October 2009 at 3:58 AM

Hello,
having enough mat zones would be great! I'm always a bit annoyed with commerical models,
they often use a single material for walls, ceiling, floor, and lots of extra detail.
Sure that can be worked around with a blend node, but it is just much more complex
to exchange all channels of a material, for example to try only a new wall texture.

With the UV scale, I think there is no standard. It would be great to have a unified scale
for UVs (1 foot, 1 meter, whatever), but often it depends on the size of the model.
UV values > 1 are not established and some programs may not work with them.

A PM:UVscale node could be of big benefit here.

Best regards,
   Michael
 


bopperthijs posted Sun, 25 October 2009 at 7:48 PM

*I certainly would welcome advice on topology.

*I also would like to see some advice on that. From what I learned on the few lessons on topology I had in my student years is that a dougnut is similar to a coffee cup, because they both have a hole. But that's as far as my knowledge goes about it. Geometry is more my cup of coffee.

regards,

Bopper

-How can you improve things when you don't make mistakes?


MikeJ posted Sun, 25 October 2009 at 8:24 PM

Quote - Hello,
having enough mat zones would be great! I'm always a bit annoyed with commerical models,
they often use a single material for walls, ceiling, floor, and lots of extra detail.
Sure that can be worked around with a blend node, but it is just much more complex
to exchange all channels of a material, for example to try only a new wall texture.

 

Well, you could always load them up into another modeling program and create your own material groups and save the files out as OBJ, which will retain your new material groups.
Or you could also create new material groups right within Poser with the grouping tool. When material groupings are a problem there's no need to go to all that extra effort with the material editor when you can change the geometry yourself, much quicker and easier.



Anthanasius posted Sun, 25 October 2009 at 8:53 PM

It remember POV a long long time ago !!!

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bantha posted Mon, 26 October 2009 at 1:08 AM

 Yes, POV-Ray is quite strong in procedural geometry. But you can only use it inside POV if I'm not mistaken, there is no way to export stuff.


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bopperthijs posted Mon, 26 October 2009 at 3:37 AM

It also reminded me on POV, but also remembered the tedious work it was, to make scenes for povray with a texteditor. I was glad when programs like moray came, which was a graphic interface to create pov scripts.
I think it's a great idea, to make procedural, geometric library for Poser, which can be the core for a modelling module, but I think next to that you need a graphic interface that can create the scripts for that module. It would be more approachable for the lesser mathematic oriënted users among us. I don't know if it's possible to make such a thing work inside poser, but it can be also be a standalone program, which can export the scriptfile to create the geometry.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


odf posted Mon, 26 October 2009 at 3:51 AM

Quote - It also reminded me on POV, but also remembered the tedious work it was, to make scenes for povray with a texteditor. I was glad when programs like moray came, which was a graphic interface to create pov scripts.
I think it's a great idea, to make procedural, geometric library for Poser, which can be the core for a modelling module, but I think next to that you need a graphic interface that can create the scripts for that module. It would be more approachable for the lesser mathematic oriënted users among us. I don't know if it's possible to make such a thing work inside poser, but it can be also be a standalone program, which can export the scriptfile to create the geometry.

best regards,

Bopper.

I think you've just described Houdini by Side Effects. Except of course for the "inside Poser" part. 😉

-- I'm not mad at you, just Westphalian.


JOELGLAINE posted Mon, 26 October 2009 at 4:36 AM

 Impressive work!  I'll be watching this intently! VSS changed how I do renders, I'm hoping this might do likewise.

