Winterclaw opened this issue on Jul 28, 2010 · 100 posts
Winterclaw posted Wed, 28 July 2010 at 2:13 PM
I've been thinking about this for a few weeks so I'll pose this question for you all:
Instead of being incrementally updated, should the next full version of poser be rebuilt from the ground up? Basically take it apart to see what code/features work right, keep those and fix or rewrite everything else.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
Khai-J-Bach posted Wed, 28 July 2010 at 2:16 PM
it would be nice. but we've already seen what happens. look at Daz Studio. it arrived a year late, still has problems with handling poser items. now, it took 2 years to get to Alpha..... thats a lot of investment with a product if it's not bringing in money with new versions...
LaurieA posted Wed, 28 July 2010 at 2:25 PM
I think they are rebuilding it (the library, the interface) but by small stages. Scares away current users less and allows them to continue regular releases ;o).
Laurie
bagginsbill posted Wed, 28 July 2010 at 2:31 PM
I just hope the material room is next.
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LaurieA posted Wed, 28 July 2010 at 2:38 PM
Quote - I just hope the material room is next.
You do? But you're the material room master...lol.
Laurie
Victoria_Lee posted Wed, 28 July 2010 at 3:17 PM
Quote - I just hope the material room is next.
I'm right there with you, BB, because that's where I spend most of my time in Poser now.
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
Darboshanski posted Wed, 28 July 2010 at 3:18 PM
Poser needs to be especially to run correctly in a 64-bit environment instead of patches of 64-bit codes into an out dated 32-bit core program. But, it will not happen if is so it will be done over a period of time within releases as LaurieA said this way it doesn't scare anyone off.
ice-boy posted Wed, 28 July 2010 at 3:18 PM
just give me subsurface scattering. i dont care what kind of SSS.... jsut something.
i dont care if it renders 5 hours. but please i beg you
vholf posted Wed, 28 July 2010 at 3:40 PM
`I'm very pleased with Poser 8/Pro upgrade compared to Poser 7 after Poser 6 for example. The have actually made considerable changes and improvements. It's the most stable version of Poser I've worked with, so I wouldn't mind if they keep the same update model.
What I'd really like to see changed next is the camera and general 3D navigation system, If you use Wings, Blender or 3dsmax for a few minutes it hurts going back to Poser. Scene management could use an upgrade too, implementing grouping and layers.
dlfurman posted Wed, 28 July 2010 at 3:43 PM
Loaded question to BB!
What would you specifically want added to the Material Room? (Refresh the memory of us old folks :biggrin: )
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
TZORG posted Wed, 28 July 2010 at 3:59 PM
Quote - What I'd really like to see changed next is the camera and general 3D navigation system, If you use Wings, Blender or 3dsmax for a few minutes it hurts going back to Poser.
hm does this just mean how you do it, or the responsiveness/control?
I always think something is wrong with my P7 but I'm not sure
It's not the tool used, it's the tool using it
vholf posted Wed, 28 July 2010 at 4:16 PM
You know, zoom in and out with the mouse wheel, rotate with the mouse (current poser implementation rotates around the Z axis too, making it useless), pan, zoom extend, etc.
Photopium posted Wed, 28 July 2010 at 4:51 PM
I'm going beyond that and suggesting that the way we create models gets changed too. No sense in changing the software if we're going to have the same ole types of models.
Musculature, physics, you know...reality in a box.
ssgbryan posted Wed, 28 July 2010 at 4:57 PM
Right now, I'll just settle for 64-bit crunchiness throughout & a really good set of tutorials on the new features added to P8/PP2010.
geoegress posted Wed, 28 July 2010 at 5:10 PM
*Quote - "I just hope the material room is next."
*yup yup
bagginsbill posted Wed, 28 July 2010 at 5:53 PM
Quote - Loaded question to BB!
What would you specifically want added to the Material Room? (Refresh the memory of us old folks :biggrin: )
So many things. Let's start with the fundamental premises.
Parameter nodes - I should be able to place parameter nodes in a shader that are recognized as such. These would be presented in the material room as dials and color patches on a Material Parameters tab. Nobody should have to poke around in the advanced material room if they just want to use a shader. The settings of these should be able to be saved in a new library file as presets, so users can mess with parameters and save them, not save the whole material collection. Then they could try different shaders, but re-use the same parameters. For example - suppose you have 3 different skin shaders, and lots of different colors and shine settings, and you want to try out all three shaders with all your preset parameters. First-class material parameters would let you do this with very few clicks.
The next one is to deal with complexity. There should be a Composite Node. This is a technique I use in all the software I write that is to be used by humans. It is like an integrated circuit. Inside, there is a shader but no surface. Outside there are just inputs and outputs. At the boundary, you connect the IO pins on the outside and the inside to other nodes. The insides never need to be looked at by people who use them. Composite nodes should be in the library and can be loaded as if they were built-in nodes.
Any composite node that has parameters inside should expose them on its outside as editable parameters, just like nodes do today. If there was such a thing in Poser, I'd take my 14-node true Fresnel reflection sub-shader and make it a single node for everybody to use. Then you would not need matmatic just because you want realistic reflections.
Texture assets (color map, bump map, etc.) should be separated from the shader nodes. A material should consist of texture assets and a shader, specified on separate tabs. I should be able to replace the textures while keeping the shaders, or replace one or more shaders while keeping the textures.
So I'd like to see a node called "Texture_Map", to replace Image_Map. It should not have a file name. Instead it should have a property name, such as "Diffuse Color" or "Bump", that I can type in. Perhaps also there should be a few standard derivatives of this with hard-coded names such as Diffuse Color, Diffuse Value, Bump, Displacement, Specular Color, Specular Value. These standardized names would promote the correct placement of images into a texture set. In addition, it would have all the other properties that are already on Image_Map, but with a twist. The actual value can be overridden or combined in the Textures tab. This way, you can set up the scale of a tileable texture independantly of the shader.
In the "Textures" tab, you'd load up Diffuse Color, Bump, and so on as needed. The Texture_Map node in the shader would not care what the file names are. It would only care that it connects to the Color map, the Bump map, etc. For each texture, it should also offer (as an advanced option) settings for U_Scale, V_Scale, tiling mode, etc - most of the stuff that is in the Image_Map node. The final effective scale would combine the scale in the Texture_Map node with the scale in the Textures tab by multiplication. Most of the time, both would be 1. Maps used for data should have value scaling and offset - particularly bump and displacement maps. So you can set the middle gray to mean "no change" like all the other apps in the universe, and then adjust the amount of bump or displacement without poking around inside the shader.
