durf opened this issue on May 18, 2012 · 65 posts
durf posted Fri, 18 May 2012 at 10:52 AM
i've seen poser users complaining on the old daz3d about genesis and studio things not working in poser...
what about complaining about all poser content that isn't working in studio?
to many clothes i've seen sold here in the shop that aren't working with dazstudio :(
why vendors not sell products for both programs?
anyone think about that?
wimvdb posted Fri, 18 May 2012 at 10:56 AM
Which ones don't work in Studio?
As far as I know all V4/M4 clothing items work fine in Studio except Dynamic Clothing which the vendors would be happy to supply I assume if DAZ would release the toolkit to do so
paganeagle2001 posted Fri, 18 May 2012 at 10:59 AM
Simple:-
03 Software Preference.
Answer to 01. If you have amazing materials that only work in Poser, why not use them. Just because Studio cannot use them does not mean that those materials shouldn't be used.
Answer to 02. With all the materials etc. there is not enough time in the day to check which do and don't work with STudio.
Answer to 03. Why should someone who just works in Poser, have to make those items Stusio compatible? It's down to the content maker as to how they make things.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
Gareee posted Fri, 18 May 2012 at 11:14 AM
Daz studio was developed after poser. Daz chose to not to support many feature of poser when developing it.
Many things (like dynamic clothing) don't work in Daz Studio because they chose not to include the features neded for it in daz Studio.
People have been crying for years to get daz to support closer compatibility, but instead they have chosen alernate formats and solutions.
Way too many people take way too many things way too seriously.
basicwiz posted Fri, 18 May 2012 at 11:18 AM
This statement is aimed at no one in particular. No one is out of line (yet.)
This is the Poser forum.
Discussions of this sort will not be allowed the disintegrate into flame wars of Poser vs Daz.
The question has been asked and answered (very intelligently.) No arguments, please.
durf posted Fri, 18 May 2012 at 11:25 AM
yeah no wars please!
durf posted Fri, 18 May 2012 at 11:30 AM
Quote - Daz studio was developed after poser. Daz chose to not to support many feature of poser when developing it.
Many things (like dynamic clothing) don't work in Daz Studio because they chose not to include the features neded for it in daz Studio.
People have been crying for years to get daz to support closer compatibility, but instead they have chosen alernate formats and solutions.
I wonder if daz came up with more new technology soon, something more advanced as available today in poser world.
do you think that would change anything in poserworld?
(and please let us not start war here, it 's just a question)
paganeagle2001 posted Fri, 18 May 2012 at 11:36 AM
Dynamics is somthing that can be done so easily in Poser.
Just a quick go in a modelling program to get your mesh right.
Then load as an OBJ and save as a prop.
Done.
Now the problem is that Poser dynamci items don't work in Studio.
Form a base mesh I can have a dress made in a few minutes and a fully dynamic item in less sthan 5 minutes.
Now......
You can't do that in Studio. They have been asking for it for a long time.
In the end, it's down to what the software can do and what the content makers can do with those limitations.
In the past I have gone out of my way to make my freebies available to both Poser and Studio users. Now it's not possible to do it all the time.
DAZ has gone one way with Genesis and so both sides now have to find solutions to their own problems.
Both sides have their attractions and distractions. it's a case of living with what we have.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
lesbentley posted Fri, 18 May 2012 at 11:42 AM
Gareee's points are very relevant.
I think that people need to accept that Poser and D|S are different applications. And thus they should not expect content that works in one to necessarily work in the other. It's is a bit like asking "Why doesn't the vegetarian restaurant serve roast beef?".
As a Poser user who makes the occasional freebie, I make them in Poser for Poser. This is not because I have anything against D|S, it's because I don't want to spend the time to learn D|S, and I don't want to nobble the products by removing features just because they don't work in D|S. I'm sure many D|S users feel the same in respect to Poser, and I don't blame them for that.
End of rant. I'm off to get some marshmallows.
ToxicWolf posted Fri, 18 May 2012 at 11:57 AM
I make clothing that works in poser. The reason I don’t worry about whether or not it works in DS is that I have never used DS and have no idea what it would take to make clothing that works in it.
I think the points made earlier are very important. Poser and DS are two different programs. My thoughts are that if I was going to make clothes that worked both in Poser and DS, I would package them separately. I would not be trying to sell one package that works in both programs, but two different packages. One for Poser and one for DS.
Poser Pro 2012 SR3
Windows 7 Professional 64 bit
Intel Core I7 990x 3.46G 6 core
24G RAM
EVGA GTX580 R Video Card
Single HP LP2475 1920x1200 monitor
______________________________
SamTherapy posted Fri, 18 May 2012 at 11:58 AM
Dead easy for me to answer. I cannot - and have never been able to - run any version of DAZ Studio on my computers.
Coppula eam se non posit acceptera jocularum.
paganeagle2001 posted Fri, 18 May 2012 at 12:03 PM
My thoughts are that if I was going to make clothes that worked both in Poser and DS, I would package them separately. I would not be trying to sell one package that works in both programs, but two different packages. One for Poser and one for DS.
