Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
just normal render settings ie no extra smothing
I aim to update it about once a month. Oh, and it's free!
would it be possible to have a M5. make the character you want, and then subdivide him using the snarly script, and then copy the rigging from the original M5 into the high rez M5?
Love esther
I aim to update it about once a month. Oh, and it's free!
Wow, look at lorettalorez!
I aim to update it about once a month. Oh, and it's free!
Quote - would it be possible to have a M5. make the character you want, and then subdivide him using the snarly script, and then copy the rigging from the original M5 into the high rez M5?
Love esther
It is possible but you will break any morphs and as shvrdavid pointed out the eyes and fingers may not come back correctly.
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I use Poser 13 and win 10
I aim to update it about once a month. Oh, and it's free!
what would be really cool would be if you could click send to queue and just keep working in poser, and in the meantime teh render queue scene could have all the things close to the camera subdivided automatically, then undsubdivided at the end in case one wants to change a pose or something.
Love esther
I aim to update it about once a month. Oh, and it's free!
when i unsubdivided the eye thing persisted. it must be in the texture.
I aim to update it about once a month. Oh, and it's free!
there is a corneal reflection map and one on the sclera.
I aim to update it about once a month. Oh, and it's free!
So this looks really good for smoothing out a lower res model. Now how about a model like antonia who takes a bit of a hit for being too low res to sculpt 'GND style' . Does this aid in that at all? I've seen some genesis renders that looked like they had some decent sculpting, is that done the same way on the low res 'cage' and then subdivided to look smooth? Is there more to it than that for genesis?
I wonder how a prop would look as dynamic clothes after subdivision and then clothifying and simulating.
Love esther
I aim to update it about once a month. Oh, and it's free!
how do u find the polycount out?
I aim to update it about once a month. Oh, and it's free!
but anyway it doesn't matter becaause you can't morph or change face expressions etc. none of the dials work. so you just make your scene, pose all your low rez people then subdivide then render then undo the subdivision.
Love esther
I aim to update it about once a month. Oh, and it's free!
Quote - I wonder how a prop would look as dynamic clothes after subdivision and then clothifying and simulating.
Love esther
I was wondering the same, though I was thinking I'd simulate first and subdivide after. Wonder if it would help with those items that show nasty peaks after simulation but which are so low res that moving the polys around with the morph brush to smoothe them feels like pulling eye teeth.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
I just tried it on an outift I had already simulated and it did look really really good. Haven't tried it on a prior to simulation outfit as yet.
Love esther
I aim to update it about once a month. Oh, and it's free!
Quote - I just tried it on an outift I had already simulated and it did look really really good. Haven't tried it on a prior to simulation outfit as yet.
Love esther
I just tried on an outfit I had already simmed. The result was excellent.
I bet it won't be long before I start to count this script as among those that I couldn't do without.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Genesis origanal poly count is around 18 ,872
Every time you SubD you times buy 4
75 ,488
301 ,952 you can subD twice in D/S,
If you want to go higher you need dispacment maps.
As far as I know.
1 ,207 ,808
4 ,831 ,232 about as high as I can go in zBrush with my home PC.
19 ,324 ,982
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Snarlygribby : Can You use 32 bit Vector Displacement Maps with your Script & Poser's render engine ?
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Artist that will fight for decades to conquer their media.
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Quote - Snarlygribby : Can You use 32 bit Vector Displacement Maps with your Script & Poser's render engine ?
My understanding is that 32bit displacement maps are not yet supported in Poser. I do not know that for a fact though, so if anyone has an authorative answer do speak up.
Free stuff @ https://poser.cobrablade.net/
As far as I'm aware, we support 8 and 16 bit displacement in Poser currently. Vector displacement is not supported at this time.
I've had a model well over a million polys in Poser without much fuss. It was not a rigged model though and why anyone would ever need that in Poser is beyond me but my point is that Poser can handle it if your machine can.
snarles, could you please make the script so one could shift select the items in the scene one wants to subdivide eg a whole lot of M4 and genesis people sitting around a table., one might only want to select a couple of the genesis people sitting near the camera.
Love esther
PS a great script - shows a ton of promise.