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JenX posted Mon, 26 October 2009 at 12:56 PM

 My jaw is literally on the floor.  BB, you are insane, and I love it :)  I don't think I could learn in my whole life the knowledge that one of your eyelashes contains :)

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JOELGLAINE posted Mon, 26 October 2009 at 2:55 PM

Listen to the 'ghost of broccoli' ^ . She's right on target with that comment. I think she meant brain cells, though. My eyelashes don't know anything.:laugh:

I cannot save the world. Only my little piece of it. If we all act together, we can save the world.--Nelson Mandela
An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


MikeJ posted Mon, 26 October 2009 at 3:49 PM

She probably did mean eyelashes. I think being a Renderosity Poser Forum mod requires one to learn how to think with as much biological matter as is available, to get a different perspective on things the brain might not be used to thinking about in more abstract terms.

I mean, the brain is used to functioning on logic and sometimes gets tripped up when confronted with something weird or so ...out there... that it might have trouble properly interpreting what it's hearing, seeing, reading.

So if thinking with one's eyelashes might help a little towards deciphering some of the weirdness around this place.. hey, you use what ya got. ;-)



JenX posted Mon, 26 October 2009 at 3:52 PM

 :lol:  I mean eyelash, because it contains less "knowledge" than a brain cell ;)

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bagginsbill posted Mon, 26 October 2009 at 3:56 PM

I promised some wireframes. I have some time at the moment, so I'll crank some out. I don't have all the details worked out yet, and some of the welding of points isn't set up right, but I'll try to give you some idea of poly and vertex counts.

I'll be doing these for a while, so feel free to interrupt.

First - a basic wall section with nothing in it.

8 vertices
3 polygons


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bagginsbill posted Mon, 26 October 2009 at 3:56 PM

Rendered wall section.

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bagginsbill posted Mon, 26 October 2009 at 3:58 PM

Adding baseboard, on this side of the wall only. (The other side is an "external" wall. If this was internal on both sides, there would be baseboard on both sides.)

46 vertices
21 polygons

The baseboard is made from a poly-line object, extruded across the base of the wall. It can be any shape.


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bagginsbill posted Mon, 26 October 2009 at 3:59 PM

Rendered baseboard.

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bagginsbill posted Mon, 26 October 2009 at 4:03 PM

Cutting a doorway changes the wall like this.

42 vertices
11 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:03 PM

Rendered doorway.

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bagginsbill posted Mon, 26 October 2009 at 4:04 PM

When baseboard is present, the doorway cuts it, too. It cuts it farther, because there will be a frame around the door.

152 vertices
47 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:05 PM

Cut baseboard rendered.

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JenX posted Mon, 26 October 2009 at 4:07 PM

amazing.... 

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bagginsbill posted Mon, 26 October 2009 at 4:07 PM

Adding the door frame.

368 vertices
101 polygons

The doorframe is also made from an arbitrary polyline, extruded three times, and miter cut and joined in the upper corners.


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bagginsbill posted Mon, 26 October 2009 at 4:07 PM

Door frame rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:09 PM

Cutting a window, with frame. Notice this doesn't affect the baseboard, only the wall. But the wall has to have sections above *and* below the window.

696 vertices
183 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:10 PM

Window frame rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:12 PM

Now the doorway with an actual door in it. The door can be lots of different styles. I'm using a type of door I have in my home - 4 panels with a nice contour in each panel.

I haven't studied how this should be welded, so I think there are more vertices here than needed.

1424 vertices
365 polygons
 


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bagginsbill posted Mon, 26 October 2009 at 4:12 PM

Door rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:15 PM

Adding an actual window now. This is a very complex window, with 24 panes of glass - what I have in my home. I don't know what you call those pieces of wood between the panes, but the shape is configurable, made from a polyline, and extruded and mitered automatically for each pane. This is QuadBuilder at work. Doesn't matter how many panes there are, it's just one call to make them.

1832 vertices
715 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:15 PM

Window rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:18 PM

Here are some other kinds of windows in my house.

3588 vertices
2391 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:18 PM

Bay windows rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:20 PM

These are the French doors I have out to my deck.

2464 vertices
1841 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:20 PM

French doors rendered.