I agree, I have seen those pakcages with both versions, but why would a Poser user that doesn't use Studio want the Studio version.
Better to seperate the item and charge a less price, or.....
Do a Stduio vesion, a Poser version and..... a bundle.
This then covers all situations.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
mysticeagle posted Fri, 18 May 2012 at 12:10 PM
I think Durf it boils down to a matter of preference and knowledge, my personal preference is to make stuff for poser, for no other reason, as ToxicWOlf said, that I would have no idea what was needed to make them for Daz Studio as in the last 12 years I've only ever tried DazStudio a couple of times. I'm pretty sure that if you were to post the anti question on Daz's site, exectly the same would be true. It's just different strokes for different folks, without getting embroiled in a D vs P battle for supremacy... One last point though, there are many older versions of Poser out there massively used, that don't support the new material settings in current versions if I am correct in my assumption, and I'm sure at some point someone will ask , why so and so only makes stuff that can be used in more recent versions. I guess that will be the P vs P battle to come...
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Poser: Poser Pro 2012 SR3.1 ...Poser 8.........Poser5 on a bad
day........
Daz Studio Pro 4.5 64bit
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Movie Editing. Cyberlink power director/Windows live movie
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paganeagle2001 posted Fri, 18 May 2012 at 12:15 PM
Yep, MC6's came in with Poser 6, but I ted to still use MAT files.
And yep, there are things that cannot be used unless you have the lates versions, such as SSS or weight mapping, but that's progress.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
ssgbryan posted Fri, 18 May 2012 at 12:16 PM
Quote - I agree, I have seen those pakcages with both versions, but why would a Poser user that doesn't use Studio want the Studio version.
Better to seperate the item and charge a less price, or.....
Do a Stduio vesion, a Poser version and..... a bundle.
This then covers all situations.
All the best.
LROG
I agree with you on the Studio - Poser - Bundle concept.
If it says Genesis, I ignore it even if it comes with a Gen4 package. My time is valuable.
basicwiz posted Fri, 18 May 2012 at 12:19 PM
I actually flirted with the Poser vs Poser question myself a few years ago when creators began to use shaders attached to their skin mats. I bought one that was absolutely TERRIBLE... I mean, the character could not be used in a scene with any other character because it rendered so light.
I made a post asking vendors not to do this sort of thing, and to stick with Mats for skins.
To this day, I remember the answer (from Bagginsbill, of course) explaining to me that is was not the idea of using shaders that was bad... it was probably the shader I had was poorly designed. I posted the material room advanced screen capture, and I could almost see him throwing up his hands when he saw it. He posted back, telling me how to fix it, and we were off to the races.
The inclusion of shader technology in Poser figures is what has ultimately given us SSS and many other steps toward a more natural look.
Did I want it at the time? No. Am I glad it came? Yes.
Users of older versions of Poser will eventually come around as they see more and more renders that they would like to emulate, and decide to set the money aside to do the upgrades.
To try and make a product that works under all circumstances is impossible. P9 designed pieces will work about as well in P4 as they do in Dazstudio. It is simply the feature set that is important to you that decides the platform you operate on and use to design your products.
Glitterati3D posted Fri, 18 May 2012 at 12:24 PM
Quote - > Quote - I agree, I have seen those pakcages with both versions, but why would a Poser user that doesn't use Studio want the Studio version.
Better to seperate the item and charge a less price, or.....
Do a Stduio vesion, a Poser version and..... a bundle.
This then covers all situations.
All the best.
LROG
I agree with you on the Studio - Poser - Bundle concept.
If it says Genesis, I ignore it even if it comes with a Gen4 package. My time is valuable.
Actually, while my experience is limited, the few packages I've purchased that say V4 & Genesis, there's a separately packaged Genesis file. I just don't download that file. I have no need for it, so I'm not wasting any time with it.
As I say, my experience is limited though, because I've only purchased a few character sets that were for both.
SamTherapy posted Fri, 18 May 2012 at 12:36 PM
@ basicwiz:
I've decided right off the bat that when I start to sell stuff again, they'll come with very basic shaders, so that they can be used to get reasonable results in most versions of Poser but, should anyone wish to get better results, they'll be pointed in the direction of BagginsBill's store and his amazing stuff.
No way on earth I could compete with what he comes up with so I think it's only fair he should get any follow on sales that may occur.
Coppula eam se non posit acceptera jocularum.
paganeagle2001 posted Fri, 18 May 2012 at 12:38 PM
The thing with that is... Your buying something that you are only half using for the same full price.
Do a bundle ok, but also do seperate ones as well.
It's a bit like seeling a diabetic 2 types of sweets and one of them isn't sugar free, they only get half the fun for the same price.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
basicwiz posted Fri, 18 May 2012 at 12:40 PM
Amen to that, Sam!
I was working on a new character (for sale) when a disk crash ate him. I didn't even bother with shaders to go with my skin mats... I ran it through EZSkin with and without SSS and was going to package that.
No point in re-inventing the wheel when brighter minds than mine have already given us (free) solutions that I could never come up with on my own.
