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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 20 7:20 am)



Subject: Procedural Props


colorcurvature ( ) posted Thu, 12 August 2010 at 1:09 PM · edited Tue, 23 July 2024 at 9:25 PM

There are procedural shaders. Are there also procedural props? What I mean is, that the prop is not (entirely) manually modelled, but rather constructed based on a procedural pattern. I assume such composition systems are contained in pro tools. Anybody could tell me what the correct term for such a composition system is?
Thanks :)


-Jordi- ( ) posted Thu, 12 August 2010 at 1:16 PM

That would be fractal geometry or procedural geometry. I know a program that I think does that: Groboto:

http://www.braid.com/groboto-site/About.html


bagginsbill ( ) posted Thu, 12 August 2010 at 1:29 PM · edited Thu, 12 August 2010 at 1:31 PM

It's called procedural geometry.

There are two tactics: Scripting and GUI parametric modeling.

In the GUI version, you model pretty much as always, but instead of recording the resulting geometry, it records the steps you took. You can go back to earlier steps and alter the parameters. You can then grab the steps and make macros out of them to define a prop. You can then export one or more props for use in other apps, such as Poser. I found a free one a while back but I didn't play with it too much.

http://www.k-3d.org/

I have dabbled with Python scripted procedural geometry directly in Poser. I have not finished the kit, and it needs a GUI, but I was able to do quite a lot of stuff.

Have a look here:

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3545388&ebot_calc_page#message_3545388

This room is 100% procedural geometry and shaders. (Not the furniture - the room.)


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bagginsbill ( ) posted Thu, 12 August 2010 at 1:33 PM

I see the K-3D recently had a new release. Now it has a node-based pipeline. If it's similar to the Poser material room, this is very powerful. I'll have to look at it again.


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)


adp001 ( ) posted Thu, 12 August 2010 at 1:42 PM

Quote - I see the K-3D recently had a new release. Now it has a node-based pipeline. If it's similar to the Poser material room, this is very powerful. I'll have to look at it again.

Yep!

[http://www.k-3d.org/wiki/RenderMan_Shaders

](http://www.k-3d.org/wiki/RenderMan_Shaders)




bagginsbill ( ) posted Thu, 12 August 2010 at 1:44 PM

I also made the BBEye for Antonia procedurally. I can make eyes of all different sizes and change the size and shape of the cornea, iris, and pupil using parameters.

Click for full size render.


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)


samhal ( ) posted Thu, 12 August 2010 at 7:16 PM

You never cease to amaze me BB.

i7 6800 (6 core/12 thread), 24 GB RAM, 1 gtx 1080 ti (8GB Vram) + 1 Titan X (12GB Vram), PP11, Octane/Poser plugin, and a partridge in a pear tree.

Oh, and a wiener dog!


Latexluv ( ) posted Thu, 12 August 2010 at 8:26 PM

I was quite interested in your procedural interiors and the materials. I was hoping that maybe there would be a release of some of the wall materials. I'm sure there would be interest from the Poser community in the procedural interiors!

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


colorcurvature ( ) posted Fri, 13 August 2010 at 4:11 AM

Is antonia a procedural mesh? I wonder why DAZ is actually providing .OBJ only. While standards help for making fitting cloth, I think a human .cr2 should be made completely procedural so that every parameter is tweakable including a modification of the sceleton, no?


bagginsbill ( ) posted Fri, 13 August 2010 at 5:57 AM

cc,

You mentioned Antonia and Daz in your post. This confuses me.

Antonia is not from Daz. Antonia is the work of odf.

Did you mean Vickie?

Anyway, the only procedural human I know of is from the Make Human project.

http://www.makehuman.org/


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)


colorcurvature ( ) posted Fri, 13 August 2010 at 6:16 AM

Yes, sorry, I asked for antonia.  Because my assumption was that DAZ is not doing it, I asked for antonia as comparison. I read elsewhere antonia was perfect, but I didnt know in which sense. So I thought, maybe she is generated somehow by a function, and her perfection is based on ideal parameter settings and can be measured or sth.

Makehuman is interpolating manually modelled meshes. This could be seen procedural, but I think one could find another representation than meshes, as they have an already fixed topology.

Btw: I have tried to contribute to makehuman. I had developed an UV interpolator, which is interpolating UV's depending on the active morph targets. Unfortunately blender's UV optimization function appears to alter UV topology so that it cannot be interpolated any more. Maybe someone here knows another utility that can optimize UV without changing their topology?


odf ( ) posted Fri, 13 August 2010 at 6:32 AM

Antonia is completely hand-modeled. I don't know how to make a human mesh procedurally.

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


colorcurvature ( ) posted Fri, 13 August 2010 at 9:03 AM

I was hallucinating of a hierarchical subdivision of e.g. a cube, influenced by an extensive set of top level control parameters. One would subdivide for determining bones, topology and control points for a e.g. bezier patch or whatever to define the surface. That would basically mean that the mesh is a result of the morph targets, and not the other way around.


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