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Khai-J-Bach posted Mon, 26 October 2009 at 4:22 PM

Quote - I don't know what you call those pieces of wood between the panes,

they be Mullions http://en.wikipedia.org/wiki/Mullion



bagginsbill posted Mon, 26 October 2009 at 4:22 PM

If an arch is needed, I still call the same "CutRectangle" function on the wall, and then I fill in some extra polygons to make the arc.

This is without a frame.

193 vertices
67 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:23 PM

Arch, rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:24 PM

Now with the arch frame.

1139 vertices
949 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:24 PM

Framed arch, rendered.

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Khai-J-Bach posted Mon, 26 October 2009 at 4:24 PM

oops seems Mullion gets confused with Muntin .... http://en.wikipedia.org/wiki/Muntin



bagginsbill posted Mon, 26 October 2009 at 4:27 PM

Thanks Kai - Muntin. I'll be sure to name the function that way.


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bagginsbill posted Mon, 26 October 2009 at 4:28 PM

When walls meet, the script automatically cuts the ends of the walls at a 45 degree angle, so they match up nicely with no overlap. No new polygons are needed - it just automatically changes the end caps of the extrusions for the wall and baseboard units.

2616 vertices
1168 polygons


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bagginsbill posted Mon, 26 October 2009 at 4:29 PM

Corner rendered.

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bagginsbill posted Mon, 26 October 2009 at 4:35 PM

I have a little room-definition language and interpreter to make whole rooms.

Here's a room script.

<
c[----w------w---->
c------d------w-----w-----{m-----w-----w---->
c-------w-------]
cC
M>
{------a------

This is obscure stuff and I'd never give this out for people to deal with, but it is a quick and easy way for me to assemble walls and features, until I can make a GUI for room building.


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bagginsbill posted Mon, 26 October 2009 at 4:35 PM

Here's what that made in wireframe.

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bagginsbill posted Mon, 26 October 2009 at 4:35 PM

And the whole room, rendered.

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FrankT posted Mon, 26 October 2009 at 4:36 PM

Looks very nice.  Some odd looking geometry in the rendered arch without the frame though.  Looks like the outside goes straight up and the inside has the arch.  If it's framed then it doesn't really matter that much though

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bagginsbill posted Mon, 26 October 2009 at 4:38 PM

Right Frank - I'm still prototyping. I forgot to build the back side of the arched wall.


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FrankT posted Mon, 26 October 2009 at 4:40 PM

that'd be why then.  I reckon the archvis guys would love something like this.  The mesh looks clean from what I can see of it.

I guess you could add UV co-ords to the obj file as well which would come in handy

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GeneralNutt posted Mon, 26 October 2009 at 4:43 PM

What no crown molding? Amazing Stuff.



bagginsbill posted Mon, 26 October 2009 at 4:50 PM

> Quote - that'd be why then.  I reckon the archvis guys would love something like this.  The mesh looks clean from what I can see of it. > > I guess you could add UV co-ords to the obj file as well which would come in handy

It already is UV'd. That's one of the areas I'm not clear on - how to UV the walls. I have tentatively settled on two things, but I can change my mind about it:

1) Wall UV coordinates are in yards. Which means values go way above 1.

  1. Corners are consistent - if a wall ends at something that isn't a multiple of a yard, the next wall continues where that wall left off.

My goal is to avoid discontinuities in corners like this one (which I made on purpose.) (Notice also that the arch-filler isn't UV'd yet.)

I wonder, though, if the UV > 1 is a problem for some applications. It isn't for Poser.


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Casette posted Mon, 26 October 2009 at 4:54 PM

Simply INCREDIBLE :woot:


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FrankT posted Mon, 26 October 2009 at 4:54 PM

If I was going to do this in Blender I'd probably map each wall section separately.  That way you can adjust the texture when you create the map in photoshop or whatever to line the textures up.
Being as you are the procedural god I dunno if that would be such a huge problem though.