I aim to update it about once a month. Oh, and it's free!
Snarlygribbly: thank you so much!
I am one of those who like to have their virtual dolls working in both softwares. I like and use DS and Poser ... I don't know why some people have to say that one of them is better than the other.
Please don't let people who just have to write in coloured text stop you helping those that are really thankful.
Vilters, I think if you change the cage mesh you lose all the morphs.
I like this method. work in low poly, and render in high poly at the end. Great idea!
Love esther
I aim to update it about once a month. Oh, and it's free!
Quote - Vilters, I think if you change the cage mesh you lose all the morphs.
I like this method. work in low poly, and render in high poly at the end. Great idea!
Love esther
Second that, Esther... I think that this [pre-render application of subd] is the most distinct usage case for having access to subd within Poser itself.
Figures like the imported Gen5 mesh aside, its having the utility for certain props that I think it could really come into its own.
I reckon Poser smoothing does some things very well, in this same sort of space, but for certain jobs I reckon subd is the way to go.
I've done it manually with props, just using Hexagon, in the past. But having a quick utility, that can even potentially be further scripted into a macro that subdivides, renders and then undos the subdivision, will be very useful I think!
No Ester dear, you loose nothing.
All morphs work exactly as before.
In Poser, one gets an exported cage as a mesh.
And you can morph / repair as you can any other mesh.
Spend 30 min in Hex using my tutorial and you have perfect ears.
I might use this as an example for my next tutorial. :-)
Then everybody will have perfect Gene ears. :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
hehe, but I want my polys, if the ears look bad, then other parts probably don't look all that good close up either.
Love esther
I aim to update it about once a month. Oh, and it's free!
Quote - hehe, but I want my polys, if the ears look bad, then other parts probably don't look all that good close up either.
Love esther
Exactly. I think VERY few of use are still working in the computer dark ages where our computers can't handle higher meshes anymore. Low res is great if that's your thing, but it's not most peoples thing. THEY wanna keep with the times. And time marches on...computers are more powerful and they can handle higher meshes quite easily. And I'm sorry vilters but higher res meshes look better in EVERY circumstance. I'd use a low res for a background figure certainly, but never for anything up close where it just does not stand up to close scruitiny.
Laurie
*Quote -*hehe, but I want my polys, if the ears look bad, then other parts probably don't look all that good close up either.
Love esther
Ha-ha-ha- Ester , You probably are right.
Then spend 5 more minutes in Hex to correct those too? ? ? :-)
See? When you do it my way?
All morphs that where present before the procedure continue to work after the procedure.
It is failsafe, easy to do, it just takes a bit of time.
And when you did it once? When you "get" the workflow?
I'ts a piece of cake to do the rest.
OK; I'll take Gene ears for the next tut. :-) Stay tuned.
One of these days :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
@ LaurieA => computing power was never a problem here.
And computing power will never be the reason for my drive.
BAD figures and BAD poly distribution, and BAD morphs, and poly pollution ARE.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Over at RDNA one person once asked:
What 3D app was used to create **** figure?
The end user should not HAVE to care about that.
He/she gets a mesh in Poser. Period.
If that mesh comes out of Zbruch, Modo, Lightwave, HEX? or Blender?
Or if it is exported from a cage?
We should not HAVE to care where it comes from.
It should be a good figure, with good poly distribution and rigging.
When you get a BAD mesh with terrible poly distribution in Poser?
SubD will only agravate that situation.
Ok, SubD will Smooth things out but it will not make it a cleaner or better mesh.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
zbrush exports exr files in 32 bit
poser reads exr
why do we say poser does not do 32 bit displacement?
answers should follow data acquisition
i have neither time nor zbrush to check this
note: i have no time for opinions about me being rude with short answers. I am typing while on the toilet. now i go back to work. deal with it.
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)
For Poser 8: Poser converts its textures to 16 bit exr while reading the textures. These contain samples with 16 bit floating point values, which in turn contain only 10 significant digits, this results in effectively only 10 significant bits of displacement (not even 16). The naming could more exact, though, because 16 bit floating point is not the same as 16 bit linear values.