ToxicWolf posted Fri, 18 May 2012 at 12:40 PM
Doing separate packages for Poser and DS with a bundle option really benefits all of the users.
Simple example.
Poser Package cost: X
DS Package cost: Y
Bundle cost: Z
Z is less that X+y but more than X or Y individually, and other people don’t have to pay for what they don’t use. The bundle price is what I would have to charge for the work performed to create them both. The people that only want Poser functionality don’t pay for DS functionality and DS people don’t pay for Poser functionality.
Poser Pro 2012 SR3
Windows 7 Professional 64 bit
Intel Core I7 990x 3.46G 6 core
24G RAM
EVGA GTX580 R Video Card
Single HP LP2475 1920x1200 monitor
______________________________
basicwiz posted Fri, 18 May 2012 at 12:42 PM
Given that pricing scheme, I will buy from you, Wolf!
Glitterati3D posted Fri, 18 May 2012 at 12:49 PM
Quote - The thing with that is... Your buying something that you are only half using for the same full price.
Do a bundle ok, but also do seperate ones as well.
It's a bit like seeling a diabetic 2 types of sweets and one of them isn't sugar free, they only get half the fun for the same price.
All the best.
LROG
I'm sorry, but that's just ridiculous. A perfect example is Ireland for V4 and Genesis. Because I'm a Prime Member, I paid $3.50 for the product.
Any lower price, just because there's a Genesis file that I didn't download is silly.
As it is, vendors are getting next to nothing at full price, and most don't pay full price. At $12.00 and change it's a steal.
paganeagle2001 posted Fri, 18 May 2012 at 12:50 PM
The people that only want Poser functionality don’t pay for DS functionality and DS people don’t pay for Poser functionality.
And that's what all vendors should think like, if they work with both systems.
But coming back to a previous point.
No content maker should be put in a position of "You should make it for X, Y, Z program" syndrome.
Make it to the best of your ability for whatever system you feel happy with.
I just make freebies these days, so I'm only doing things I want to do in Poser.
One of my previous freebies, M4 Battle Vest came with Poser only materials, but......
It loaded up with Studio friendly colours so that they could use their own shaders etc. It was a work around, but it did help both sides.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
paganeagle2001 posted Fri, 18 May 2012 at 12:55 PM
At a Prime price yes, I agree, but if you are not a Prime member then it just doesn't make sense to pay say $12 for something that you can only use half of.
For that, I would have:-
Prime Price - $3.50
None Prime
Poser Only - $7.00 - PA gets $3.50
Genesis Only - $7.00 - PA gets $3.50
Bundle - $12.00 - PA gets $6.00
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
ToxicWolf posted Fri, 18 May 2012 at 1:20 PM
You should also keep in mind what that person paid for the prime membership.
Poser Pro 2012 SR3
Windows 7 Professional 64 bit
Intel Core I7 990x 3.46G 6 core
24G RAM
EVGA GTX580 R Video Card
Single HP LP2475 1920x1200 monitor
______________________________
Glitterati3D posted Fri, 18 May 2012 at 1:30 PM
Quote - At a Prime price yes, I agree, but if you are not a Prime member then it just doesn't make sense to pay say $12 for something that you can only use half of.
For that, I would have:-
Prime Price - $3.50
None Prime
Poser Only - $7.00 - PA gets $3.50
Genesis Only - $7.00 - PA gets $3.50
Bundle - $12.00 - PA gets $6.00
All the best.
LROG
I'm just stunned that you think $3.50 is acceptable for a product, especially one that requires the kind of work a character texture does.
shakes head
paganeagle2001 posted Fri, 18 May 2012 at 1:37 PM
No need to shake head.
Business sense says that if you price something in a certain price bracket both get the best of the result.
Make something too low, the PA does not benefit, the user does.
Make something too high, the PA and the user does not benefit.
If you make somethig for $100 and it only sell s 1 you get $50.
If you make something for $10 and it sells 10, you get $50.
Yes, you are selling at a smaller price, but in the end it is units sold that counts.
I've seen some really overpriced things recently and too be honest they haven't been worth the price.
I, as a buyer, look at certain things first before I buy, the big thing is price.
People can make things and charge over the odds, but if they don't sell then it means nothing.
All the best.
LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
moriador posted Fri, 18 May 2012 at 3:17 PM
Quote - No need to shake head.
Business sense says that if you price something in a certain price bracket both get the best of the result.
Make something too low, the PA does not benefit, the user does.
Make something too high, the PA and the user does not benefit.
If you make somethig for $100 and it only sell s 1 you get $50.
If you make something for $10 and it sells 10, you get $50.
Yes, you are selling at a smaller price, but in the end it is units sold that counts.
I've seen some really overpriced things recently and too be honest they haven't been worth the price.
I, as a buyer, look at certain things first before I buy, the big thing is price.
People can make things and charge over the odds, but if they don't sell then it means nothing.
All the best.