This alone is worth an upgrade. If this was the only improvement, I'd be all over it. It means that people can load a shader once, and then play all day trying it out with other texture sets. They would not need VSS to re-apply the shader when switching textures. Or - they could try out different shaders while keeping the textures. Either way, no more need for VSS, at least for this purpose.
There is another thing VSS does that could be built-in - that is to put materials into groups. We need two kinds of groups: shader groups and texture groups.
A shader group let's us ignore the fact that there are 14 skin zones. We can define a "Skin" group, put the 14 material zones into it, and then we only have to load or edit one shader to change how the skin looks.
Shader groups that span multiple props and figures would be even cooler. You have 8 dining room chairs. You want them all the same, but you keep adjusting the shader. Do you like doing that 8 times? No. You want one shader for all 8 chairs.
Similarly, many figures have multiple material zones that need the same textures - they are UV mapped onto the same instance. So a texture group would take care of that. For example, unless you want two different eye colors, it would be great if there was a Texture Group eye = [left_iris, right_iris, left_cornea, right_cornea, left_pupil ...]. See what I mean? I don't want to load the fricking eye texture into 10 materials - just one. I don't want to load the body skin and body bump into 14 places - just one.
With this second addition, VSS goes away completely.
Notice that so far I haven't talked about new node capabilities. This is simply re-organizing how materials and textures are represented in a data model that is far more convenient.
But for real new nodes:
SSS node - a real one, not useless like FastScatter.
Refract2 - a better Refract that understands that you can enter and exit a surface and that the bend angle is opposite when that happens. Also should understand something about scattering (decreasing luminance based on distance travelled.) Even better would be if it did volumetric sampling. Ever try to make a real-looking marble? (not the material, but the glass toy used in children's games) Can't be done with a simple sphere.
If SSS is not reasonable, then I want:
Ray Distance - let me launch a ray and tell me how far the ray went before it hit another surface. Let me qualify this with whether or not the surface hit has to be from the same material and/or actor as it is starting from. With this I could fake SSS somewhat. Maybe a variant could include the ability to launch a bunch of rays and combine the distances found using a user-supplied function: examples of useful ones would entail mean, average, max, min, gaussian, cosine, etc. Perhaps also a measure of standard deviation would be useful. This would require two outputs from one node - something Poser can't do today.
So let's add that - allow a node to produce multiple outputs.
Camera Position (where is the camera)
Camera Direction (which way is it pointing)
Camera Vector (which way to the camera from where I am)
Model P (coordinate of the object in model space, not world space: options to including scaling or not, rotation or not, etc.)
Model N (model space surface normal direction, not world space: similar options as Model P)
(If I had Model P I could do procedural stockings. If I had model N I could do procedural suntan. If I had both, I could do procedural ethnic variations of skin.)
I also want an option to use world-space, model-space or UV(W) texture space for every node that generates any sort of pattern, such as Cellular, Fractal_Sum, etc. Textures are usually two-D, but geometry can have not just U and V, but also W coordinates. This would allow the possibility to define a path through a virtual space. That virtual space defines a 3D pattern. The UVW coordinates cut out from that 3D pattern.
I'd want a W node.
If that is too much, then I really want this node:
Actor Scale node - a node that tells me how the object was scaled in X, Y, and Z.
The most prominent example of what I could do so much better with these coordinate space solutions is wood. Today, if I make a procedural wood shader based on UV coordintes for a generic box, and you stretch the box, it the texture stretches instead of revealing more wood. If I had Model P that would no longer be a problem. There are other interesting cases.
For example, suppose you put a tiling wallpaper on a one-sided square. You scale the square to make a wall. What happens to the texture? It stretches with the UV space. I would solve that by changing the U_Scale and the V_Scale to match the Prop Scale in X and Y. Problem solved without issues.
====
I have many more but these are key.
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)
Khai-J-Bach posted Wed, 28 July 2010 at 5:56 PM
There should be a Composite Node. This is a technique I use in all the software I write that is to be used by humans. It is like an integrated circuit. Inside, there is a shader but no surface. Outside there are just inputs and outputs. At the boundary, you connect the IO pins on the outside and the inside to other nodes.
kind of a container? open it up, pop the nodes in that do a specific job, say calculate a zebra pattern, then you just button it up with just the inputs (say colours) and the output, and that's all the user sees? I can see that working and if you were to add a password to it so the node could be locked...
bagginsbill posted Wed, 28 July 2010 at 6:03 PM
Yes, Kai - that's exactly it.
I implemented an incredibly complicated node system at a prior company. We used nodes to do data manipulation. The primitive nodes did things like sort, filter, count, etc.
People with ordinary Excel-type skills would assemble nodes to do complicated things. When things got too complicated, or they wanted to share, they would make composite nodes. The program easily handled 5000 nodes in one "shader". It was amazing.
People with no programming skills whatsoever would rely on others to create new complicated features by assembling existing nodes. Then they would use them, completely ignorant of any of the math and with a single click to create. I saw some composite nodes with over 800 steps inside, and near-morons would routinely wire them up to answer complicated business questions.
Get SALES data -> Group by Region -> Find average per group -> Find Salesmen with X% below average sales for the group -> Generate list of people to fire.
I'm kidding about that last step.
What it was usually used for was revenue assurance - making sure you charge for every product or service you delivered. Or cost assurance - making sure you got what you paid for. Or inventory reconciliation. Or order quality management.
Ever time somebody orders any service from Comcast, they go through my nodes.
Every time somebody makes a phone call on Verizon, they go through my nodes.
Every person in Belgium goes through my nodes.
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)
Khai-J-Bach posted Wed, 28 July 2010 at 6:14 PM
hmm throw in support for IES Lighting parameters....
bagginsbill posted Wed, 28 July 2010 at 7:37 PM
Speaking of IES, I've been meaning to make a thread about light shaders. I have some cool stuff to show. And since I released matmatic 1.1, everybody can make complicated light shaders with a few lines of script.
I haven't done an IES light interpreter, but I have done a bunch of spotlight shaders that don't have the regular cone falloff. I have all sorts of shapes you can project without having to resort to gels.
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)
dlfurman posted Wed, 28 July 2010 at 10:47 PM
I am so glad I asked.
That functionality sounds really fun to play with. And I'm all for saving on the "clicking"!
Would this New Material Room be able to rock (the current) Firefly or would a plug-in (ala the LuxRender thread) to an external renderer or exporter to Bryce/Vue/etc be preferred as per the OP's original question. Would you want a Firefly II (of Firefly plus) to leverage this dream Material Room?
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
mackis3D posted Wed, 28 July 2010 at 11:15 PM
I really like Poser Pro 2010 but what I still miss is...
The materials that I click for each figure or prop in the Material Room are in a vertical not horizontal list - why? And if there are 50 plus materials per prop (for example those free cars) in that list it's unnerving to always scroll again from beginning to the specific one towards bottom. Can this be changed? Please!