For the image above, i created a texture containing a 100x100 perlin noise between 0 and 1, offset by a value of 1000, which is just at the limit of the representation of the 10 bits precision, and plugged it into the bump channel. The image on the left is rendered with blender (which supports 32 bit floating point textures), it looks like one would expect. The image on the right is from Poser 8, the texture is basically gone. You can recognize an overall noise added to the image, as well in the lower left an artifact, where the texture caching process probably switched from one value to the next.
This only applies to image textures, of course, in general Poser supports many more bits for displacement (when using procedural textures) i do not know how many. Also Poser 9 might do it differently.
Quote - We should not HAVE to care where it comes from.
It should be a good figure, with good poly distribution and rigging.When you get a BAD mesh with terrible poly distribution in Poser?
SubD will only agravate that situation.Ok, SubD will Smooth things out but it will not make it a cleaner or better mesh.
But when a cleaner or better mesh doesn't look any better, why should I care?
I use Poser to make rendered images. I don't use it to make pretty wireframes.
Your tutorial is deeply appreciated, and were I able to get Hexagon to run on my machine without crashing, I might consider trying it. I'm sure others will find it quite valuable.
But when a single script in Poser can accomplish, from a visual standpoint, all that is necessary to make a rendered image look acceptable, it's silly to spend the time doing more.
You're interested in eliminating poly pollution. I'm interested in eliminating time pollution.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Quote - For the image above, i created a texture containing a 100x100 perlin noise between 0 and 1, offset by a value of 1000, which is just at the limit of the representation of the 10 bits precision, and plugged it into the bump channel. The image on the left is rendered with blender (which supports 32 bit floating point textures), it looks like one would expect. The image on the right is from Poser 8, the texture is basically gone. You can recognize an overall noise added to the image, as well in the lower left an artifact, where the texture caching process probably switched from one value to the next.
Aha. Now that is good data acquisition.
I just confirmed it with PP2012. The EXR file I saved was 1000 + Spots_Node.
Loading that back and attempting to render EXR - 1000, I see a quantized version of the original spots pattern.
I'm tired of this sort of silliness in Firefly. Sigh.
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)
Quote - > Quote - For the image above, i created a texture containing a 100x100 perlin noise between 0 and 1, offset by a value of 1000, which is just at the limit of the representation of the 10 bits precision, and plugged it into the bump channel. The image on the left is rendered with blender (which supports 32 bit floating point textures), it looks like one would expect. The image on the right is from Poser 8, the texture is basically gone. You can recognize an overall noise added to the image, as well in the lower left an artifact, where the texture caching process probably switched from one value to the next.
Aha. Now that is good data acquisition.
I just confirmed it with PP2012. The EXR file I saved was 1000 + Spots_Node.
Loading that back and attempting to render EXR - 1000, I see a quantized version of the original spots pattern.
I'm tired of this sort of silliness in Firefly. Sigh.
Dang it - had to look at this some more. The file I saved from Poser - it was 16-bit float - the "half" float format.
So, it's no wonder it came up short. Poser doesn't let me say what I want it to store.
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)
Quote - As far as I'm aware, we support 8 and 16 bit displacement in Poser currently. Vector displacement is not supported at this time.
I've had a model well over a million polys in Poser without much fuss. It was not a rigged model though and why anyone would ever need that in Poser is beyond me but my point is that Poser can handle it if your machine can.
If you check out zBrush gallery ,thats why I need hi poly count meshes in D/S ,Poser.
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance
Back on topic:
#Subdivision is useful, but only if the mesh was designed for it. Not much sense in subdividing a 150.000 polygon mesh.
#It needs to be fully automated like in Studio. Otherwise most average users won't use it.
#It needs to be fully accessible for morphs. That's the one big weakness of Genesis: You can't morph the SubD 1 or SubD 2 meshes, just the cage, so joint fixes for example become guesswork. (Which is fine for animation, but not high resolution still renders)
The last point is why I still prefer hi-res meshes, although a subdivided lo-res mesh is more practical inmost other aspects.
That's all the feedback I can think of right now.
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I aim to update it about once a month. Oh, and it's free!