I dunno if Blender would choke on a uv map like that but if you want me to have a go then feel free :)

I suck royally at UV mapping though so bear that in mind :)

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GeneralNutt posted Mon, 26 October 2009 at 5:03 PM

Quote -

  1. Corners are consistent - if a wall ends at something that isn't a multiple of a yard, the next wall continues where that wall left off.

My goal is to avoid discontinuities in corners like this one (which I made on purpose.) (Notice also that the arch-filler isn't UV'd yet.)

  1. is cool for wall papered rooms made easy.
    Will the arch be treated similarly to (2 ?



bagginsbill posted Mon, 26 October 2009 at 5:05 PM

> Quote - What no crown molding? Amazing Stuff.

Now there is.


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bagginsbill posted Mon, 26 October 2009 at 5:20 PM

> Quote - > Quote - > > 2) Corners are consistent - if a wall ends at something that isn't a multiple of a yard, the next wall continues where that wall left off. > > > > My goal is to avoid discontinuities in corners like this one (which I made on purpose.) (Notice also that the arch-filler isn't UV'd yet.) > > > > 2) is cool for wall papered rooms made easy. > Will the arch be treated similarly to (2 ?

Now it is.


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GeneralNutt posted Mon, 26 October 2009 at 5:32 PM

OK, I figured crown molding might have stumped you for a bit, I was wrong. It's PIA in real life.

Looking at the Arch I can't help but wonder about stone work and key stones, do you think that would be possible in the future too?



bagginsbill posted Mon, 26 October 2009 at 5:34 PM

Quote - OK, I figured crown molding might have stumped you for a bit, I was wrong. It's PIA in real life.

Looking at the Arch I can't help but wonder about stone work and key stones, do you think that would be possible in the future too?

Yeah - stonework is down the road, but totally possible. Brickwork, too.


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bagginsbill posted Mon, 26 October 2009 at 5:41 PM

> Quote - If I was going to do this in Blender I'd probably map each wall section separately.  That way you can adjust the texture when you create the map in photoshop or whatever to line the textures up. > Being as you are the procedural god I dunno if that would be such a huge problem though. > > I dunno if Blender would choke on a uv map like that but if you want me to have a go then feel free :) > > I suck royally at UV mapping though so bear that in mind :)

See that's what I'm curious about. Do people want draw the texture of an entire wall, or do they want to just use a repeating tile, ala wallpaper. For interiors, I imagined a wallpaper scenario would be best served by having the wall automatically repeat and line up the pieces. Like this.

This is not easy to do if the UV map of the wall is not consistent, i.e. the wall with the arch here does not begin at U=0, because that corner is not at U=0.

If you UV map each wall separately, then each has a totally different UV scale, and you cannot easily just slap on a wallpaper, like I did here.

On the other hand, if you really want to map a single wall from U=0 to 1, then it's not hard to change the script. I suppose I should make that an option for each wall.


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DarkEdge posted Mon, 26 October 2009 at 6:12 PM

The mesh topology looks good. Being that it wasn't made by conventional means I was wondering if the poly count was getting out of hand. It's a little tough to tell from the attached pics but it seems that there is a good amount of polys present on the ogee moulding parts (doors, windows, etc) which there would be moldeing by any app, but that might be something to keep in mind. Not that a rooms poly count is going to make someones computer crawl but maybe being able to adjust how many lines equal "x" amount of curve...kind of like being able to select high or low poly (kind of like we modelers create either high or low poly meshes).
If it's 1 of 20 houses, would probably wany low poly. If it's the only house, probably would want high poly.
Just something to consider...or toss in the round file. 😉

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SamTherapy posted Mon, 26 October 2009 at 6:16 PM

I* think* I get how this works.  Note, I said think.  :) 

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bopperthijs posted Mon, 26 October 2009 at 6:23 PM

I wish I had some of those functions in autocad, I would save me a lot of time :lol:

excellent work!

regards,

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R_Hatch posted Tue, 27 October 2009 at 3:08 AM

It might be a good idea to have both UV options as choices, since the tiling mode is good for wallpaper, and individual wall UVs would be good for people who want to be more creative or want to add dirt, tears, etc. Perhaps also allow a second surface slightly offset for transparency mapped effects (main wall is tiled - overlay is mapped per wall).