LROG
There's a point at which pricing things lower does not result in sufficiently more sales, and just helps to contribute to an undervaluing of products. Consider prices in stock photography, for example. 25 cents for a photo that required hiring a model is going to require a lot of sales just to break even. Yet on sites with thousands and thousands of photographers, it's extremely difficult to get those sales. A few, who have managed to live through lean sales in the early going and have finally built up a huge market as well as higher rankings (so more visibility on the website), may manage to make decent earnings overall. But almost everyone else is getting pocket change.
Such markets greatly reward early members and power sellers. But it's hard for others to compete when a huge volume is necessary just to cover costs.
ETA: I've noticed an increase in Poser content prices in some instances. But I think it's long overdue, and may very well, in the end, result in an overall improvement in quality. That's not to say I'm not a fan of Rendo Prime. :) Because I am definitely a fan of Prime.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
wolf359 posted Fri, 18 May 2012 at 3:48 PM
"Dead easy for me to answer. I cannot - and have never been able to - run any version of DAZ Studio on my computers. "
Your hardware cant be that old...can it??
Even I can run DS 2.3.6 on my Old 2007 white macbook
I keep DS installed to use the animate+ plugin for easy nonlinear motion mixing and export to animated PZ2 for use in Cinema4D/poser.
Cheers
ssgbryan posted Fri, 18 May 2012 at 4:57 PM
Quote -
Your hardware cant be that old...can it??Even I can run DS 2.3.6 on my Old 2007 white macbook
I keep DS installed to use the animate+ plugin for easy nonlinear motion mixing and export to animated PZ2 for use in Cinema4D/poser.Cheers
Age isn't always the reason. DS4 doesn't run on a 1st Gen MacPro. Mine is only 4 years old & way over specc'ed, No chance of running. From the error report, it looks like DS4 is attempting to write to the kernal - which as been a no-no since at least the early 90's.
wolf359 posted Fri, 18 May 2012 at 5:19 PM
"Age isn't always the reason. DS4 doesn't run on a 1st Gen MacPro."
Oh I imagine DS4 does require a very recent model Macintosh.
I am just a little surprised that Sam has never been able to run any of the early versions of DS (1.7- 2.3)
Although I admit that the hardware requirements for DS are "strange"
considering My "old"macbook can run:
Maxon Cinema4D R11 studio with Vray.
Nextlimit Realflow4
Nextlimit Maxwell Render
Luxology MODO401
Newtek Lightwave 3D 9
Adobe After effects CS3
Apple Shake 4.1......and so on.
But no loss here obviously
Cheers
SamTherapy posted Fri, 18 May 2012 at 5:44 PM
Quote - "Dead easy for me to answer. I cannot - and have never been able to - run any version of DAZ Studio on my computers. "
Your hardware cant be that old...can it??
Even I can run DS 2.3.6 on my Old 2007 white macbook
I keep DS installed to use the animate+ plugin for easy nonlinear motion mixing and export to animated PZ2 for use in Cinema4D/poser.Cheers
Yup, they really are that old. Can't afford to upgrade. :(
Coppula eam se non posit acceptera jocularum.
aeilkema posted Fri, 18 May 2012 at 6:22 PM
90% of the content I do create works fine in Poser & DS. the 10% left that only works in Poser and doesn't work in DS, is either using poser shaders or a modeling feature not supported by DS. Poser will import about any .obj file, but DS doesn't. I've create a few models that worked great in Poser, but caused problems in DS. After spending hours of searching for what was causing the problems, I gave up and simply released it for Poser only. Thar only happens once in a while, not too often.
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
LaurieA posted Fri, 18 May 2012 at 7:07 PM
Quote - i've seen poser users complaining on the old daz3d about genesis and studio things not working in poser...
what about complaining about all poser content that isn't working in studio?
to many clothes i've seen sold here in the shop that aren't working with dazstudio :(
why vendors not sell products for both programs?
anyone think about that?
Poser was here first. At first DS used Poser's files like Poser did for the most part. After that Daz forked off after DS3. Vendors will continue to do what they know how to do well if it still makes them money. Path of least resistance.
Laurie
shvrdavid posted Fri, 18 May 2012 at 7:27 PM
One point that has not been brought up is the rigging problem. Not all of Posers joint zones will work in DS. Nothing P9 specific and up will either.
If a vendor wants to make something for program "A", they do not have to make it for program "B".
Many people here use a lot of different progams to do 3D work in. If suddenly things had to work in all of them, they would probably stop making things.
Look at all the programs listed in peoples signatures.
What will work in all of them???
Simple answer... Not much...
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->
monkeycloud posted Fri, 18 May 2012 at 7:38 PM
Surely now, given the way in which DS4 has apparently branched away from Poser in terms of functionality and compatibility, this is a bit like asking why all vendors don't make products that work in both Vue and Poser?
The answer is, some do, some don't... but they're distinct applications, with, now, reasonably diverse compatability issues to contend with.
A lot of vendors will only have the resource (or indeed inclination) to focus on making items for any one given program?