Also if you want to save a prop you have to click most items manually in that little window that opens and whose size is not changeable. It's not possible to select them all or unselect them all in the check box. This seems to to work only with characters via clicking 'body'.
(Resume Rendering would be great of course but I think above wishes are easier to work on.)
bagginsbill posted Wed, 28 July 2010 at 11:34 PM
Quote - I am so glad I asked.
That functionality sounds really fun to play with. And I'm all for saving on the "clicking"!Would this New Material Room be able to rock (the current) Firefly or would a plug-in (ala the LuxRender thread) to an external renderer or exporter to Bryce/Vue/etc be preferred as per the OP's original question. Would you want a Firefly II (of Firefly plus) to leverage this dream Material Room?
Much of what I described (Texture Map nodes, Composite Nodes, groups, etc.), would require no changes to the renderer. They are changes to the shader data model and UI, but they translate into directly into the existing non-composite shader model. That's how I introduced composite nodes into my previous company's product. It started with a flat node diagram with no structure. Adding the composites required no changes to the back-end.
The net effect is the same. I had hoped to build all that into matmatic (with a GUI) by now, but I'm too busy with work.
Some of the others, like the model space coordinates, would not be so minor. Refract2 is minor - the math is a straightforward variation on what is already there. Stefan knows better what is easy versus what is hard.
Firefly is capable of quite a few more add-ons, but will never perform super fast unless we give up the total freedom we have with the lighting nodes. Instead, there has to be a commitment to realism, and only use shader models that do not violate the laws of physics. Which is what LuxRender is trying to do. It will not offer impossible materials. But it does have some ability to create procedural patterns. Lux needs a lot more of those types of things - procedural pattern generation to affect specularity, diffuse color, etc.
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)
Lucifer_The_Dark posted Thu, 29 July 2010 at 4:06 AM
GPU accelerated rendering is a must for the next version of Poser, I know it's hopefully going to be available to us shortly but it really needs to be "as standard" for the next version.
Windows 7 64Bit
Poser Pro 2010 SR1
RobynsVeil posted Thu, 29 July 2010 at 5:47 AM
Quote - I just hope the material room is next.
Hear-hear. Stating the obvious: "especially if you're involved".
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
wolf359 posted Thu, 29 July 2010 at 9:15 AM
Quote - GPU accelerated rendering is a must for the next version of Poser, I know it's hopefully going to be available to us shortly but it really needs to be "as standard" for the next version.
LOL !!
IES Light support??
GPU rendering??.
Hmm... Cinema4D Studio Cost over $3000 and we still had to by Vray to get IES lights support.
MODO401 cost about $900 USD and has IES Lighting Support
and a Great Preview render with GI& SSS in the preview.
Such features in a "rebuilt from scratch" poser would send the
the price up way beyond the $250-300 that most user here demand.
Cheers
Khai-J-Bach posted Thu, 29 July 2010 at 9:23 AM
oh damn. so I should have paid more than $50 for trueSpace 5.2 that has IES support in it......
wolf359 posted Thu, 29 July 2010 at 9:43 AM
"***oh damn. so I should have paid more than $50 for trueSpace 5.2 that has IES support in it...... "
No Sir
you should have paid whatever "caligry" thought was a marketable price.
And how relevant is your $50 truespace today? ...any updates??
Oh wait it was sold to MS and promptly killed ,IES light and all.
I doubt anyone here belieive poser will actuallly become Cheaper if a
built from Scratch Version had the aformentioned features.
Cheers
Khai-J-Bach posted Thu, 29 July 2010 at 9:50 AM
hey. don't you go calling me names. no one calls me 'sir' ..I work for a living.
TZORG posted Thu, 29 July 2010 at 9:52 AM
No but I bet adding GPU support would require a hell of a lot of rework to try to make Firefly run on it. I don't think that's how it will happen...
It's not the tool used, it's the tool using it
Lucifer_The_Dark posted Thu, 29 July 2010 at 10:12 AM
LuxRender is free & will shortly have GPU rendering built in, scripts are in the works for both Daz Studio & Poser. Not built in I know but at least it's a start & it won't cost an arm & a leg either.
Windows 7 64Bit
Poser Pro 2010 SR1
TZORG posted Thu, 29 July 2010 at 10:17 AM
yeah I can imagine DS/Poser going in that direction more easily than trying to make their existing renderers work on GPU.
It's not the tool used, it's the tool using it
Mogwa posted Thu, 29 July 2010 at 12:23 PM
Ow! bagginsbill makes my pointy head hurt.
And yes, Poser does need to be streamlined to make it look and work like a modern program, instead of a retread of something ten years old.
But it should also be cheaper, under fifty dollars if possible, and be a perfect release requiring no service packs or patches. A complimentary box of Raisinettes included in the packaging would be a nice touch too.
Quote - > Quote - Loaded question to BB!
What would you specifically want added to the Material Room? (Refresh the memory of us old folks :biggrin: )
So many things. Let's start with the fundamental premises.
Parameter nodes - I should be able to place parameter nodes in a shader that are recognized as such. These would be presented in the material room as dials and color patches on a Material Parameters tab. Nobody should have to poke around in the advanced material room if they just want to use a shader. The settings of these should be able to be saved in a new library file as presets, so users can mess with parameters and save them, not save the whole material collection. Then they could try different shaders, but re-use the same parameters. For example - suppose you have 3 different skin shaders, and lots of different colors and shine settings, and you want to try out all three shaders with all your preset parameters. First-class material parameters would let you do this with very few clicks.
The next one is to deal with complexity. There should be a Composite Node. This is a technique I use in all the software I write that is to be used by humans. It is like an integrated circuit. Inside, there is a shader but no surface. Outside there are just inputs and outputs. At the boundary, you connect the IO pins on the outside and the inside to other nodes. The insides never need to be looked at by people who use them. Composite nodes should be in the library and can be loaded as if they were built-in nodes.
Any composite node that has parameters inside should expose them on its outside as editable parameters, just like nodes do today. If there was such a thing in Poser, I'd take my 14-node true Fresnel reflection sub-shader and make it a single node for everybody to use. Then you would not need matmatic just because you want realistic reflections.
Texture assets (color map, bump map, etc.) should be separated from the shader nodes. A material should consist of texture assets and a shader, specified on separate tabs. I should be able to replace the textures while keeping the shaders, or replace one or more shaders while keeping the textures.