FrankT posted Tue, 27 October 2009 at 3:12 AM

One other question if you don't mind BB.  Do the windows have "glass" or are they just gaps ?

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GeneralNutt posted Tue, 27 October 2009 at 3:17 AM

I believe in the image above, they are mirrors.



RobynsVeil posted Tue, 27 October 2009 at 6:19 AM

Just reading ... trying not to imagine the code. And I thought your mix.mm1.txt script:

www.renderosity.com/mod/forumpro/showthread.php

was daunting (still having problems getting my head around bits of it because I'm not up to speed on Python yet)... can't even begin to imagine what your functions are going to be like for generating geometry instead of nodes.
And this geometry will obviously be save-able... there must be some way to port this code (with some tweaking) to Blender... itching to get going on this!!

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Khai-J-Bach posted Tue, 27 October 2009 at 6:21 AM

hmm I can't see why a frontend couldn't be made, ala Moray for POVray, in time for this....



bagginsbill posted Tue, 27 October 2009 at 7:27 PM

> Quote - One other question if you don't mind BB.  Do the windows have "glass" or are they just gaps ?

Yes there is "glass", but I had a bad glass shader loaded. I have corrected this. Also, I had nothing outside the room to see through the glass. Here's a better demonstration.


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FrankT posted Tue, 27 October 2009 at 8:02 PM

That's handy, could get some interesting caustic effects in that case

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bagginsbill posted Tue, 27 October 2009 at 9:18 PM

Got my first door knob done.

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bagginsbill posted Tue, 27 October 2009 at 9:19 PM

Door knob rendered closeup.

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bagginsbill posted Tue, 27 October 2009 at 9:19 PM

Here's the whole door, with knob and hinges. Woot!

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bagginsbill posted Tue, 27 October 2009 at 9:35 PM

I took the suggestion to be able to adjust the polygon density.

I'll be making everything adjustable with simple LOD settings.

Here are wireframes for the door knob at LOD 2, 5, and 10.

LOD 2 is 220 polygons
LOD 10 is 3948 polygons


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bagginsbill posted Tue, 27 October 2009 at 9:39 PM

With polygon smoothing enabled, and at a typical viewing distance, even the LOD=2 version is fine.

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Winterclaw posted Tue, 27 October 2009 at 10:09 PM

Hey bill I have a question.  So far everything looks great from the inside so that begs the question... can you use procedural shading for the exterior of buildings?  Like for a city skyline or a neighborhood scene.

Most office buildings wouldn't be too hard I would think because they largely use the same pattern for several floors.  Your ground floor would have some unique entrances and exits and you might have a structure on the roof.

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(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


JOELGLAINE posted Tue, 27 October 2009 at 10:19 PM

 I think he wants to do the insides, FIRST and then do the outsides.  I think where a lot of similiar things fell short was they did the outside with our regard to the inside.  Personally, I would prefer some detailed interior geometry and worry about the outside down the road.  That has a sense of logical progression. First you have the horse, THEN you can put a cart behind hind it., ot ride it alone, but no cart before the horse, as old cliches go.:laugh:

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bagginsbill posted Tue, 27 October 2009 at 11:02 PM

Yes, procedural shaders for the outside is easy.

Here's an old brick shader I wrote years ago - just slap it on.

I haven't done the exterior details at all. Joel is right - I see plenty of decent exteriors, but Poser props are really weak on the interiors. Exteriors are actually easy - there are few details that matter when viewing a building from 100 feet away. I haven't even bothered to extend the window model to the outside yet, but I will. I was really bothered by the lack of good quality interiors for Poser, so I'm making them.