Paloth posted Sat, 19 May 2012 at 12:53 AM
Poser vendors are largely engaged in a hobby. How many vendors actually make a living by creating Poser content? 2%? I suspect the majority doesn’t even have to declare earnings when weighed against their expenditures for software upgrades. Considering the time, energy and trials of patience involved -- not to mention the ever-increasing chance that there will be no just compensation in this "new normal" of slow-motion economic collapse -- you're lucky to have poser vendors at all.
Download my free stuff here: http://www.renderosity.com/homepage.php?page=2&userid=323368
vintorix posted Sat, 19 May 2012 at 6:30 AM
High-res photos + Substance Designer anyone?
I agree with what many above say. Procedural shaders belong to users, not vendors. There are so many powerful environments out there that far surpass anything you can do in Poser. But when you finish, bake everything to a simple mat and publish. There is nothing more sad and intimiating for the average user as to open the material room and envisage a labyrinth of shader and nodes. Shaders are hit and miss, trial and error even for bagginshill. ("finally after several days I finish my gold shader" -baggins ). It take far longer to understand such a mess than to make it in the first place.
For some months ago I try to argue the same but was totally squashed. I am happy to see that many has come to their senses.
wimvdb posted Sat, 19 May 2012 at 6:42 AM
I am perfectly happy with the material room and all the nodes it provides.
If you belong to the click and render crowd you can always use the basic material room which does exactly what you would like
vintorix posted Sat, 19 May 2012 at 7:12 AM
"I am perfectly happy with the material room and all the nodes it provides."
"If you belong to the click and render crowd.."
And what do you belong to? If you are a user everything is ok in this best of all possible world. If you are a vendor you are not doing your job.
For my own part, I am perfectly happy with the 'material room' in Cinema 4D.
LaurieA posted Sat, 19 May 2012 at 8:22 AM
When did this become about shaders? There are a lot of things besides shaders that are incompatible between Poser and DS. Not just the shaders.
To vintorix: I think you're a vendor or want to be a vendor, aren't you? I would hope that people that buy from you are not as hard on you as you seem to be on vendors in general ;). Seems to be a common thing with you that vendors, by and large, are idiots. I'm not sure how we got to "Why only Poser compatible stuff?" to "vendors aren't doing their jobs with shaders".
Laurie
vintorix posted Sat, 19 May 2012 at 9:40 AM
If you have one very good map you are in a good position to publish both for Poser and Daz. As that is the best way anyway (instead of delivering a mess ) so why not keep to that? From where did you get that I don't respect vendors? Now that I know more, I have the utmost respect for them. There are no such thing as an incompetent vendor. The competition weed out the inferior ones.
LaurieA posted Sat, 19 May 2012 at 11:44 AM
Maybe it's the language barrier then.
Laurie
meatSim posted Sat, 19 May 2012 at 4:59 PM
Shaders may be hit and miss to design, but that all lies on the vendors plate for the most part. I cant understand why a vendor wouldn't set up a shader that offers the best result for their product. For the end user they usually will only have to actually read the readme and follow a few simple lighting and render settings tips for any 'complex' shader to deliver the expected results.
Pretty much everything about 3d rendering is hit and miss if the person doing the render cant be bothered to learn how to use the program and how to set up a scene.
Now I'm admittedly have a bit of an elitist attitude (not that I am in any way elite) when it comes to purchased content. I'm working on getting something ready to release, will I include a 'basic' non-shader version of the material?... No damn way!
Why? .. because whenever that product is used and posted in a gallery it will reflect on me personally and I dont want the shit results that you get from poser 4 level rendering attached to my name in any way. I'm going to work on it until what I distribute represents my very best, and if that doesn't work on x version of poser or this or that software... well tough titties... it'll state clearly on the description what it does work for and nobody will have a gun to their head forcing them to buy it.
As a customer I expect no less in the product I buy. If I buy something and the shader it ships with cant replicate the render quality shown in the preview, I'm mad as hell. If the preview renders look like they were done in DS or poser4/5 I dont bother buying at all unless I'm in love with the geometry and willing in advance to put the work in to make the product acceptable
My two bits
Quote - High-res photos + Substance Designer anyone?
I agree with what many above say. Procedural shaders belong to users, not vendors. There are so many powerful environments out there that far surpass anything you can do in Poser. But when you finish, bake everything to a simple mat and publish. There is nothing more sad and intimiating for the average user as to open the material room and envisage a labyrinth of shader and nodes. Shaders are hit and miss, trial and error even for bagginshill. ("finally after several days I finish my gold shader" -baggins ). It take far longer to understand such a mess than to make it in the first place.
For some months ago I try to argue the same but was totally squashed. I am happy to see that many has come to their senses.
meatSim posted Sat, 19 May 2012 at 5:01 PM
I do not agree at all that a good map, even a very good one, makes up for a propper shader set up. Not that I want to see a plate of spaghetti in my material room every time, but just a map plugged into diffuse channel usually wont deliver much better than average results
Quote - If you have one very good map you are in a good position to publish both for Poser and Daz. As that is the best way anyway (instead of delivering a mess ) so why not keep to that? From where did you get that I don't respect vendors? Now that I know more, I have the utmost respect for them. There are no such thing as an incompetent vendor. The competition weed out the inferior ones.
vintorix posted Sat, 19 May 2012 at 5:22 PM
Mari, Substance Design, 3ds max, Maya, Cinma4D etc all provide a far better and more versatile 'material room'. And the result when baked surpass anything you can hope for in Poser. In addition you don't impose a straight jacket on the user -he is free to play in Poser's material room, he has a clean slate so to speak.