So I'd like to see a node called "Texture_Map", to replace Image_Map. It should not have a file name. Instead it should have a property name, such as "Diffuse Color" or "Bump", that I can type in. Perhaps also there should be a few standard derivatives of this with hard-coded names such as Diffuse Color, Diffuse Value, Bump, Displacement, Specular Color, Specular Value. These standardized names would promote the correct placement of images into a texture set. In addition, it would have all the other properties that are already on Image_Map, but with a twist. The actual value can be overridden or combined in the Textures tab. This way, you can set up the scale of a tileable texture independantly of the shader.
In the "Textures" tab, you'd load up Diffuse Color, Bump, and so on as needed. The Texture_Map node in the shader would not care what the file names are. It would only care that it connects to the Color map, the Bump map, etc. For each texture, it should also offer (as an advanced option) settings for U_Scale, V_Scale, tiling mode, etc - most of the stuff that is in the Image_Map node. The final effective scale would combine the scale in the Texture_Map node with the scale in the Textures tab by multiplication. Most of the time, both would be 1. Maps used for data should have value scaling and offset - particularly bump and displacement maps. So you can set the middle gray to mean "no change" like all the other apps in the universe, and then adjust the amount of bump or displacement without poking around inside the shader.
This alone is worth an upgrade. If this was the only improvement, I'd be all over it. It means that people can load a shader once, and then play all day trying it out with other texture sets. They would not need VSS to re-apply the shader when switching textures. Or - they could try out different shaders while keeping the textures. Either way, no more need for VSS, at least for this purpose.
There is another thing VSS does that could be built-in - that is to put materials into groups. We need two kinds of groups: shader groups and texture groups.
A shader group let's us ignore the fact that there are 14 skin zones. We can define a "Skin" group, put the 14 material zones into it, and then we only have to load or edit one shader to change how the skin looks.
Shader groups that span multiple props and figures would be even cooler. You have 8 dining room chairs. You want them all the same, but you keep adjusting the shader. Do you like doing that 8 times? No. You want one shader for all 8 chairs.
Similarly, many figures have multiple material zones that need the same textures - they are UV mapped onto the same instance. So a texture group would take care of that. For example, unless you want two different eye colors, it would be great if there was a Texture Group eye = [left_iris, right_iris, left_cornea, right_cornea, left_pupil ...]. See what I mean? I don't want to load the fricking eye texture into 10 materials - just one. I don't want to load the body skin and body bump into 14 places - just one.
With this second addition, VSS goes away completely.
Notice that so far I haven't talked about new node capabilities. This is simply re-organizing how materials and textures are represented in a data model that is far more convenient.
But for real new nodes:
SSS node - a real one, not useless like FastScatter.
Refract2 - a better Refract that understands that you can enter and exit a surface and that the bend angle is opposite when that happens. Also should understand something about scattering (decreasing luminance based on distance travelled.) Even better would be if it did volumetric sampling. Ever try to make a real-looking marble? (not the material, but the glass toy used in children's games) Can't be done with a simple sphere.
If SSS is not reasonable, then I want:
Ray Distance - let me launch a ray and tell me how far the ray went before it hit another surface. Let me qualify this with whether or not the surface hit has to be from the same material and/or actor as it is starting from. With this I could fake SSS somewhat. Maybe a variant could include the ability to launch a bunch of rays and combine the distances found using a user-supplied function: examples of useful ones would entail mean, average, max, min, gaussian, cosine, etc. Perhaps also a measure of standard deviation would be useful. This would require two outputs from one node - something Poser can't do today.
So let's add that - allow a node to produce multiple outputs.
- Data I need to do interesting things:
Camera Position (where is the camera)
Camera Direction (which way is it pointing)
Camera Vector (which way to the camera from where I am)
- Data I need to do better procedural textures:
Model P (coordinate of the object in model space, not world space: options to including scaling or not, rotation or not, etc.)
Model N (model space surface normal direction, not world space: similar options as Model P)(If I had Model P I could do procedural stockings. If I had model N I could do procedural suntan. If I had both, I could do procedural ethnic variations of skin.)
I also want an option to use world-space, model-space or UV(W) texture space for every node that generates any sort of pattern, such as Cellular, Fractal_Sum, etc. Textures are usually two-D, but geometry can have not just U and V, but also W coordinates. This would allow the possibility to define a path through a virtual space. That virtual space defines a 3D pattern. The UVW coordinates cut out from that 3D pattern.
I'd want a W node.
If that is too much, then I really want this node:
Actor Scale node - a node that tells me how the object was scaled in X, Y, and Z.
The most prominent example of what I could do so much better with these coordinate space solutions is wood. Today, if I make a procedural wood shader based on UV coordintes for a generic box, and you stretch the box, it the texture stretches instead of revealing more wood. If I had Model P that would no longer be a problem. There are other interesting cases.
For example, suppose you put a tiling wallpaper on a one-sided square. You scale the square to make a wall. What happens to the texture? It stretches with the UV space. I would solve that by changing the U_Scale and the V_Scale to match the Prop Scale in X and Y. Problem solved without issues.
====
I have many more but these are key.
AnAardvark posted Thu, 29 July 2010 at 12:59 PM
Quote - What I'd really like to see changed next is the camera and general 3D navigation system, If you use Wings, Blender or 3dsmax for a few minutes it hurts going back to Poser. Scene management could use an upgrade too, implementing grouping and layers.
I'd like to see them allow rotation relative to the scene as well as the object's own axis.
bagginsbill posted Thu, 29 July 2010 at 7:50 PM
Just say something isn't possible in Poser, and I can't help but look into it.
I would have done it much quicker but it took me a long time to understand the IES spec. The script is actually only about 40 lines of code.
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Khai-J-Bach posted Thu, 29 July 2010 at 8:08 PM
starts digging out his list of IES light sets download sites
LaurieA posted Thu, 29 July 2010 at 8:13 PM
Quote - I now have IES lights working in Poser. This will work in any version since Poser 5. It's a matmatic script that reads an IES file and generates a Poser light shader with math nodes that implements what is in the file.
Just say something isn't possible in Poser, and I can't help but look into it.
I would have done it much quicker but it took me a long time to understand the IES spec. The script is actually only about 40 lines of code.
I guess you've been called a genius already? ;o).
Laurie
bagginsbill posted Thu, 29 July 2010 at 8:28 PM
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bagginsbill posted Thu, 29 July 2010 at 8:30 PM
I'm using these. There's a TON of them in there.
http://rapidshare.com/files/116873427/Lithonia_Lighting.zip.html
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Winterclaw posted Thu, 29 July 2010 at 8:31 PM
lol. :)
I'm not sure what an IES light is, but it looks nice.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
bagginsbill posted Thu, 29 July 2010 at 8:32 PM
Get this, too. It's very nice for browsing the hundreds of lights you have. It will do a preview render of any light instantly as well.
http://www.photometricviewer.com/
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bagginsbill posted Thu, 29 July 2010 at 8:35 PM
Quote - lol. :)
I'm not sure what an IES light is, but it looks nice.