Modern building exteriors are incredibly trivial, both modeling and shading. They use boring materials - lots of glass and concrete. But an old brick factory-turned-condo ... that's something interesting. And homes are really interesting. All in good time.


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DarkEdge posted Tue, 27 October 2009 at 11:16 PM

Nice Baggins with the level of poly detailing on the door knob. You were able to replicate what I would really model in Max per the different poly counts. Poly counts will need to be kept in check per different users computers, not everyone weilds a beast. Here's abeast at 53,000 polys and I ain't done yet!

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kobaltkween posted Wed, 28 October 2009 at 2:54 AM

just have to say it: this is amusingly full circle for me.  i remember when i avoided CG in college because it was programming and not art, despite us having one of the best schools in the nation for it at the time.  i started messing with procedural geometry in several years ago (pre-Poser)  with POV-Ray, and stopped because it took too long to make anything real.  now i'm eagerly  following a thread doing exactly what i started using Poser and then Blender to avoid.

i also have to add, what makes this better is that there will be methods to already solve the primary problems.  it's shorter for most people to model this than figure out a definition for a knob, a hinge, molding, etc., but it's much shorter to re-purpose those definitions if you already have them.  there's a lot of architecture i have in my head that i still need to learn more about modeling to make, but this would suit a lot of my basic room needs.



JOELGLAINE posted Wed, 28 October 2009 at 6:21 AM

 Perhaps it's evolutionary? Back in the ancient of days when doing a mirrored ball over a checkered ground plane was the hot thing, and doing water was an impossible thought, doing models was almost impossible without a room sized super computer.

Now it's peanuts. In another twenty years, children will wonder why we didn't just describe the problem to the PC and tell it to make you a house. :laugh: Things get more evolved, they get simpler to use. Usually.

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An  inconsistent hobgoblin is the fool of little minds
Taking "Just do it" to a whole new level!   


kobaltkween posted Wed, 28 October 2009 at 9:18 AM

actually, what's primarily changed is me.  i used to want my art free of scripting/programming.  now, i'm fairly comfortable blending the two.  even in another 20 years, there will probably be people who like using some form of computer language, people who work visually, and people who blend the two.  



Winterclaw posted Wed, 28 October 2009 at 2:01 PM

Quote - I haven't done the exterior details at all. Joel is right - I see plenty of decent exteriors, but Poser props are really weak on the interiors. Exteriors are actually easy - there are few details that matter when viewing a building from 100 feet away. I haven't even bothered to extend the window model to the outside yet, but I will. I was really bothered by the lack of good quality interiors for Poser, so I'm making them.

Modern building exteriors are incredibly trivial, both modeling and shading. They use boring materials - lots of glass and concrete. But an old brick factory-turned-condo ... that's something interesting. And homes are really interesting. All in good time.

Ah, yeah I can see what you are getting at.  I guess once you get into foot and crown molding, bay windows, floor types, wall textures (like orange peel paint vs wood), different types of doors there's a ton of stuff going on inside the house that need attention. 

However that makes me think of something, maybe there aren't a ton of quality interiors because most vendors don't think they would sell.  I mean why do a boring living room when everyone would buy NVIATWAS shrine number 182 with it's sexy and suggestive included poses?

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Keith posted Wed, 28 October 2009 at 5:44 PM

Quote -
However that makes me think of something, maybe there aren't a ton of quality interiors because most vendors don't think they would sell.  I mean why do a boring living room when everyone would buy NVIATWAS shrine number 182 with it's sexy and suggestive included poses?

Even some of the interiors that are there, quite honestly, suck if you want something that looks like people could live in it.

I ran into this problem recently with one apartment set that shall remain nameless that had a nice layout, included furniture...and had absolutely nowhere to hang a coat.  They modeled a computer desk with CD cases, nice stereo system, bathroom, but didn't think of a coat rack, closet, or any kind of storage for clothing, towels, or sheets.  Half the time I suspect the modelers live in their parents' basement and don't think about things like the laundry.



TrekkieGrrrl posted Wed, 28 October 2009 at 9:25 PM

Quote - Got my first door knob done.

Since you said "first" I know there'll be more. So please don't forget "normal" handles as well. Where I live, round door knobs are only seen in movies, never in real life. Of course some may have mounted them to be difrferent, but I've never EVER seen a round door knob on a Danish door IRL. Door handles are L-shaped :)
(some idas: http://www.billigbyg.com/?ID=38&varegruppeID=98 )

Will the windows eventually open? And will there also be hinged versions? (like a double door kind of thing?)

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esha posted Thu, 29 October 2009 at 8:58 AM

This is all just so AWESOME!
I don't know anything about python except that I don't understand it lol

Just a question about your wireframes: Your basic wall has 3 polygons. How does it render with "smooth polygons" enabled? To switch that off for the entire scene is inadvisable if you have other, organic models in the scene ;)


Michael314 posted Sat, 31 October 2009 at 2:42 PM

Quote -
Just a question about your wireframes: Your basic wall has 3 polygons. How does it render with "smooth polygons" enabled? To switch that off for the entire scene is inadvisable if you have other, organic models in the scene ;)

Hello,
that should not hurt as long as the vertices are not welded.

In blender you can assign an "EdgeSplit" modifier to objects. That prevents smoothing
sharp edges. If you export with or without does not change the number of facets,
just the number of vertices and edges.

Best regards,
    Michael


Little_Dragon posted Mon, 02 November 2009 at 12:35 AM

Quote - In blender you can assign an "EdgeSplit" modifier to objects. That prevents smoothing
sharp edges.

Poser has similar functions.



bagginsbill posted Thu, 05 November 2009 at 7:41 PM

Quote - > Quote - Got my first door knob done.

Since you said "first" I know there'll be more. So please don't forget "normal" handles as well. Where I live, round door knobs are only seen in movies, never in real life. Of course some may have mounted them to be difrferent, but I've never EVER seen a round door knob on a Danish door IRL. Door handles are L-shaped :)
(some idas: http://www.billigbyg.com/?ID=38&varegruppeID=98 )

Will the windows eventually open? And will there also be hinged versions? (like a double door kind of thing?)

Yes the windows and doors will open. So will cabinet doors, drawers will open, etc.

I will do other door handles, not just knobs. Will take a while.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill posted Thu, 05 November 2009 at 7:42 PM

I got side-tracked from my archi-vis work. I made eyes for Antonia.

Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


moogal posted Tue, 10 November 2009 at 4:51 PM

Quote - > Quote - In blender you can assign an "EdgeSplit" modifier to objects. That prevents smoothing

sharp edges.

Poser has similar functions.

Specifically there is a global setting in the render settings panel, but each object also has a smooth option that is turned on by default.  I leave the global smoothing on, but turn it off for most every object in my scenes (besides figures).


xen posted Wed, 11 November 2009 at 2:24 AM

Attached Link: Houdini Bridge

BB: Amazing for Poser to get functionality like that.

Have you seen this video? It really shows the advantage of a procedural methodology over making each poly manually.


Klebnor posted Fri, 04 December 2009 at 3:47 PM

Any further progress on this concept?

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


bagginsbill posted Fri, 04 December 2009 at 3:57 PM

Not lately. Been doing paid work too much. :-)

I'll come back to it though - I'm very close to being ready to give away some rooms. Probably won't have moving parts for a while. I'm only generating OBJ files so far. I have to learn how to generate entire Poser prop and figure files so I can set up the moving parts.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


carodan posted Fri, 04 December 2009 at 8:43 PM

I know this is a delayed reaction, but those are cool eyes for Antonia.

Love to see more of these procedural rooms as well - inspiring work.

 

PoserPro2014(Sr4), Win7 x64, display units set to inches.

                                      www.danielroseartnew.weebly.com