That is only sound logic and common sense. But why not check some top vendors on a random basis and you will find that they all provide material that look great with only a bump map and Posers standard lightening.
In addition, you can export to another program and still hope for a good reult.
AmbientShade posted Sat, 19 May 2012 at 5:53 PM
Quote - But why not check some top vendors on a random basis and you will find that they all provide material that look great with only a bump map and Posers standard lightening.
Do you have some examples of this vint?
I haven't bought anything in a long long time here, except BH's Anastasia, but I can assure you there's far more than a bump map and standard lighting going on there. I would post a screen shot of the material room but I don't want to piss off BH.
~Shane
monkeycloud posted Sat, 19 May 2012 at 6:00 PM
Quote - Mari, Substance Design, 3ds max, Maya, Cinma4D etc all provide a far better and more versatile 'material room'. And the result when baked surpass anything you can hope for in Poser. In addition you don't impose a straight jacket on the user -he is free to play in Poser's material room, he has a clean slate so to speak.
That is only sound logic and common sense. But why not check some top vendors on a random basis and you will find that they all provide material that look great with only a bump map and Posers standard lightening.
Hi Vintorix
Of the various content, from top vendors, that I have, I'd have to say almost all of it looks better with Bagginsbill's shaders replacing most of the defaults... certainly when these defaults are just using diffuse and bump image / colour maps.
I had understood that raytraced reflection and refraction, and so on and so forth, are not catered for in just image maps... is that not the case??
I am a Poser newbie, relatively speaking. I couldn't mix up a shader myself from scratch.
But its easy enough to copy a shader recipe from a forum. Or, like I've done, buy Bagginsbill's new products, or EZMetals, etc, and work largely just by applying materials from the Material section of the Library... and from there, copying and pasting nodes, etc.
What you're talking about, to me, sounds like a step backwards??
If it is that easy for me to improve materials I get with products, why should a vendor not do that, before they ship their product.
Is it not the case that the top end 3D software packages all, also have equally or more complex shader systems than Poser in fact? The difference is maybe just that they have more, cutting edge, material presets available off the shelf? But this is, in part, why they are so much more expensive.
Cheers ;-)
AmbientShade posted Sat, 19 May 2012 at 6:11 PM
Quote -
Is it not the case that the top end 3D software packages all, also have equally or more complex shader systems than Poser in fact?
I can't say for all those other titles, but Maya at least, uses a node-based shader system that makes even the most complicated poser setup look like kindergarden homework. I actually failed shading & lighting my first time through, due to how complex Maya's shading is, and wound up having to go buy my own book on the subject just to get through the course the 2nd time.
~Shane
millighost posted Sat, 19 May 2012 at 6:16 PM
As a Poser2010 user, i can understand what vintorix and the OP mean. With Poser 2010 they built in gamma correction into Poser (someone might have read about it). But they built it into the pro versions only, not the cheap versions, probably not the best idea they had, but anyway: i think vendors want to get the most customers, so they continue to make complicated materials that somehow fake gamma correction with the cheap poser versions, some of them likely unknowingly. Because DS has gamma correction built in, too, the vendors would get similar problems trying to support DS as they would by trying to support gamma correction in Poser2010.
So when a vendor writes in the README "Materials for Poser only", my brain automatically translates this into "Poser 5 materials only, because i do not know what gamma correction is, Poser2010 users beware!" (Of course they cannot write it literaly, because if they do not know what GC is, they will only see that it does not work, not why it does not work). So when buying models from vendors i do not know, i look if there are DS materials included, even if i never plan on using them. A vendor who is capable of creating materials for both DS and Poser should have have at least a rough understanding of what gamma correction is and how to deal with it (at least i hope so).
Unfortunately the reverse is not true, so as a fallback option i look if there are Poser4 or PoserProPack materials included. Those usually seem to be very simple (so called click-and-render-crowd materials) and probably can easily be made to work in both DS and Poser, regardless of the version. Most of e.g. Stonesmason's materials are of that kind (who btw does not seem to have major problems making good stuff for both DS and Poser).
So the net effect is, that if i want to know how easy it would be to use a product in Poser2010, i have to look if that product supports DS or Poser4; and this sounds a bit awkward, does it not?
vintorix posted Sat, 19 May 2012 at 6:19 PM
"almost all of it looks better with Bagginsbill's shaders replacing most of the defaults... certainly when these defaults are just using diffuse and bump image / colour maps"
Certainly, and raytraced reflection and refraction too. Then why not let that be to the newbie so he can feel that he/she has accomplished something? Do you know something about pedagogy?