IES = Illuminating Engineering Society.
And it's a file format.
The IES organization established a standard for manufacturers to document how their lights behave. These documents are used in high-end 3D visualization of lighting arrangements, in high-end packages like Max.
The manufacturers want you to buy their lights, so they publish settings for free. Which means there are literally thousands of pre-configured lights - all you gotta do is import them.
Poser users could not do this - until today.
I still have a few things to work out before I publish a new freebie.
Also, the IES file format has several variants. I've only dealt with one of them. Also, I have not dealt with asymmetrical lights yet. That will be a little bit tricky. So far I'm only dealing with round ones - ones that don't look different if you spin them.
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LaurieA posted Thu, 29 July 2010 at 8:42 PM
Wow, that browser looks handy. Thanks for the link :o).
Laurie
bagginsbill posted Thu, 29 July 2010 at 8:51 PM
(Looks like I accidentally grabbed the wall and moved it.)
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LaurieA posted Thu, 29 July 2010 at 8:56 PM
So, do these lights have the falloff and stuff built into them? Or does Poser still control that?
Laurie
bagginsbill posted Thu, 29 July 2010 at 9:34 PM
Poser is doing the distance falloff. The shader is doing the falloff with angle.
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kobaltkween posted Thu, 29 July 2010 at 10:00 PM
pardon, but does that mean that those of us who haven't been able to upgrade to P8 and use material falloff and linearization can't use these? i already have inverse square and linear falloff Matmatic functions for my lights. would your implementation make it possible to combine those?
wait, i see you're adjusting color. i can definitely make this work with my falloff (which affects intensity). and i'm not too concerned with color, because i don't really use gels and can kind of eyeball basic light color most of the time. but i'll post just to shout out for us non-PP2010 users.
bagginsbill posted Thu, 29 July 2010 at 10:35 PM
You can combine this with the shader-based distance falloff as well. I just didn't bother at the moment.
I'll give you the script.
Do you want it right now as is?
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LaurieA posted Thu, 29 July 2010 at 10:41 PM
Quote - Poser is doing the distance falloff. The shader is doing the falloff with angle.
Hmm...interesting (and nice ;o)).
Laurie
kobaltkween posted Fri, 30 July 2010 at 2:08 AM
oh, i can definitely wait. and i don't need you to combine it, per se. i was more thinking about the ability to use it with the scripts i already have, and i know you don't usually make stuff to work with other people's scripts. and since this sounds more complex than your average Matmatic script, it thought you might make this all compiled. or something more closed.
ice-boy posted Fri, 30 July 2010 at 3:47 AM
IES lights in poser just like that?
for the love of god will SM already give BB SSS.
this guys every week prooves what he can do. why is it so hard? why is it sooooooooooooooooooooooooo hard?
: - )
ice-boy posted Fri, 30 July 2010 at 3:48 AM
where can we download poser IES shader?
thanks
LaurieA posted Fri, 30 July 2010 at 8:21 AM
There is none yet ice-boy. It's not ready. You must read...lol.
Laurie
RedPhantom posted Fri, 30 July 2010 at 8:57 AM Site Admin
IMHO poser should be redone, but not all at once too many ppl will see the change and say "It's too different. Why can't they leave well enough alone. P4 was good enough for me. I don't want to learn all this new stuff."
They should do it in increments starting with the material room(see what bb said), then the pose room (lights, cameras etc) then the hair room(more control over styling strands), the face room(no one seems to be able to use it), the setup room (how I couldn't tell you. I don't use it but other ppls comments seem to imply it's more difficult than it needs to be I could be wrong though). Each time updating the render engine as needed. Finally over hauling the render engine because I would imaging all this incremental updating would make it a mess.
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dlfurman posted Fri, 30 July 2010 at 11:12 AM
Quote - I now have IES lights working in Poser. This will work in any version since Poser 5. It's a matmatic script that reads an IES file and generates a Poser light shader with math nodes that implements what is in the file.
Just say something isn't possible in Poser, and I can't help but look into it.
I would have done it much quicker but it took me a long time to understand the IES spec. The script is actually only about 40 lines of code.
YES!!!!!!!
Here are two site and
http://www.metalumen.com/products/iesall?sub=70
http://www.colorkinetics.com/support/ies/
Type this into a Google search: ies light download
for more.
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bagginsbill posted Fri, 30 July 2010 at 11:46 AM
It will probably be till next week that I finish this. I'm having to do a lot of measurement of how Poser's spotlight works.
I'm taking advantage of the UV "mapping" of a light. The light cone is mapped onto a UV space, with U=.5, V=.5 in the center of the light cone, and the edge of the light cone at the edge of the UV space (0 to 1). Any point being rendered (lit) corresponds with some point on that UV map.
I'm having two problems.
The first trouble I'm having is that the UV distance to the center does not correspond exactly with the angle within the cone. The correspondence is a non-linear function. If it was linear, then halfway between center and edge would be half the cone angle. But it isn't.
I did a quick and dirty approximation just to verify the concept. But now I'm trying to get the exact function. Given r, the distance from the UV center to the point being rendered, what is the angle? I have built a goniometer in Poser so I can take a bunch of measurements but it is tedious work. Then I have to figure out what the function is.
The second problem is that spotlights are set up with a maximum cone angle of 160 degrees (giving a maximum deviation from center of 80 degrees). But some of the IES lights produce non-zero light between 80 and 90 degrees. In fact, some go all the way to 180 degrees. (They emit light up and down.) Such lights must be modeled as two spot lights in Poser. I'm not trying to tackle that yet. I'm just trying to get the angle UV mapping to go out to 180 or at least really close.
The strange thing is that as the cone is widened, the UV mapping changes non-linearly. I.e. if the UV radius r = .09 matches 45 degrees with a 160 degree spot cone, it should be expected that it would not change by a lot with a 170 degree spot cone. It should be something like .09 * 160/170 which is not a big change. But it does by a lot.
I suspect there is a 1/sin(theta) term in the equation somewhere. As the deviation angle theta approaches 90 degrees, 1/sin(theta) goes to infinity.
If the UV mapping of the light was public knowledge, I would not have to do all this experimenting.
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PapaBlueMarlin posted Fri, 30 July 2010 at 11:58 AM
I don't know that the interface itself needs to be rebuilt from scratch as much as some of the features could be optimized:
And I agree with BB about getting some real SSS
Winterclaw posted Fri, 30 July 2010 at 1:01 PM
Quote -
The second problem is that spotlights are set up with a maximum cone angle of 160 degrees (giving a maximum deviation from center of 80 degrees). But some of the IES lights produce non-zero light between 80 and 90 degrees. In fact, some go all the way to 180 degrees. (They emit light up and down.) Such lights must be modeled as two spot lights in Poser. I'm not trying to tackle that yet. I'm just trying to get the angle UV mapping to go out to 180 or at least really close.
