Forum Moderators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 17 1:30 pm)
AmbientShade, There are 11 chest morphs in the base to give you a wide variety of shapes and sizes. If you are using Poser, just Inject the DuskBaseINJ pose file. in Runtime/libraries/Pose/HiveWire 3D/Dusk/INJ Morphs. Studio it loads automatically. For Studio and Poser, The Chest morph dials are located in the BODY under Actor/02_Body/03_Chest.
The Shader issue you are having, could you tell me which program you are using and version, as well as if you are using a Mac or PC. I will do my best to get things working for you.
Hope that helps...and thanks to all for your support of Dusk. We at HiveWire 3D hope to provide you with options for your Runtime.
Thanks,
Paul
Well, got him and sent him to Marvelous Designer to have a shirt fitted.
He renders fine in Poser Pro2014 but somehow preview is horrible:
This is the only figure I experience this with. This is in default light.
Am I doing something wrong?
It may be an open GL issue. Trying changing the Display/Preview Drawing to SreeD. I will look into this to figure out the issue. Thanks
Is anything plugged into the gradient bump map channel? A normal map not fully set to a value of 1 can sometimes look like that in preview. If you see a normal map plugged into the gradient bump map channel, make sure it's set to 1...and also make sure it's set to Tangent Spaced if the map is primarily blue.
Is anything plugged into the gradient bump map channel? A normal map not fully set to a value of 1 can sometimes look like that in preview. If you see a normal map plugged into the gradient bump map channel, make sure it's set to 1...and also make sure it's set to Tangent Spaced if the map is primarily blue.
That's what it is; it is set to 0.5. It is set to Tangent. Setting it to 1.0 roughens him up a bit...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Setting the Gradient Bump value to 1.0 and reducing the Map Strength messes up both the preview and the render. At 0 .5 strength the mesh shows up in on the SSS. The render is better at 0.707 (the Square Root of two divided by two) but the colour of the skin is lighter and the preview still looks odd. It is too bumpy at 0.887 (the reciprocal of the Square Root of three) and is still lighter.
I fooled around with different values because I'm not familiar with the mathematics of normal maps...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."And while we're there some decent cloting. Hey he needs to be presentable when he goes to work on the 5th. so he needs something fit for business. Good we have some time until then. This bloke is a bit off-size (2.05 m no less in proper Poser scaling) so we need to do some fitting.
The pants were a breeze:
Shirt is a bit more work but goes along well:
Wow that was really fast. These look real nice.
I agree! Those look great! They look like they'd make superb dynamic clothes. Planning to release them? :)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
About Dusk - I got him, the morphs and the dark skin resource. But the man needs clothes, I made a start with a simple shirt and pants that is not extremely tight like the starter suit that comes with him. He really needs a business suit and some more versatile shoes. Like what Moriador shows! Yes!
My basic clothes for Dusk is uploaded here and already available at sharecg.
Poser 11 Pro, Windows 10
Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch
@HiveWireChris: Hey Chris! Welcome to the Poser forum. Of course you're welcome to post here, just like everybody else. As long as there are no links to off-site commercial listings or images with advertisements and such. I don't think anyone here would have a problem with you participating. Lots of people show images of things they're working on, and there are several here who are interested in Dawn and Dusk's development. We can be a critical bunch around here, but I think most of the crits are well-intended, even if they aren't always worded the best way.
@FVerbaas & etujedi: He loads looking the same for me, but seems to render fine. Using PP2014 game dev sr5.1 on Win7 64-bit.
Thanks for pointing out that he does have some basic expressions and morphs. I must have missed them. But I admit I didn't look that thoroughly yet - busy with the holiday and all that - haven't even had much time to check in here the last couple days.
Well, everyone knows someone who hit the genetic jackpot. But the great-great uncle who smoked two packs and drank a fifth of whiskey a day, and lived to be 102 doesn't mean it's a common phenomenon. :D It's also the downside, I guess, of enjoying DD cups in one's youth -- but I wouldn't know from personal experience. I won't ask how you know about your brother's girlfriend. That would be like whatever the question version of TMI is called.
LOL! Well, ya can't really miss them when they're always right there! She's a bit of a tall gal, especially in her boots! I wouldn't know her bra wearing habits but we frequently enjoy a bit of the sauce together so maybe I'll ask her. We're cool like that.
About Dusk - I got him, the morphs and the dark skin resource. But the man needs clothes, I made a start with a simple shirt and pants that is not extremely tight like the starter suit that comes with him. He really needs a business suit and some more versatile shoes. Like what Moriador shows! Yes!
