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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Sep 18 7:39 am)



Subject: Absurdly High Values for Material Room Node Positions


WandW ( ) posted Tue, 01 January 2013 at 8:13 PM · edited Wed, 11 September 2024 at 11:30 PM

file_490082.jpg

I got a new car; a 3D car of course that I picked up here in the MP in November, and it looks great but renders slowly(over an hour for an empty scene with the car, no IDL, and one raytrace bounce on a 3.2 GHz Pnenom2 X6!!), partly due to its 504,891(!) polys, no doubt, but likely because of its materials. 

I looked in the Material room, and it's a mess, with naked columns of numbers lying about, laps of connections and some nodes and the Poser Surface window float away when I try to move them.  I looked in one of the MAT poses with a text editor and some of the node positions are in the billions.  Is there a way to easily return these values to something reasonable without having to edit Poser files by hand? 

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The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
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CaptainMARC ( ) posted Tue, 01 January 2013 at 9:41 PM

Crikey!

How about just looking what texture files are used and then starting afresh.

I generally replace all chrome, glass, car paint, leather, plastic, steel and rubber materials with my own variants anyway. BB has free shaders for all that stuff - they might have more nodes than your model has polys, but they look decent and render pretty quick.

I am intrigued, what model is this? 

And how did it get past a quality control check?


WandW ( ) posted Tue, 01 January 2013 at 9:55 PM

I was looking to see if I could plug in some BB shaders, Cap'n, and I found this when I went to the Material Room. 

It's this VW...

http://www.renderosity.com/mod/bcs/volkswagen-beetle-1963/95779

I have a couple of high poly cars that render quickly with BB's paint shaders.  On this one the wheels are over 45,000 polys each; thank goodness the spare isn't modeled. 😄

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
bagginsbill's Free Stuff... https://web.archive.org/web/20201010171535/https://sites.google.com/site/bagginsbill/Home


markschum ( ) posted Tue, 01 January 2013 at 9:58 PM

a python script could reposition them all.   I dont know if they ever put in a command to arrange nodes in rows


CaptainMARC ( ) posted Tue, 01 January 2013 at 10:04 PM

thank goodness the spare isn't modeled.

Hahahahahahaha!

And as for the original question, I think BB has made over a hundred posts that contain the words: "shaders", "vendors" and "ignorance".

And thankfully I'm quite happy with the free Beetle I picked up at dmi.


markschum ( ) posted Tue, 01 January 2013 at 10:58 PM

file_490087.txt

here is a script that may help. It was done in Poser 7. 

It works on only the current material.

It will collapse all inputs and previews so each node is just a little box.

It also arranges them in columns and rows. 5 nodes per column  unless theres lots of nodes  and then it puts them in 5 columns and what rows are needed.

Note: this is not intelligent but a brute force arrangement. It should however bring every node into view for you to rearrange as needed. 

It doesnt change the mat pose so you would have to run it every time , or save the result as a material or collection.


WandW ( ) posted Wed, 02 January 2013 at 1:59 PM

Quote - here is a script that may help. It was done in Poser 7. 

It works on only the current material.

It will collapse all inputs and previews so each node is just a little box.

It also arranges them in columns and rows. 5 nodes per column  unless theres lots of nodes  and then it puts them in 5 columns and what rows are needed.

Note: this is not intelligent but a brute force arrangement. It should however bring every node into view for you to rearrange as needed. 

It doesnt change the mat pose so you would have to run it every time , or save the result as a material or collection.

 

That's great!  Now I can see what's going on in the shader.  Thanx!  🆒

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
bagginsbill's Free Stuff... https://web.archive.org/web/20201010171535/https://sites.google.com/site/bagginsbill/Home


Cage ( ) posted Wed, 02 January 2013 at 2:05 PM

I think one of Snarly's scripts will reposition and line up material room nodes.  Haven't tried it yet, though.  They do like to jump around a bit, the mat nodes.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


WandW ( ) posted Wed, 02 January 2013 at 3:35 PM

Happy New Year, Cage!

In Snarly's Scene Fixer there is a sort button on the rename Node Names section, but it doesn't seem to affect the actual nodes, although I didn't try renaming any.  The huge values are of similar magnitude, in the vicinity of 4294967000, so it may have been done deliberately (or else the artist has a honking big monitor! :lol: )

 

I haven't yet hooked up the bump maps for the tire sidewall lettering, but replacing the stock glass, chrome and paint shaders with BB's shaders reduced the render time fro being 3/4 finished when I killed it after an hour and six minutes to 6 minutes 11 seconds.  It's a really good looking model... 😄

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
bagginsbill's Free Stuff... https://web.archive.org/web/20201010171535/https://sites.google.com/site/bagginsbill/Home


JoePublic ( ) posted Wed, 02 January 2013 at 3:56 PM

file_490110.jpg

As it was made with Poser 4 in mind, it's actually a little too low res by todays standards. (It's just 24.000 polys)

But IMO DAZ' 55' Econo Car is still the most accurately shaped Volkswagen Beetle out there.

:-)


Miss Nancy ( ) posted Wed, 02 January 2013 at 4:08 PM

w, I ain't seen that error screenshot before.  maybe remove detached nodes, unless somebody already said that.  millions of materials is no good, tho.  they sometimes get that when each polygon is a material group.



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