(I must go, its very late)
wolf359 posted Sat, 19 May 2012 at 6:26 PM
"Is it not the case that the top end 3D software packages all, also have equally or more complex shader systems than Poser in fact?
"
Maxon Cinema4D does not have a node based material system
(Thankfully IMHO!!!)
Neither does Lightwave or MODO
or Maxwell or Vray.
Now.... I challenge anyone here to go visit the official Galleries of the programs& engines I just mentioned
and compare the renders there to what you see in the galleries here.
It takes more than some complicated wire noded shaders to make quality CG renders IMHO
as a weak render engine&lighting system (like posers) will defeat the best shader setups every time.
Cheers
aeilkema posted Sat, 19 May 2012 at 6:35 PM
Quote - As a Poser2010 user, i can understand what vintorix and the OP mean. With Poser 2010 they built in gamma correction into Poser (someone might have read about it). But they built it into the pro versions only, not the cheap versions, probably not the best idea they had, but anyway: i think vendors want to get the most customers, so they continue to make complicated materials that somehow fake gamma correction with the cheap poser versions, some of them likely unknowingly. Because DS has gamma correction built in, too, the vendors would get similar problems trying to support DS as they would by trying to support gamma correction in Poser2010.
So when a vendor writes in the README "Materials for Poser only", my brain automatically translates this into "Poser 5 materials only, because i do not know what gamma correction is, Poser2010 users beware!" (Of course they cannot write it literaly, because if they do not know what GC is, they will only see that it does not work, not why it does not work). So when buying models from vendors i do not know, i look if there are DS materials included, even if i never plan on using them. A vendor who is capable of creating materials for both DS and Poser should have have at least a rough understanding of what gamma correction is and how to deal with it (at least i hope so).
Unfortunately the reverse is not true, so as a fallback option i look if there are Poser4 or PoserProPack materials included. Those usually seem to be very simple (so called click-and-render-crowd materials) and probably can easily be made to work in both DS and Poser, regardless of the version. Most of e.g. Stonesmason's materials are of that kind (who btw does not seem to have major problems making good stuff for both DS and Poser).
So the net effect is, that if i want to know how easy it would be to use a product in Poser2010, i have to look if that product supports DS or Poser4; and this sounds a bit awkward, does it not?
Sorry to say so, nice line of thought, but it's not the case a lot of times. The whole deal has nothing to do with gamma correction at all. A lot of vendors when they do write materials for poser only, they do mean for poser only. It's simply because the have used Poser material room features that DS does not support, unless you redo the complete product in DS. As soon as you start using material nodes in poser, you cannot just port them to DS. DS does not support them and the majority of features do not translate over to DS. This has nothing to with GC at all. I've got products that use poser shader, no textures at all. If I want those same shaders in DS, I have to rebuild them there, which I cannot, since I'm not that familiar with DS to recreate the shaders in DS. I do have DS materials in some of my products, but those are mainly textures.
Understanding GC does not get my poser shaders into ds at all, GC has nothing to do with that at all and I do find you reasoning very strange. Poser materials only simply means, sorry guys, I've created my materials in Poser and there is not an option to get these materials into DS, regardless if gc was or wasn't used.
As for Stonemason..... he doesn't use any poser material room features or DS shader features, he's just an awesome texture creator.
There are more then enough vendors out there who have no clue what gamma correction is and still make awesome materials for both poser and ds that work great.
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
monkeycloud posted Sat, 19 May 2012 at 6:43 PM
Absolutely... if a vendor is providing textures anywhere near the quality of Stonemason's, I'm not going to complain if he hasn't done something fancy on top of them using the fresnel_blend Node...
But that doesn't mean I won't try doing that myself, using something from a Bagginsbill recipe...
;-)
monkeycloud posted Sat, 19 May 2012 at 6:54 PM
Quote - "almost all of it looks better with Bagginsbill's shaders replacing most of the defaults... certainly when these defaults are just using diffuse and bump image / colour maps"
Certainly, and raytraced reflection and refraction too. Then why not let that be to the newbie so he can feel that he/she has accomplished something? Do you know something about pedagogy?
(I must go, its very late)
Yes, sure... personally, I do take, what I think is (?) your point here too Vintorix... i.e. that certain levels of "shading" within Poser (e.g. within newer versions) are maybe effectively best treated as advanced user settings (similar even to adjusting IDL bounces etc)... on top of good textures... and shared separately to the distribution of the vendor products... is this the kind of idea that you mean??
Cheers ;-)
monkeycloud posted Sat, 19 May 2012 at 6:58 PM
Quote - "Is it not the case that the top end 3D software packages all, also have equally or more complex shader systems than Poser in fact?
"Maxon Cinema4D does not have a node based material system
(Thankfully IMHO!!!)Neither does Lightwave or MODO
or Maxwell or Vray.Now.... I challenge anyone here to go visit the official Galleries of the programs& engines I just mentioned
and compare the renders there to what you see in the galleries here.It takes more than some complicated wire noded shaders to make quality CG renders IMHO
as a weak render engine&lighting system (like posers) will defeat the best shader setups every time.Cheers
Are these high-end examples working more like it would work if I was using, by way of a vaguely comparative example, Reality Studio with Daz... or LuxRender with Poser?