As someone who doesn't really know anything about this, why not use a point light in cases above 160 degrees?
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
bagginsbill posted Fri, 30 July 2010 at 2:12 PM
Because point lights are not UV mapped, which means the shader has no angular data at all. It would have to compute that, which I can do, but it requires that every time you move the light, you type in its new coordinates into the shader.
If there was a LightPosition node, this would not be a problem.
But then you have an additional problem - you can't rotate a point light. So if a directional light is implemented as a point light pretending to be a directional light, you have a hard time controlling it. You'd have to enter rotation parameters into the shader to change its orientation. This would be very tedious. Entering coordinates every time you move it, and rotations every time you want to re-orient it. That's possible but not usable.
On the other hand, a pair of spotlights, with one parented to the other, would work great.
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PapaBlueMarlin posted Fri, 30 July 2010 at 2:19 PM
BB, have you played any with Carrara? One of the things I like about Carrara lighting is that the various types of lights can be placed in the scene as objects. It makes it easier to work with rather than rotating a light around a globe. That might be a fix for your light position and angular controls.
Khai-J-Bach posted Fri, 30 July 2010 at 2:22 PM
except.. he's trying to get something working in poser....?
bagginsbill posted Fri, 30 July 2010 at 2:23 PM
I don't know what you mean, about "rather than rotating a light around a globe".
In Poser, I grab spotlights just like objects and I move them with the mouse. I don't use the light globe at all except for infinite lights.
And I don't have Carrara. Or any other non-free 3D app.
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bagginsbill posted Fri, 30 July 2010 at 2:27 PM
I use the Top View (Ctrl-T) and Front View (Ctrl-F) a lot to position spot and point lights. Then I usually point them at something. If not something in the scene, then I add a dummy object just as a target, which I hide during renders. I then am only dealing with stuff I can grab. No dials, no numbers.
I don't have the slightest problem with using Poser's UI to position and orient lights. I have a problem with having to manually enter numbers every time I do those things. I want to find an IES light solution that does not require any more than the usual way of working with lights.
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PapaBlueMarlin posted Fri, 30 July 2010 at 2:30 PM
I'm just asking since the topic of the thread is how poser could be rebuilt. It was just an idea to serve for comparison...
Winterclaw posted Fri, 30 July 2010 at 2:42 PM
Okay bill, I get what you are saying about using two spotlights. I'm assuming you should line them up perpendicular to the camera.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
bagginsbill posted Fri, 30 July 2010 at 3:16 PM
For most architectural lighting, yes you'd point one up and one down. But there are other scenarios. I don't really know what they are. I'm just beginning to learn about architectural lighting.
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stewer posted Fri, 30 July 2010 at 8:19 PM
Quote - Poser needs to be especially to run correctly in a 64-bit environment instead of patches of 64-bit codes into an out dated 32-bit core program. But, it will not happen if is so it will be done over a period of time within releases as LaurieA said this way it doesn't scare anyone off.
Are there any specific issues that you're running into with the current 64-bit version of Poser Pro 2010?
pjz99 posted Fri, 30 July 2010 at 8:30 PM
I'm actually pretty happy with current Poser 8 SR3 except for those really irritating IDL contact/occlusion shadow blotches. I do wish you'd added a "Run at lower priority" internal option but that's a pretty small thing. Overall I'd say Poser 8/Pro 2010 is the biggest leap forward since maybe when you whent to the Firefly engine in the first place. Memory management wise I don't really have any complaints and I'm a 64-bit user, I'd have to go very far out of my way to try to make it blow up memory-wise. Never happens in normal use (normal for me anyway), actually never have had an out of memory type failure since Poser 6.
LaurieA posted Fri, 30 July 2010 at 8:56 PM
I like Poser 8. So far, the only problem I'm having with SR3 are splotches with IDL rendering if I use lights with inverse square falloff. BB has already instructed me how to make Poser run at a lower priority (which actually increased my render speed slightly...go figure), so that really isn't a big deal as pjz99 said. I think that lighting problem needs fixed, but it does not ruin my whole experience ;o). I really like the IDL.
Laurie
pjz99 posted Fri, 30 July 2010 at 11:36 PM
Yeah for the price especially, there's a ton of value in the current version compared to pretty much any other 3D suite out there with the exception of modeling and texturing, and that's generic enough that I don't think it would be all that beneficial to try to integrate something like that. There are better renderers of course, but generally their price is much higher and of course there's the immense body of Poser-specific content already available.
What really cripples Poser is the old spherical falloff rigging system that all that legacy content is already set up in, and good luck growing out of that.
wolf359 posted Sat, 31 July 2010 at 6:46 AM
Quote - I'm actually pretty happy with current Poser 8 SR3 except for those really irritating IDL contact/occlusion shadow blotches. I do wish you'd added a "Run at lower priority" internal option but that's a pretty small thing. Overall I'd say Poser 8/Pro 2010 is the biggest leap forward since maybe when you whent to the Firefly engine in the first place. Memory management wise I don't really have any complaints and I'm a 64-bit user, I'd have to go very far out of my way to try to make it blow up memory-wise. Never happens in normal use (normal for me anyway), actually never have had an out of memory type failure since Poser 6.
I may be mistaken but dont you have a Cinema4D license??
pjz99 posted Sat, 31 July 2010 at 7:23 AM
Yes, yes I do, and in fact I use it heavily nearly every day - and it cost about two thousand dollars. Poser 8 cost me less than ten percent of that. For the price, Poser is a pretty great app.
wolf359 posted Sat, 31 July 2010 at 7:33 AM
Understood,I
was just curious why one with Cinema4D would even bother with poser render/IDL/blotchiness issues
but whatever works for you.
Cheers
aeilkema posted Sat, 31 July 2010 at 7:56 AM
No, they shouldn't. Poser was great until they started messing with it and allow it to depend on external non-related applications. If that is what rebuilding seems to be (and it looks like it) then I say, no.
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Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
bagginsbill posted Sat, 31 July 2010 at 8:13 AM
It is the ability to depend on 3rd party apps that allows choice in those apps. Witness the new library options from 3rd parties, all of which can be first-class library apps, through the web services API. They can be written in any language.
Component based modularity is a winner. The opinions you express are legitimate (in the sense that there are real reasons for them) but I'm not convinced, swayed, or influenced by that particular opinion, and neither is SM. You might as well stop saying it at nearly every opportunity.
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aeilkema posted Sat, 31 July 2010 at 8:18 AM
No comment :-) A question was asked, I answered, i do think I'm allowed to do so.
Artwork and 3DToons items, create the perfect place for you toon and other figures!
http://www.renderosity.com/mod/bcs/index.php?vendor=23722
Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
pjz99 posted Sat, 31 July 2010 at 10:21 AM
Quote - Understood,I
was just curious why one with Cinema4D would even bother with poser render/IDL/blotchiness issues
but whatever works for you.
If I'm trying to sell Poser content, I'd be kind of a jerk to market it with renders done in Cinema - with my promo stuff, I can give any Poser user my scene file and if they hit render, they will get exactly the image that is shown in the promotional pics. So it behooves me to max out Poser as much as I can.
edit: maybe I'm in a minority here with promo pics for poser content, but y'know, misrepresentative promo pics really bug the shit out of me.
wolf359 posted Sat, 31 July 2010 at 10:36 AM
Quote -
If I'm trying to sell Poser content, I'd be kind of a jerk to market it with renders done in Cinema - with my promo stuff,
Well IMHO it would only be a deception to sell Lightsets /environments for poser
but use renders from C4D or MODO etc.
Daz uses lightwave renders in some of their promos but place a big disclaimer stating such.
I have found the poser renders tend to HIDE flaws in poser products that become clearly manifest in Vray ,AR3 or MODO,
and I am Certain DAZ user are in for quite
a shock when they start rendering their favorite canned DAZ /poser optimized content in a physically Correct high detail Engine.
but that's another thread.
Cheers
pjz99 posted Sat, 31 July 2010 at 11:00 AM
In the larger world that's called "bait and switch". If the vendor can't get a given item to look good without postwork in the native app it's going to be used in, then it's dishonest to sell it with those kind of tricks employed.
Quote - I have found the poser renders tend to HIDE flaws in poser products that become clearly manifest in Vray ,AR3 or MODO...
Importing Poser content into different apps for rendering has its own set of problems anyway, especially when magnets come into play (anything rigged for V4 for example). Some of the flaws that appear in other apps are purely due to that, and not particularly the fault of the content. The thigh bend on V4 for example will never work right in any non-Poser/D|S render app (not that it's exactly perfect even in Poser) unless you export point-level animation, because it's done with magnets. Maybe there are a couple of apps that make use of the Poser SDK, but interPoser Pro doesn't, and it doesn't do Poser magnets at all. Also materials will never be converted 1:1, anything more than the minimum material information is discarded - that's not anything unique to Poser either.
moogal posted Sat, 31 July 2010 at 5:04 PM
Ummm... You do know you can do this in Poser, too, right? Infinite lights are different in that they aren't really located anywhere but represent a direction. If you switch to the local lights, you will find that they can be rotated and moved via the parameter dials and I think even parented to other objects. I use the front and side views to place them within the objects I want to emit light (and usually have to turn the shadows off for these objects also).
In this pic I have four spotlights hidden in the lighting fixtures. The lighting material (not the actual light, the apparent light) is just white in the diffuse and ambient channels. The light cones are trans maps.
There is a glitch in the lights' falloff, unfortunately. The area of light doesn't correspond to the area of shadow (you may be able to see it on the deck chairs' shadows). I couldn't manage to fix it and eventually lost interest in the whole project.
LostinSpaceman posted Sat, 31 July 2010 at 7:25 PM
Quote - Ow! bagginsbill makes my pointy head hurt.
And yes, Poser does need to be streamlined to make it look and work like a modern program, instead of a retread of something ten years old.
But it should also be cheaper, under fifty dollars if possible, and be a perfect release requiring no service packs or patches. A complimentary box of Raisinettes included in the packaging would be a nice touch too.
My pointy lil head hurts too but make mine Twizzlers!
ice-boy posted Mon, 02 August 2010 at 5:02 AM
all i know is that humans and skin are the important parts of poser rendering. and since we render so much skin we still dont have SSS. SSS is important. this is not an option but a fact.
AprilYSH posted Mon, 02 August 2010 at 6:26 AM
in response to the original thread title alone... an old but still relevant article :)
http://www.joelonsoftware.com/articles/fog0000000069.html
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WandW posted Mon, 02 August 2010 at 7:44 AM
Quote -
in response to the original thread title alone... an old but still relevant article :)
http://www.joelonsoftware.com/articles/fog0000000069.html
That is a Great site, April!!!....Unfortunately I just spent a half-hour poking around it, which I should have spent doing something more useful. :lol:
----------------------------------------------------------------------------------------
The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."bagginsbill posted Mon, 02 August 2010 at 9:02 AM
The UI for Poser 8 was a complete rewrite. The things in that (great) article happened. Suddenly you couldn't use comma to enter a number - Euro users were flummoxed. Suddenly (and still) the parameter dials are mysteriously slow when there are a lot of them.
I do not want to see a complete rewrite. I want to see lots of little "bags on the side", as we say in software speak. Thank you very much.
SSS is an example of something that can be a wonderful bag on the side. I just need a couple new functions and I can do it well. A completely new renderer could offer some great new abilities, but more than likely would lose a lot of the existing nooks and crannies we can take it to at the moment.
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kobaltkween posted Mon, 02 August 2010 at 9:12 AM
i second that very heartily.
bopperthijs posted Mon, 02 August 2010 at 12:50 PM
*in response to the original thread title alone... an old but still relevant article :)
http://www.joelonsoftware.com/articles/fog0000000069.html
*Great article, I also read the next two articles of the author about UI's, I makes me understand why poser users don't like D|S and vice versa, they just don't work the way they expect it to do.
I often use autocad and Rhino3D simultaneously and I get the same problems: they have similar functions, but they behave different: You mentally have to set a switch to use the other program.
And I think that's the problem with all 3D programs: when I try to learn to use a new program and I want to use a function I know, beacuse I have used it in another program, it always doesn't work the way I expect it to do.
There should be some kind of standard for this, Modo401 has a great option to use different interfaces like 3Dstudio, Maya and others. If poser at least wants to attract some D|S users, they should have a D|S Interface option.
best regards,
Bopper.
-How can you improve things when you don't make mistakes?
Winterclaw posted Mon, 02 August 2010 at 1:34 PM
Quote - What really cripples Poser is the old spherical falloff rigging system that all that legacy content is already set up in, and good luck growing out of that.
Maybe it is time to stop supporting legacy content and offer a second piece of software to help people convert things over to the new systems. Or they could make 9 a bridge and let everyone know that in 10, old features X,Y, and Z are gone for good. There's no need to be a packrat forever.
I mean things like the reflection light multiplier don't belong in the poser software anymore. The new software should ignore that flag and if they follow bill mat room suggestions, it wouldn't be that difficult to update all your old maps anyways.
April, as someone who's learned a little bit about coding, yeah you never rewrite everything. In fact a lot of coding it just borrowing code from one place and putting it somewhere else. However from time to time you need to go through your products and ask, what works, what doesn't, what's needed, and what is no longer needed? Then you go from there and start replacing/removing/updating as best you can.
My opinion on poser is that it has passed through so many hands through its iterations, it's getting to be time for a good purging and house cleaning of features as well as a few needed additions. So while joel says programmers like to level and rebuild and that's bad, at least in poser's case it needs a bit of remodeling done.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
mackis3D posted Wed, 04 August 2010 at 6:02 PM
Is the FACEROOM really needed by anyone? Did SM ask for that in the survey? I think if the discussions here are any indication nobody seems to use it and those who tried gave up when they could not use it.
TrekkieGrrrl posted Wed, 04 August 2010 at 8:45 PM
APRILYSH! Where have you been HIDING?! Good to see you again ^_^
Also.. yes.. please no complete rewrite since it's likely to break existing functionality. It took several SRs in BOTH Poser 8 AND PP2010 8and with the latter you'd think they had at least THOUGHT about it) to fix the comma issue. And the whole world just ISN'T the US of A... we are a few hundred millions outside ;)
I'd like the Firefly renderer to actually USE its capability. As I understand, it has the ability to DO reall SSS and more - but is crippled at present. (Stewer.. WHY?!)
Real SSS is probably the best thing introduced in the next Poser version. That would sell it to me (providing that GC is STILL present.. I still feel kinda "meh" for having to buy the "Pro" version to get that.. because WHOA what a difference it makes! I don't NEED all those export/import thingies.. I use Poser and render in Poser. I do have Max (although an ancient version.. anyone remember 3.5 LOL) BUT I model in Hexagon which exports objs that imports to Poser without any odd plugins anyway...
So I'd like Poser 9 to incluse GC and SSS. Those two things would make me buy it and abandon any previous version. (well.. not abandon, but effectively abandon at least)
And yea.. I use the face room. I like the Face Room. it's a great, and very overlooked feature of Poser. The thing is, too many Poser users are fixated on the Daz characters, which do not work in the Face Room, and therefore finds it useless. for those of us who actually use and like the native Poser people, the FaceRoom is WHAT makes these figures worthwile :) (wel that, and the fact that they do not look like the generic Daz characters ;) )
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
odf posted Wed, 04 August 2010 at 8:54 PM
I think it would be nice if SM could give independent figure creators a way to add face room support.
...but not too soon, because I'm kind of glad that's one thing I don't have to worry about as it is.
-- I'm not mad at you, just Westphalian.
TrekkieGrrrl posted Wed, 04 August 2010 at 9:36 PM
Ohh yes. Antonia with Faceroom support.. what a bonus. I don't know why they aren't adding FaceRoom support in general btw. It's probably difficult.. but they could SELL it and make it another sales parameter for Poser rather than DS...
On the other hand.. the native Poser figures sorta rely n the FR support for proper versatility while for instance V4 has the ethnic morphs "built in" (well not built in but at least available as an add-on...
Still.. I honestly like the face room. One thing I'd love though is if the texture option could be made to match the body.. Who' want a dark-skinned face on a light-skinned body?! Without body support the skintone option is .. useless!
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
LostinSpaceman posted Thu, 05 August 2010 at 1:15 AM
Quote - Ohh yes. Antonia with Faceroom support.. what a bonus. I don't know why they aren't adding FaceRoom support in general btw. It's probably difficult.. but they could SELL it and make it another sales parameter for Poser rather than DS...
On the other hand.. the native Poser figures sorta rely n the FR support for proper versatility while for instance V4 has the ethnic morphs "built in" (well not built in but at least available as an add-on...
Still.. I honestly like the face room. One thing I'd love though is if the texture option could be made to match the body.. Who' want a dark-skinned face on a light-skinned body?! Without body support the skintone option is .. useless!
What's weird is earlier versions of Poser would ask you if you wanted the body texture to match the face and would make an attempt at matching them but that just sorta went away somewhere along the line.
geoegress posted Thu, 05 August 2010 at 5:42 PM
The face room should'nt be limited to faces. It should be simular to the 'Edit Object" function in Vue that allows you to raise or dig .
bagginsbill posted Thu, 05 August 2010 at 6:31 PM
You mean the morph brush should be called face room?
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-Timberwolf- posted Fri, 06 August 2010 at 1:02 AM
kobaltkween posted Fri, 06 August 2010 at 1:07 AM
i think people don't understand what the Face Room does. maybe i've misunderstood it all these years, but what it seems to do is allow you to use push and pull the face to dial those all those morphs in the heads Poser base figures that people seem to miss. i don't see how the Face Room could automatically interpret what morph dials do without some sort of consistent and central naming convention. in a lot of ways, it would be up to the 3rd party creators to make their figures compatible, not the people who make Poser.
it does not add morphs that don't exist. that's what the morph brush does, as bagginsbill mentioned, and imho, it works great already. i really would not like it moved to its own room so that it's 2 clicks and a whole "room" load away rather than one plain click.
aeilkema posted Fri, 06 August 2010 at 2:48 AM
I really love the face room, but I do wish it would work on every figure. I can imagine using it on Chip & Cookie or M4 & V4, very cool.
I've used it for various projects that used the poser figures and it works great. It allows me to create a bunch of different character, with a few clicks, instead of moving all kinds of dials or having to load all kinds of morphs, until you find the one you like. It also saves quite some money on all kinds of face morphs. I'm a person who hardly uses body morphs, mostly faces.
It's a shame it's so limited. It's the same with a lot of poser features, most don't even use them, since they're to DAZ orientated and hardly looking beyond that, to make full use of all that poser has to offer.
Artwork and 3DToons items, create the perfect place for you toon and other figures!
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Food for thought.....
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lmckenzie posted Sun, 08 August 2010 at 2:23 AM
IIRC, the FaceRoom limitation was purely financial. WOPAT (Whoever Owned Poser At the Time), didn't want to pay whatever Daz was asking to enable their figures.
I'm not sure what Daz is up to but Daz Studio is apparently now AKA "Super Avatar Studio" and is somehow tied in with the 3D avatar creation technology they got when they merged with Gizmoz. With that and the new game SDK, it looks like Vickie will be showing up in a lot more places.
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken
nruddock posted Sun, 08 August 2010 at 5:43 AM
Quote - IIRC, the FaceRoom limitation was purely financial.
Correct.
Quote - WOPAT (Whoever Owned Poser At the Time), didn't want to pay whatever Daz was asking to enable their figures.
It was the other way around.
As the Face Room technology was bought in, the fee for setting up additional figures appeared to be controlled by the owner of it rather than by WOPAT.