My basic clothes for Dusk is uploaded here and already available at sharecg.
Awesome! Thank you for making them (and for all your other freebies!). ---
@Shane -- Ah, I see. Well, you know some modern bras are miracles of engineering; they even make me look like I have cleavage. So you never know just how much they might be, um, assisting the struggle against gravity.
I've been just doing quick scale plus morph brush conversions of dynamic clothes for Dusk. He's certainly quite tall. In any case, I've been having fun. But I will have to spring for his morphs, and do some texture conversions.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
I don't know why the materials with normals are the default. If you apply the materials without normals, the preview looks fine.
Poser 11 Pro, Windows 10
Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch
I also tried to fit Tyler's suit to him in the fitting room, but I run into a problem with the jacket on that suit - there are unwelded vertices that gape when you try and fit the garment. So frustrating.
Poser 11 Pro, Windows 10
Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch
No EClark, that is the RPublishing suit for Tyler - not a free item. I managed to get around the problem by exporting the obj file, and then fixing it in Blender.
Dusk is huge. I had to scale the jacket substantially, then posed the sleeves, and exported it at the point where one would normally take it into the fitting room.In Blender I removed a substantial number of duplicate vertices. I then used the sculpting brush in Blender to shape the jacket around the figure, avoiding the collar and tie, where the distortion was happening in the fitting room. I imported the fixed and adjusted obj into Poser, and took it into the fitting room for one iteration with tightening disabled. The jacket is working now.
Poser 11 Pro, Windows 10
Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch
No EClark, that is the RPublishing suit for Tyler - not a free item. I managed to get around the problem by exporting the obj file, and then fixing it in Blender.
Dusk is huge. I had to scale the jacket substantially, then posed the sleeves, and exported it at the point where one would normally take it into the fitting room.In Blender I removed a substantial number of duplicate vertices. I then used the sculpting brush in Blender to shape the jacket around the figure, avoiding the collar and tie, where the distortion was happening in the fitting room. I imported the fixed and adjusted obj into Poser, and took it into the fitting room for one iteration with tightening disabled. The jacket is working now.
Well, yeah - Chris always builds on a 8 heads scale - it is a major limiting factor IMO. Height wise, his figures make up less than 10% of the population. Great if you are doing single figure images or clothing models, but when I need realistically scaled, realistically sized figures, I keep reaching back for the SM figures. OTOH, I can now start mixing in Dusk with M4 when I need taller figures. More variety is always good.
I don't get this logic. Surely you can just scale down Dusk or M4 instead of having to load up a new figure? They can be adjusted and you do not have to conform to their default height. I see no reason as to why they cannot be realistically sized by adjusting values.
I don't get this logic. Surely you can just scale down Dusk or M4 instead of having to load up a new figure? They can be adjusted and you do not have to conform to their default height. I see no reason as to why they cannot be realistically sized by adjusting values.
To properly resize a figure, you can't simply adjust overall size %. You need to adjust the limbs, torso, & head separately. Dusk is over 6 feet tall. Bringing him down to average is easy (only 3 inches). Getting him shorter, say below 5' 4", is more work. So far, that is pretty much my only issue with him. I don't belong to the one size fits all school - I belong to the right tool for the right job school. M4/Dusk for tall males, SM figures/Apollo Max for normal sized males, H3/D3/Apollo Max for short males, Rikishi/Apollo Max for fat males. Lots of variety - just like RL.
The Universal Sizing Apparatus by Rocketship3d (available here) does make it easier. It isn't difficult, just fiddly.
I don't get this logic. Surely you can just scale down Dusk or M4 instead of having to load up a new figure? They can be adjusted and you do not have to conform to their default height. I see no reason as to why they cannot be realistically sized by adjusting values.
So what's the problem with loading a new figure? And if you do have figures that have the qualities that you want without having to adjust anything, then why not use them?
The majority of users seem to prefer the heroic 8 heads tall look, so I imagine that is why the DAZ and HiveWire figures follow that rule. Plus, if you're using the same figure for multiple characters, then no one is really going to pay much attention to how many heads tall the characters are.
Body scales can be injected, like morphs or pose controls. So it wouldn't be difficult to create a set of body scales that allow the user to adjust the overall proportions of the figure, so that a range of heights from 5 ft to 6+ ft or whatever, can be achieved and all the clothing will follow.
The majority of users seem to prefer the heroic 8 heads tall look, so I imagine that is why the DAZ and HiveWire figures follow that rule. Plus, if you're using the same figure for multiple characters, then no one is really going to pay much attention to how many heads tall the characters are.
Body scales can be injected, like morphs or pose controls. So it wouldn't be difficult to create a set of body scales that allow the user to adjust the overall proportions of the figure, so that a range of heights from 5 ft to 6+ ft or whatever, can be achieved and all the clothing will follow.
How many rooms have you walked into and NOT noticed that everyone is the exact same height or weight? In my case, it's even worse. I hate to sound so racist, but most of V4's characters tend to look-a-like to me. Just different hairstyles. When I was making my webcomic, Android, one of my characters, Loretta (Laura model) was in a all-girl classroom with other girls. I thought I could get away with just changing skin tone and hair styles, but was surprised when several people let me know, quite succinctly, that they noticed. Which is why I like to use a variety of figures in a scene now.
Androi
I would imagine that if you just need to make Dusk 3" shorter that a straight up scaling of the whole figure would be fine. But if you do want to go more extreme, say maybe down to 5'4" up to 6'10" or so, then we have that covered too. We have a Dusk Body Morphs product that covers short to tall figures, as well as other body types.These shapes that we've created may help you get more unique looks that many are searching for.
Body scales can be injected, like morphs or pose controls. So it wouldn't be difficult to create a set of body scales that allow the user to adjust the overall proportions of the figure, so that a range of heights from 5 ft to 6+ ft or whatever, can be achieved and all the clothing will follow.
Reiterated for clarity.
The Gen3 figures offered multiple sizes and age groups, and yet the vast majority of people still used and built content for V3/M3. Same for Gen4 figures.
The 8 heads tall figure has been considered the ideal of beauty and perfection by the majority for quite a while, long before computers came along. It's more pleasing to look at and more users prefer to render their fantasies than their realities. These companies (and the artists making content) are going to cater to the majority in order to maximize profits.
One issue I've noticed with Dusk is that when you use the pose control on his body under actor, the Bend Forward control lifts him off the ground as its dialed. Nothing major but doesn't seem like it would be intentional.
Chris, my definition of "more extreme" would be around 4 ft. Currently, I am working off what I got in the starter bundle, which was pretty spiffy, btw.
AmbientShade, SP3, D3, A3, & H3 hung around well after most of us put V3/M3 away. Hell, they were a major factor in me investing in Wardrobe Wizard back in the Poser 6 era.
Dusk is a welcome addition, not a replacement. For my storyboards, I need a wide variety of sizes, shapes and ethnicities, which is hard to come by in the Poserverse - Caucasians make up well over 90% of the characters made for DAZ figures (which went from being annoying to really creepy a long time ago) - which is another reason I tend to shy away from staying with 1 or 2 figures.
In this early WIP (hopefully it shows up), I have (left to right) SP4 (African), Sydney (Egyptian), Miki 2 (Japanese), G2 Koji (Chinese), V4 (since recast with a chain-smoking Russian Sydney), Apollo Maximus (African), V3 (Andorian), M3 (Indian), M4 (Orion), & D3 (Vulcan). Other important characters hiding out in the 5th Fleet include most of the ones that people have heard of (Rikishi, Mariko, Antonia, Dawn - I love the characters MST made for her) and a couple of ones that most people haven't heard of, such as Eroko (Not shown here because she is tied up down in Security).
Well, I gotta get back to work on pose files for Dusk and Dawn.......
I would imagine that if you just need to make Dusk 3" shorter that a straight up scaling of the whole figure would be fine. But if you do want to go more extreme, say maybe down to 5'4" up to 6'10" or so, then we have that covered too. We have a Dusk Body Morphs product that covers short to tall figures, as well as other body types.These shapes that we've created may help you get more unique looks that many are searching for.
The creature heads are looking interesting. Are there going to be accompanying extremities? If so, are they going to be appliable separately? Over the years I've gotten the most use out of the 'kit' format with body modification systems. Being able to choose exactly the look you want gives far more freedom than trying to deal with an 'all in one' body morph.
For now this will be a Creature Head pack of 12 full heads. But as I'm doing the morph work I'm separating out features that can work well by themselves. So that will help for versatility for sure. I'd like to see us create addition packs of hand and foot morphs and body morphs. I'm also planning on doing some full head to toe "one off" creatures that will be mapped as well. I've stocked piled up so many figures now. Just need time for Paul to be able to get them rigged, converted and packaged up. Also for those animals that involve CWRW, she needs time to get her beautiful maps done.
The majority of users seem to prefer the heroic 8 heads tall look, so I imagine that is why the DAZ and HiveWire figures follow that rule. Plus, if you're using the same figure for multiple characters, then no one is really going to pay much attention to how many heads tall the characters are.
Body scales can be injected, like morphs or pose controls. So it wouldn't be difficult to create a set of body scales that allow the user to adjust the overall proportions of the figure, so that a range of heights from 5 ft to 6+ ft or whatever, can be achieved and all the clothing will follow.
As you say later, too, the 8 heads standard was popular among the Greeks and popularized during the Renaissance by Da Vinci. Since artists of a much greater calibre than any of us have been using that standard for over a thousand years, I don't feel competent to dismiss it as inappropriate. :) However, some people prefer more realistic scales -- and some of us like to render dwarves and giants and NBA players.
I just purchased some scaling morphs (and matching magnet fits) for V4 and M4 that take the character all the way from 2ft to 9ft. WIth the V4/M4 sale, they cost me less than $2 each. I don't expect Poser to provide all the tech to do everything I want with a figure OR for a figure vendor to provide it either. I mean, it's nice when it's there. But I agree that one can't say the figures won't scale easily. They will. But not without a bit of help. :)
It's great to know that Dusk's morphs come with some scaling ability. I picked them up a couple of days ago, and need to do some renders to show off this new fig.
As for Dusk's textures/morphs, the first character set released that I've seen is ethnic, so I wouldn't complain about the diversity at Hivewire3d. :) By ratio, they have about the most ethnically diverse character set for both Dusk and Dawn I've seen anywhere. But with Texture Transformer and Texture Converter 2 together, you've got the whole set of gen 4 characters available (though some tweaking will be necessary for Dusk).
Still, I agree that it's nice to use a whole variety of figures. I'll use Angela, Bella, Tyler, Gen4, Gen3, Michelle, Anastasia, Rex, Roxie, Genesis 1/2, and Predatron's LoRez figs together. Why not? No one's handing out cookies for using one figure over another. Or are they? ;)
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
I also like using figures on different bases, and Dusk will certainly have his place. Since there is no Wardobe Wizard support for him yet and PhilC deserves time to play with other stuff over the holiday season, I am converting my favourite male clothing to Dusk and also making more textures for the clothes.
Poser 11 Pro, Windows 10
Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch
For now this will be a Creature Head pack of 12 full heads. But as I'm doing the morph work I'm separating out features that can work well by themselves. So that will help for versatility for sure. I'd like to see us create addition packs of hand and foot morphs and body morphs. I'm also planning on doing some full head to toe "one off" creatures that will be mapped as well. I've stocked piled up so many figures now. Just need time for Paul to be able to get them rigged, converted and packaged up. Also for those animals that involve CWRW, she needs time to get her beautiful maps done.
Sounds nice! Thank you!
Is Dusk's default skin a merchant resource?
I thought Dawn's was, and am wondering if Dusk's is as well. Course I could be wrong on both counts.
That's why I'm asking ;)
ETA: If I'd'a just read the readme I would have found the answer. lol. NVM.
BTW Nice wolfman morph Chris. ZBrush's fibermesh would make a nice mane for him methinks.
Yes, they are nice, aren't they? And fibermesh hair, while a bit slower to render, does look good. With the right shaders and texture, it could be quite impressive. It would certainly be nice to have a werewolf that could do the full morph from human to wolf. Genesis can do it, of course, but I believe their various werecreatures use LAMH. And a native Poser figure is always a plus.
PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.
Fibermesh can actually have strands as wide or as thin as you want. And as dense or as sparse as you want. So if you make the strands wider, like strips of ribbon - the way most Poser hair has been done but with thinner strips, it's less resource-intensive in Poser, and can still be combed and styled in zb prior to sending to Poser. I've experimented a bit with various tests. Need to do some more testing of course. Been wanting to do a bunch of fibermesh hair and beards and such. Just another addition to the "to-do" list.
Don't forget to check your mail when you get a chance.
Annnnd we are now cooking an -uncorrected- 1,711 frame dance animation with the out of the box Dusk to see what kinds of distortion occur. And how difficult it will be to correct a canned sequence. Not the most glamorous of tasks, but kinda necessary. Then we test the visemes. And the Vue import. Then motion behavior in the Vue import. But the step through was fairly clean; there was some leg interpenetration and shoulder deformation, but this is also a female performer that was mocapped, I suspect. So far it looks like correction will be simple. But we shall see.....
Seen lots of monster morphs, but what kind of face and body morphs? Like the release of Dawn? Or maybe thought out a little this time? Any advanced morphs other that third party character? Haven't looked on hw, unless there are some better morphs, no interest here.
Doric
If you had visited hivewire you not only could have seen what was made for Dusk, you could even have followed along and had input in the development process. A number of issues I had were addressed in the development process.
Dusk has a separate head (33 morphs) & body morph (52 body, 4 partial head, 25 JCM morphs) set over at hivewire3d. And more are coming - Chris said that he didn't want to take months for additional head & body morphs, so there will apparently be a series of additional morph sets coming down the pike.
Hi Folks,
On the issue concerning the preview Open GL and SreeD shading...
For the Shading issue in Open GL, just turn off hardware Shading in the render settings under the preview tab.
For the eyelash issue in SreeD, just increase the transparency Display limit to 100% or Actual, in the preview tab. The main problem is we have a grey scale bump map but the mode is set to Normal map. You can change the mode to gradient bump map and it will render the same and the preview will be fixed. We will be fixing this as we are gathering info to any issues for a service release. This doesn't affect renders, only the Poser preview. Please use the work arounds mentioned above
Thanks for bringing this to our attention, we welcome the feedback!
Seen lots of monster morphs, but what kind of face and body morphs? Like the release of Dawn? Or maybe thought out a little this time? Any advanced morphs other that third party character? Haven't looked on hw, unless there are some better morphs, no interest here.
Doric
Hi Doric, We have the additional morphs ready on release...The starter morph set has 87 partial head morphs and 40 custom body morphs. We also have the head shapes and body shapes morph sets, which add 33 head morphs and 52 body morphs. Lastly we have the Expression & Visemes morph pack for a full range of emotions for Dusk. We look forward to seeing additional morphs/ characters both at HiveWire 3D and here at Renderosity
Hi etujedi, or Chris if you're reading this,
I wondering if, how, and when Dawn and Dusk will take advantage of Poser's animatable joints technology?
Hi Eclark, Great question! They already do. Some of the INJ morphs require the animatable joint centers in order to improve the bending. You can also create morphs and change the animatableOrigin 0 to 1 in any INJ morph pose file. This will allow the OffsetA k values in any of the body parts, to move the joint centers from the initial value by the k value. The BODY does not need the animatableOrigin set to 1, only the other body parts that have changes to the OffsetA parameters.
I know this is over simplified, and it assumes you understand the .cr2/ .pz2 file. But you can look at any of our INJ pose files for examples of how we do this.
Hope this answers your question.
Hi Doric, We have the additional morphs ready on release...The starter morph set has 87 partial head morphs and 40 custom body morphs. We also have the head shapes and body shapes morph sets, which add 33 head morphs and 52 body morphs. Lastly we have the Expression & Visemes morph pack for a full range of emotions for Dusk. We look forward to seeing additional morphs/ characters both at HiveWire 3D and here at Renderosity
I'll have a look, no guarantee. What I'm looking for is one character to be a fortyish drunken kraut. (I happen to be that drunken kraut's son.) Not happy with anything I've tried yet. Again, no guarantee I'll do more than look. Got Dawn, with the intro pack, dumped it all within two weeks. Once burned, twice learned. Edit: I know probably nobody is going to, but there is a real lack of characters, male and female, between about 12 years and 19. I've been modifying Kate 2, but there isn't a lot of mesh to work with, and her legs bend horribly. But, "kid figures don't sell", maybe they would if they were worth anything.
Doric
The "I" in Doric is Silent.
Edit: I know probably nobody is going to, but there is a real lack of characters, male and female, between about 12 years and 19. I've been modifying Kate 2, but there isn't a lot of mesh to work with, and her legs bend horribly. But, "kid figures don't sell", maybe they would if they were worth anything.
Doric
This is just my opinion mind you, but with laws regarding child pornography being the way they are, people can get into trouble for the most innocent of things regarding children. So no one want to mess with them or make them too realistic. I like Kate 2 myself, and I've made several sets of clothes for her as freebies. I wish SM would make her weightmapped, but most likely that's not going to happen and unfortunately, I not good enough to attempt doing it myself.
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"People who attempt define what art is or is not, are not artists"---Luminescence