Cheers ;-)
wolf359 posted Sat, 19 May 2012 at 8:15 PM
"Are these high-end examples working more like it would work if I was using, by way of a vaguely comparative example, Reality Studio with Daz... or LuxRender with Poser?
These" high end examples" are what I mean when I say you need more than geeky, complicated node math Shaders to create good FINAL renders
(as their galleries demonstrate)
You need a Modern lighting system with true area lights with true area shadows.
A "physical Sky"system for outdoor renders so you can dispense with ridiculous "Sky dome" props, true, Fast GI engine for Gi animation renders etc etc or all of your
cumbersome geek friendly wire node shaders& materials dont really mean much IMHO.
Cheers
meatSim posted Sat, 19 May 2012 at 9:03 PM
The question at hand though is not whether or not poser should have more 'high end' features or a different way of doing things, but what in poser delivers better results and how does that affect compatability between versions of poser and between different software packages. I dont think the point can be made, as a generality, that equivalent quality can be obtained via the basic material room as it can via the advanced material room. Obviously some things look just fine with a really good texture in some situations. But most things look better with advanced shaders.
I cant argue that Stonemasons stuff looks great. I've been in awe of his work since day one. That being said, you generally are looking at the textures from further away or as a background to the main focal point of the image. Painted concrete, metal or stone in the background is not the same as reasonably close-up human skin, cloth, leather etc. I cant recall any clothing items or character sets that I have bought(recently) that dont use some of the shader system. I am very picky in what I buy so if the preview renders are only so so I dont invest.
Quote - "Are these high-end examples working more like it would work if I was using, by way of a vaguely comparative example, Reality Studio with Daz... or LuxRender with Poser?
These" high end examples" are what I mean when I say you need more than geeky, complicated node math Shaders to create good FINAL renders
(as their galleries demonstrate)You need a Modern lighting system with true area lights with true area shadows.
A "physical Sky"system for outdoor renders so you can dispense with ridiculous "Sky dome" props, true, Fast GI engine for Gi animation renders etc etc or all of your
cumbersome geek friendly wire node shaders& materials dont really mean much IMHO.Cheers
Teyon posted Sat, 19 May 2012 at 10:31 PM
Quote - "Are these high-end examples working more like it would work if I was using, by way of a vaguely comparative example, Reality Studio with Daz... or LuxRender with Poser?
These" high end examples" are what I mean when I say you need more than geeky, complicated node math Shaders to create good FINAL renders
(as their galleries demonstrate)You need a Modern lighting system with true area lights with true area shadows.
A "physical Sky"system for outdoor renders so you can dispense with ridiculous "Sky dome" props, true, Fast GI engine for Gi animation renders etc etc or all of your
cumbersome geek friendly wire node shaders& materials dont really mean much IMHO.Cheers
I can't get into the debate here but I just wanted to point out that even all of that ^ isn't enough. The artist has to know how to use all these things to make a pleasing image. You can have access to Modo's render engine or Vray or Maxwell and still produce an image that would get you laughed out of the most forgiving of galleries. A pretty mess is still a mess, right? :)
Carry on.
monkeycloud posted Sun, 20 May 2012 at 11:50 AM
Okay, so I see Vray for Cinema4d seems to use a more linearly structured system, with a layer-based UI metaphor?
Underneath that, well... not sure its reasonable to compare Firefly with VRay? The price differential alone kind of precludes that surely?
However in terms of the material configuration in Poser, on the whole I'm quite happy with Poser's nodes based system... and frankly, if Bagginsbill is happy working with it... that's even better for me ;-)
If I need a more linearly structured way of configuring the Poser material nodes, well, there's the facility to write an intermediate UI layer... e.g. as Snarlygribbly has done with EZSkin?
Should SM do this themselves in due course... perhaps... but as an end user I'm not too fussed who does it. In a lot of ways, for me personally at least, having Python based add-ons for this sort of thing, made in an open way by the likes of Snarlygribbly, is better... because if I'm not entirely happy with how they work, I can always change them.
Just my opinion on this...
...and I'm not saying, if I was working at a level where Cinema4d and Vray was in my budget, that I wouldn't be equally happy with that system ;-)
basicwiz posted Sun, 20 May 2012 at 1:41 PM
We are getting pretty far afield from the OP question...
Banaman posted Mon, 04 June 2012 at 12:35 PM
How do you convert DS mats to Poser mats?
LaurieA posted Mon, 04 June 2012 at 12:36 PM
Short answer: you can't. You have to start from scratch. Thank you Daz...lol.
Laurie
lmckenzie posted Mon, 04 June 2012 at 5:09 PM
It's pretty much a given that you can't (easily at all) convert materials between render engines. DAZ would have had to use the Firefly engine in order for the materials to be compatible. AFAIK, you cant transfer VRay materials between VRay for Max and VRay for SketchUp etc. Thank AutoDesk, Maxon, Chaos Group, e-On etc. etc.
"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken