Forum: Poser - OFFICIAL


Subject: The long and winding road...

EClark1894 opened this issue on Feb 23, 2015 · 86 posts


EClark1894 posted Mon, 23 February 2015 at 8:15 AM

I've seen several forest-scapes  for sale. Some like DAZ's cyclorama, and others that lay out a modeled section of trees, ground and even a stream. But I've yet to find one that has a road running through it. I have also given thought to buying the Terradome over at RDNA, and importing the trees and such. I'm looking for a road going through a forest on which to drive a horse drawn carriage. Anybody have any suggestions?




DeathMetalDesk posted Mon, 23 February 2015 at 8:22 AM

Take some time off from being a tailor and become a landscaper? :)


hornet3d posted Mon, 23 February 2015 at 8:25 AM Online Now!

Most the roads I have seen would be too modern for your purpose I think.  I remember one from some time ago but I am fairly sure that was for Carrara, so not a lot of help I am afraid.

The new Terradome at RDNA looks interesting but I managed to get Vue during a sale last year so it is not for me but without Vue I think I would give it a go.

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


EClark1894 posted Mon, 23 February 2015 at 8:28 AM

Take some time off from being a tailor and become a landscaper? :)

I've thought about that. Don't think I haven't.




EClark1894 posted Mon, 23 February 2015 at 8:30 AM

Most the roads I have seen would be too modern for your purpose I think.  I remember one from some time ago but I am fairly sure that was for Carrara, so not a lot of help I am afraid.

The new Terradome at RDNA looks interesting but I managed to get Vue during a sale last year so it is not for me but without Vue I think I would give it a go.

Yeah, it needs to be a dirt road. If I was trying to do post apocalyptic or old west, the Terradome would be perfect. Unfortunately, from what I can tell, it doesn't have a forest landscape or an add-on pack for one.




hborre posted Mon, 23 February 2015 at 8:31 AM

You will need to add specific packages to Terradome/Terradome2 to get exactly what you want.  They rely on props to build your scene which can become very intensive if you add too many item.  The work around for that, build your scene then render it to background.  Delete all the props in the environment and you have a perfectly effective background image to work with.  The Cyclorama sets predominately work with flat planes to build your scene, no complicated prop meshes involved.  But it depends how much background and foreground content is needed to build your scene.


vilters posted Mon, 23 February 2015 at 8:33 AM

Hi Earl, I looked at BB s sphere, and looked at the Terradome2 webinar.

So? Over the W-End, I build my own dome, with sky, morphable landscape water and all.

A road?

OK, I' try to get a road solution in there too.

It is way smaller then the Terradome2, about the same size as the BB solution, and still searching for texture solutions, but initial tests look promising.

But during construction I used completely different techniques.

My dome has a floor that plays water level. And a second morphable plane to play landscape.

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"!


hornet3d posted Mon, 23 February 2015 at 8:59 AM Online Now!

The closest I can find so far is this but it would need some work to meet your needs.

 http://www.renderosity.com/mod/bcs/-pine-forest/104963/

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


DeathMetalDesk posted Mon, 23 February 2015 at 9:38 AM

Shame Poser doesn't have something akin to instancing or similar to Carrara's surface replicator for vegetation. Imagine you will need to fudge with some transmapped billboards for plants, trees, whathaveyou. In any case you'll be dealing with a lot of transparencies I imagine, which with GI can become something of a grind. Howie Farkes country lane for Carrara looks similar to what you describe but of course we're talking about Poser, a figure rendering app...

file_a5e00132373a7031000fd987a3c9f87b.jp


EClark1894 posted Mon, 23 February 2015 at 9:58 AM

The Carrara scene would be perfect... if it worked in Poser.

 

The road it self would be a perfect prop as well since you could extend it from the forest to enter a small village. 




DeathMetalDesk posted Mon, 23 February 2015 at 10:47 AM

Certain that forum member seachnasaigh would have some meaningful advice, he seems to have experience creating elaborate environments for use in Poser. Perhaps he'll contribute some thoughts...


seachnasaigh posted Mon, 23 February 2015 at 10:47 AM

     Earl, download Galadriel's Mirror or Eldar House (in the freebies here at R'osity) and take a look at the terrain material - you can reverse-engineer it.  I draw paths, streambeds, etc. as RGB areas onto a black background to change the terrain from grass (black) to worn path (green) or muddy streambed (blue) or stony outcrop/ledge (red).

     It will look intimidating at first, but it is just repeated node assemblies - a cluster each for black, red, green, and blue.  There may also be what looks like a duplicated set of image maps.  They are actually a little different.  These serve to scramble the tiling so that when covering huge areas you avoid that checkerboard appearance.

     You would need to make your own RGB map to suit where you want a road on whatever terrain you're using,  and change the master scaling math node to re-scale for a different terrain.

Let's see...  this is a little path behind Eldar house.  Just draw the green squiggly line on the RGB map wider, and you make a road.  Draw a thin black line down the center of the wide green line to get a two-tracks effect.

Eldarhousebackpath130829C.jpg~original

     If you're not in a hurry, I'm in process of a very large Poser terrain playset, Lothlorien (MkIII), and it could easily accommodate a road with a horse-drawn carriage.  Hmmm... a stone/wood bridge wide enough for a horse drawn carriage would be a good optional prop for that playset.  If you are in a hurry, I could send you a beta of the Lothlorien playset.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


moriador posted Mon, 23 February 2015 at 12:08 PM

There are a few environment sets over at Daz that include roads. But I find that they're rarely exactly what I want.

Nice work, Seachnasaigh! There's a definite need for more terrains. I can't get enough of them. The tile breaker technique looks great too. :)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


seachnasaigh posted Mon, 23 February 2015 at 12:19 PM

     Thank you, Moriador!  :)   The technique is resource-efficient and maintains good close-up detail.

     To whom it may concern, Lothlorien will come with the stream-crossed forest, but also a Mad Max sort of outback version with roads, and a snowy version (RGB will control sleigh paths and footprints/hoofprints), and an urban version.  It is much bigger than the terrains in Galadriel's Mirror or Eldar House.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


EClark1894 posted Mon, 23 February 2015 at 12:35 PM

I'm fine with waiting, seachnasaigh.




seachnasaigh posted Mon, 23 February 2015 at 12:43 PM

     Come to think of it, did you have in mind a dirt road, or cobblestone?

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


EClark1894 posted Mon, 23 February 2015 at 1:03 PM

Dirt in the forsest, cobblestone for towns.

All this talk though has given me an idea. When I was a kid I use to play with this plastic roadway set you just snapped together for your cars to run on.  Yo9u9 also had bridges and overpasses. And the parts were interchangeable like a railroad set.




seachnasaigh posted Mon, 23 February 2015 at 1:22 PM

  I had that set too! :D  The ends had jigsaw puzzle style interlocking keys and sockets.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


EClark1894 posted Mon, 23 February 2015 at 1:44 PM

yep.




vilters posted Mon, 23 February 2015 at 8:18 PM

file_8f53295a73878494e9bc8dd6c3c7104f.jp
Well, here is the first test of my own Test-Dome, build in Blender.
Fully enclosed dome, the ground plane of the dome is flat and "plays" the water level. (My water texturing needs improving LOL)
Then a morphable ground level plane that forms the foreground and the background mountains. (Yeah, my grass needs work too; LOL.)
But?
I have a road. LOL. (Ha-ha-, just basic, still needs work too.)

The outhouse was a free house here, and I added some Poser plants.

It is about the same size as the BB sphere, I guess some 1500-1600 ft in diameter.

Rendered with the Sky in ambient at 1.000
And a single Infinite light at 65%.
IDL + GC in PP2014GD

Happy rendering all.

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"!


PrecisionXXX posted Mon, 23 February 2015 at 10:08 PM

Don't know if it's still available, and it may be of limited use, but at daz (ugh!) Fober's "the lake" has a companion, don't remember what it's called, but it's a winding road through a hilly landscape.  Has all the props to make what you can with it.  Not a freebie though, and like I said, maybe no longer available.  Might also look for "Worldbase Extreme", but no trees or anything else included with that.  Both released about the same time, just don't ask me how far back.  Both at daz.

Doric.

The "I" in Doric is Silent.

 


fictionalbookshelf posted Tue, 24 February 2015 at 2:26 AM

Here is something that might help you.

http://www.renderosity.com/mod/bcs/i13-f68-gardentime-landscape-generator-for-poser/106855/

You can use any terrain and any plants prop set for Poser with this script by i13 although it does come with some plants included. It's super easy to use. I was thinking if you find the road you like than use the script to build the rest of your scene.

My Store & My Freebies


hornet3d posted Tue, 24 February 2015 at 4:08 AM Online Now!

Don't know if it's still available, and it may be of limited use, but at daz (ugh!) Fober's "the lake" has a companion, don't remember what it's called, but it's a winding road through a hilly landscape.  Has all the props to make what you can with it.  Not a freebie though, and like I said, maybe no longer available.  Might also look for "Worldbase Extreme", but no trees or anything else included with that.  Both released about the same time, just don't ask me how far back.  Both at daz.

Doric.

Worldbase Xtreme is still available at Daz3d but is expensive, at least I thinks so.  It dates back to around 2006 and even the promo description talks of Poser 5 and 6.  Terradome and the more recent Terradome 2 both up the game and the latest version is almost the same price. 

 

 

I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 -  Ryzen 9 5900HX, with 64 gig ram and 3 TB  storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU .   The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.


heddheld posted Tue, 24 February 2015 at 5:24 AM

your getting used to blender now so why not make your own ~ making the vision you have is easier then finding stuff that almost works ;-)


pumeco posted Tue, 24 February 2015 at 7:08 AM

@Clarkie
Morph Brush, blimey, just export a super high resolution square from Blender and then paint your roads and valleys live in the viewport in Poser!
Doing that, you can place buildings and trees first, then literally sculpt your roads perfectly around them in the scene.

And to make it easy and even cooler to use, just draw a map of your road in GIMP and apply it to your imported high resolution square inside Poser, then use the Morph Brush to paint directly onto it where you drew the roads.  Not only do you get Vue-style terrain painting in Poser, but you can even see where you're supposed to be painting the roads due to the map you applied as a guide.

Noodle, mate, noodle ;-)

@Vilters
1, 3, 2, and then 1 again.


EClark1894 posted Tue, 24 February 2015 at 7:09 AM

your getting used to blender now so why not make your own ~ making the vision you have is easier then finding stuff that almost works ;-)

Actually Hedd, I did take a little stab at it last night. file_f899139df5e1059396431415e770c6dd.pn




pumeco posted Tue, 24 February 2015 at 7:14 AM

Stop crossposting and read what I just wrote, I just updated the post as well :-)


EClark1894 posted Tue, 24 February 2015 at 7:32 AM

I read what you posted, Pumeco. Unfortunately, I'm at work now and not at my home computer.




NanetteTredoux posted Tue, 24 February 2015 at 10:53 AM

Sculpt your terrain in Blender. Then use Blender's vertex paint feature to paint the textures onto the terrain. You need a variety of seamless terrain textures (Hobobo has several at ShareCG), you put those in your brush and paint away. Blend and layer the textures together so that you avoid the tiling effect.

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


heddheld posted Tue, 24 February 2015 at 2:41 PM

file_2723d092b63885e0d7c260cc007e8b9d.jp@seachnasaigh love the elder house !!!! so much detail in there, how long did it take you ??


EClark1894 posted Tue, 24 February 2015 at 3:02 PM

How do you do the leaves on a tree like that in Blender? Or better, a pine tree?




heddheld posted Tue, 24 February 2015 at 3:30 PM

I'd use a particle system in blender but could be too heavy for poser, the sapling tool in blender was broken for a while I'm not sure if its fixed yet (I rarely use it )

I'd aim for "proper" leaves on a close tree and intersecting planes on a distant tree to keep the poly count down  but it does depend on the comp you have and the detail you need, poser gets so sluglish with higher polycounts


EClark1894 posted Tue, 24 February 2015 at 3:53 PM

I thinking right now a pine forest would be best. Less limbs. Also, with their height, the tops would only be seen from a distance or an aerial shot.




heddheld posted Tue, 24 February 2015 at 4:15 PM

you need a few smaller ones !! ready for Christmas ;-) lol


seachnasaigh posted Tue, 24 February 2015 at 4:40 PM

   {qt heddheld}  [quote] @seachnasaigh love the elder house !!!! so much detail in there, how long did it take you ?? [/quote]

Heddheld:  Thank you. :)  The Eldar house set took about three months to build.  It was made for the release of P9/Pro2012 to demo the new features, such as using sequential JPGs in the movie node to animate the waterstream displacement and animate the bioluminescence of the lamps.  The unseen IDL emitters use the new P9/Pro2012 system, too.
~     ~     ~
   {qt EClark}  [quote] How do you do the leaves on a tree like that in Blender? Or better, a pine tree? [/quote]

Earl:  If I recollect correctly, the Eldar house playset demo'ed three methods of foliage.  The antediluvian cherry tree behind the house supporting the spiral stair uses transmapped planes, except that they are intentionally twisted to be non-planar so as to avoid disappearing if viewed edge-on.  The stubby young pear tree close to the footbridge uses mesh leaves which are -heresy!- strictly convex n-gons.  These actually work perfectly well in Poser and can save considerably on poly count.  Just don't have any concave angles in your n-gon.  The Eastern white pine out in the side yard has extruded triangular tunnels (like Toblerone chocolate bars) which use displacement to produce needles, so each terminal branch has myriad needles but only three polys.   Feel free to reverse engineer that method.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


heddheld posted Tue, 24 February 2015 at 5:36 PM

THREE months ............. if I cant finish something in a day I forget what I was doing lol have posted a couple of renders from it (another group) and the link ;-) so if you get a flurry of d/l's blame me


seachnasaigh posted Tue, 24 February 2015 at 6:22 PM

     Right - guilty you are, then. lol.gif~original

     You might forewarn anyone with P5-P8/Pro2010 that they'll lose the automagically animated water and lamp flames,  and the IDL-active self-illumination.  That's in the readme.

BioLumen_210x260.gif~original  .  Eldar_house_waterfall_130825.gif~origina  . 

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


BadKittehCo posted Tue, 24 February 2015 at 6:36 PM

You can draw an alpha mask of where you want your road to go, then use a blender node to combine the additional road texture with other nodes already existing on the ground.

___
Renderosity Store  Personal nick: Conniekat8
Hi, my name is "No, Bad Kitteh, NOO", what's yours? 


moriador posted Tue, 24 February 2015 at 7:31 PM

Pumeco's right. Even I have made terrain elements out of primitives using Silo and/or the Poser morph brush.

Or you could download Nanette's terrains from the freebies -- they're lovely -- and morph a road into them.

Then use BadKittehCo's suggestion to add a road texture.


The idea of a road kit for Poser is compelling. There are already such kits for city roads on the market (and I own several of them), but it would be cool if there were something like that for villages, trails, and medieval/historical renders. Something with a straight, a curve, a cross-roads, a T-section, and perhaps a winding morph for country lanes. It'd be even better if it came with a terrain that morphed into hills -- and the road parts had matching morphs. It gets tiresome always having to have flat roads when you use a kit.

But I'm probably just dreaming -- a lot of work for minimal sales. On the other hand, this does not seem like it's too far beyond my own skill level. I may give the freebie making a try. :)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


moriador posted Tue, 24 February 2015 at 7:52 PM

Oh, and for a forest....

What I have found can work is to acquire a few very nice, decent res tree models for close up. Then I render those, and use the renders as textures and the alpha channel as a transparency, and load them each onto two intersecting squares to create a very low poly forest. For many scenes, just a single flat square is all you need for each tree if you position them correctly in your scene. Or you can render several high res models together and put that on several flat rectangles to flesh out the look. :) No need to take photos and try to get a clean cut-out of trees.


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


Gremalkyn posted Tue, 24 February 2015 at 11:57 PM

I an not Flink nor do I represent him/her/them, but the store is currently 30% off.  I have some of these but have not installed them yet. 

http://www.renderosity.com/mod/bcs/?vendor=165722


EClark1894 posted Wed, 25 February 2015 at 6:00 AM

I think I don't want to work all that hard. I've found some pictures of the kind of Roads I'm looking for.  I may actually have to model the actual road the carriage travels on, but there are enough trees and forests models already that will allow me to craft the scene I'm looking for.file_c45147dee729311ef5b5c3003946c48f.jp




EClark1894 posted Wed, 25 February 2015 at 8:23 PM

Dammit, now I'm torn. I went over to DAZ to see their forst set, and found a product called 3D Forest Master. Basically, it's a tutorial by Dreamlight that basically gives you a step by step instructions on how to create your own Forest using the modeling software of your choice. It's not specifically about Blender, but I'd really like to try to do this. I'm weighing the decision.




heddheld posted Thu, 26 February 2015 at 5:43 AM

I'd say you already have the skills to make a scene like that!!! to make it look great its time ~ more plants etc the better it will look

is lots of free tuts for blender on grass/forests  and plants ~ groups plants and place with a particle system (use weight paint )

is hard work but its a lot of fun ;-) 


Glitterati3D posted Thu, 26 February 2015 at 6:19 AM

Porsimo's Morphing Ground is my goto quick terrain.  Very well done, morphs into several landscapes and the textures are useable without additional work.

http://www.porsimo.net/3d/terrains.htm


EClark1894 posted Thu, 26 February 2015 at 9:59 AM

I'd say you already have the skills to make a scene like that!!! to make it look great its time ~ more plants etc the better it will look

is lots of free tuts for blender on grass/forests  and plants ~ groups plants and place with a particle system (use weight paint )

is hard work but its a lot of fun ;-) 

I went ahead and bought it anyway. I haven't watched all of it yet, but so far, you're right about what I could have done anyway, but it has given me a few ideas on how to better get what I want to do without stumbling around trying to figure it out.
Plus, to be honest, I KNOW how to do terrain. I could have done that much in Poser. And I probably could have just bought  forest terrain on sale with a little winding stream.  Heck I have that much in my runtime.  It's the winding dirt ROAD more than anything that I'm after. As far as I've seen, that's something I'll have to make my self. The closest thing I've seen modeled is in Carrara format.




pumeco posted Thu, 26 February 2015 at 10:25 AM

Have you seen this, Clarkie?
Looks like Blender has a Tree Genetrator:

BTW, if you see a load of gibberish where a YouTube video should be, my apologies for that.  Not only has the YouTube embedding button gone missing, but there's no Preview button to even test a post before you post it :-D

But you can extract the video URL from the gibberish.


pumeco posted Thu, 26 February 2015 at 10:29 AM

Nope, it hasn't worked, crappy forum.
Click Here to visit another website in order to see it due to YouTube embedding being removed :-D


heddheld posted Thu, 26 February 2015 at 11:40 AM

guess that's the sapling addon ?? (not looked at tube)

its a nice little thing WHEN it works ;-) still have some work to do on textures but that's "normal" lol if time is an issue its worth using or if you have time just make a tree , build a trunk and a branch add array to branch [object offset ] (set empty as object offset) scale rotate and lift in Z then apply and tweak branches add leaves with particle system

the pile of logs is simples too just make a trunk (uv map add textures) make it active dup move over/up tweak ~ make a lot ~ change textures a little scale bends woteva then drop them into a tray set to passive "how much wood could a wood chucker ................ lol" its fun

is the ivy gen built in too ;-) but load that to a proxy mesh that's been triangulated  )delete mesh after )  it don't like quads ;-)

get stuck yell  


EClark1894 posted Thu, 26 February 2015 at 12:45 PM

The sapling tool is brilliant! I'm just having a slight problem with it. though. When I switch to another object, I lose the ability to edit the tree any further. I can't figure out how to get back to that particualr editing panel without having to add another tree.




heddheld posted Thu, 26 February 2015 at 12:53 PM

ha you cant !!! once you leave it your stuck with it ;-( used to be able to save as preset then start again but last time I used it the save preset wasn't working (maybe fixed now ) for me the biggest problem with blender is you cant go back and tweak (its not the only addon with this problem ) ps swop leaves from hex to quads ;-)


pumeco posted Thu, 26 February 2015 at 1:41 PM

@Clarkie
Sorry, can't help you there, I've never used it but I agree, it does look good!
We'll have to keep an eye on Heddheld, use him as a Guineapig :-D

Ignore this part, just testing embedding:


pumeco posted Thu, 26 February 2015 at 1:44 PM

Oh, it works!
Just curious, has everyone else's YouTube button disappeared, or is caused by my browser?


heddheld posted Thu, 26 February 2015 at 1:47 PM

 

just testing don't listen unless you have ........................... 


heddheld posted Thu, 26 February 2015 at 1:48 PM

ok how DO you embed ??


pumeco posted Thu, 26 February 2015 at 2:02 PM

Yeah, listen Heddheld, it was me who showed him how to do it!!!
He was complaining about it all day, so I showed him, but it's top secret!!!

Later,
Roxie - Girl With Blade


heddheld posted Thu, 26 February 2015 at 2:22 PM

don't do secrets .........that was da wifes job ;-) yeah shes gone !! she still keeps em but so does her new fella rofl

as for guineapig you can try  !! but as my dog said to me "you can push I wont move , you can lead I wont follow and try that leash and I'll bite yer bum "

@Clarkie just had a play with sapling its still a little bust  ..... got a 2 dollar chrimbo tree but whack any of the settings up and it can make blender say byebye

have you tried the skin mod for the trunk branches ?? (I hate the toppo you get, but its fixable)  making a tree in any 3d proggy is time/effort but not as much as planting acorn watering feeding caring for .........maybe in 50 yrs you'll have a nice tree lol '-)


pumeco posted Thu, 26 February 2015 at 2:36 PM

Yeah, listen Heddheld, I have sended you two private messages, but don't tell!!!
Remember, don't tell!!!

Later,
Roxie - Girl With Blade


heddheld posted Thu, 26 February 2015 at 3:03 PM

you been missing yer meds ?? lol this site is getting to be a pain ....no flags on mail and went to paste a link and me text went byebye , search is a waste of space not that I'm great at searching BUT if you want what I'm listening to its Korn ~coming undone

ps I didn't have THAT on my copy/paste but [yt] etc should work  (what browser you using ?) wondering if these site probs disappear without IE


pumeco posted Thu, 26 February 2015 at 3:43 PM

@Heddheld
Sorry mate, you'll have to excuse Roxie, she's always doing that, taking over my account and showing off!

Yup, I have the same problem with the copy and paste as well now.  They appear to have screwed-up CTRL+Z as well, which was working the other day.  It's almost as if the designers are watching what we do and doing their best to make it harder to create a lengthy post.  Not saying they are, but it certainly feel like it due to the specific things that are not working all of a sudden.

Best to do what RorrKonn suggests and use Notepad to create your message and then paste the lot into the browser.  But anyway, I'm using Firefox which works perfectly on every other site I use, so it's definitely this site that is to blame for the problems we're having.


EClark1894 posted Thu, 26 February 2015 at 4:13 PM

Hey Heddheld:

file_069059b7ef840f0c74a814ec9237b6ec.gi




heddheld posted Thu, 26 February 2015 at 4:17 PM

had issues with firefox in the past .........tend to avoid it now ...use chrome now an then IF I go somewhere yorkie aint the norm ;-) even my german is getting rusty now the gefallen engel has gone guess its a Polish girl next seeing where I live .......... damn it . they spell worse then me ;-)


seachnasaigh posted Tue, 03 March 2015 at 2:40 PM

Well, I tried painting a road (green) on my enviro's RGB discriminator map, then with a finer brush painted it back to black down the center of the green road path.

file_c45147dee729311ef5b5c3003946c48f.jp

And here the RGB is overlaid as ambient on the terrain to quickly show where the different material types will go...

file_06409663226af2f3114485aa4e0a23b4.pn

And then ran a test render;  the result is a road with two wagon wheel tracks.

file_0f28b5d49b3020afeecd95b4009adf4c.jp

file_149e9677a5989fd342ae44213df68868.jp

So now I've got a two-horsepower elvish carriage under construction.

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vilters posted Tue, 03 March 2015 at 3:09 PM

Nice work!!!!

 

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EClark1894 posted Wed, 04 March 2015 at 6:41 PM

You're probably going to hate me, but I've got a small problem with your stream. It's too nice looking and too full. Water doesn't flow that close to the top of a stream unless  there's a storm somewhere up stream and trust me... it ain't blue.




seachnasaigh posted Wed, 04 March 2015 at 6:47 PM

I would agree.  The water level is easy to adjust, though, as it's a separate prop which can be lowered.  There should be some muddy creek bank showing, but the water is up to the grass.  I didn't see that blue cast in earlier shots.  I'd agree that creek water is at best colorless, and usually green/brown.  That's easily adjusted, too.

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EClark1894 posted Wed, 04 March 2015 at 9:13 PM

Generally water is clear... unless like I said before, there's a storm somewhere upstream, then  it's muddy or there's a lot of algae present then it's greenish brown. But the water's surface is generally reflective. I've always notice that painters usually  will do a reversal of the scene in the water they paint, then rough it up a bit to show the ripples. or slight distortion.




seachnasaigh posted Thu, 12 March 2015 at 9:20 PM

    IDL tests (infinite light for moon is 16%, and two rim lights at 3%, IDL emitters doing the rest), with the road tracks sunken a bit.  View from the colonnade of the house of healing:

file_02522a2b2726fb0a03bb19f2d8d9524d.jp

With all Poser lights off, to check emitter intensity...

file_c8ffe9a587b126f152ed3d89a146b445.jp

Overall view of the new carriage bridge, showing road leading to it...

file_069059b7ef840f0c74a814ec9237b6ec.jp

Closer view of the carriage bridge

file_0a09c8844ba8f0936c20bd791130d6b6.jp

And a higher view showing the bridge's road deck

file_7f6ffaa6bb0b408017b62254211691b5.jp

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EClark1894 posted Thu, 12 March 2015 at 9:40 PM

I like it, except, I'd probably be more inclined to use a wood texture on the bridge.




seachnasaigh posted Fri, 13 March 2015 at 4:11 AM

     The shape of the bridge mesh was made with heavy timber construction as a material option. :)

     Moving toward the center of the playset, the lower water level exposes more steps of the boat landings.

file_3988c7f88ebcb58c6ce932b957b6f332.jp

file_a97da629b098b75c294dffdc3e463904.jp

.

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EClark1894 posted Fri, 13 March 2015 at 5:13 AM

Waterlevel's more to my liking now too.




perilous7 posted Fri, 13 March 2015 at 5:56 AM

why dont you get daz studio as its free and load the howie farkes stuff up on that?im sure hes brought out some stuff thats studio compatible?  render to make a background and comp in your fore ground stuff? 

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seachnasaigh posted Fri, 13 March 2015 at 6:19 AM

     Yeah, you were right about that, Earl.  Thanks for the nudge. :)

Perilous7:    The idea was to make a large enough playset enviroment, so that folks can have room to place a cottage, ride a horse, fly a dragon, etc.  The aim is to make it possible to do terrain scenes in Poser, instead of using backdrops.  And they can draw the roads and footpaths to go wherever they like.

     Who is Howie Farkes?  What stuff (or genre' of stuff) does he make?  What advantage did you have in mind for me to load (render?) in D/S? 

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seachnasaigh posted Tue, 17 March 2015 at 7:54 AM

     Making a two-horsepower carriage for use on said aforementioned road/bridge...

file_a97da629b098b75c294dffdc3e463904.jp

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seachnasaigh posted Tue, 24 March 2015 at 6:30 AM

     Still working on the two-horse carriage.  The sunflower wheels will be expensive in terms of poly count, but I think they're purty. ^o^

     Doors will open gullwing style, with steps to accommodate ladies in dresses. :-)

     Still need to add wheel hubs, door hardware, sconce lights for the interior, and lamps for the exterior.

file_ec8956637a99787bd197eacd77acce5e.jp

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RedPhantom posted Tue, 24 March 2015 at 4:00 PM Site Admin

Can I just say wow. Those wheels are fancy. The whole thing looks very nice.


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seachnasaigh posted Wed, 25 March 2015 at 8:49 PM

     Thank you, RedPhantom;  I'll keep the sunflower wheels then - they should give lots of interplay with raytraced renders.  Maybe I can make low-poly transmapped wheels for a low-poly background-use version.

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seachnasaigh posted Sat, 28 March 2015 at 11:13 AM

     Still working on the carriage.  Not sure about the exterior lanterns, so I'll make them optional.  Plus, you could load just the hanger arms, and use one of JudiBug's MyLantern models instead.  I've made an IDL-active add-on kit for at least one of her lanterns.

file_f899139df5e1059396431415e770c6dd.jp.    Oh, there is an extra lower door step in the screenshot, in the "door closed" position, so that I could see if it intruded too much into the cabin.  The pale blue-purple panels will be biolumenescent courtesy lights, IDL-active, so that they will cast light.

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EClark1894 posted Sat, 28 March 2015 at 12:57 PM

Height-wise, the scale's bothering me. The driver should be a lot higher up so he can see over the team of horses. Right now, those horses butts are only good view he's getting, and he's not gonna like it when, as horses tend to do, they drop a load.  He also can't see what's happening on gthe road behind him.  Especially, if they're carrying any luggage on top. Also, why not just make the driver's chair a bench? You'll have room for two drivers and that shouldn't get in the way of any camera shots.

Personally, I also think the carriage body itself is too low to the ground, and the axels of the front and back wheels need to be on an even level with the carriage riding above it. The wheels being the different sizes that you have makes the carriage look cool, but it's just not practical. That carriage should be tilting forward the way you have things now.




pumeco posted Sat, 28 March 2015 at 3:13 PM

Been meaning to say, nice work on that last render of the scene, seachnasaigh, reminds me of the 'Norfolk Broads' just before sunset :-)
Has that just before dark feel when everything feels calm.


seachnasaigh posted Sat, 28 March 2015 at 3:34 PM

Thanks Pumeco;  elves like peace and quiet, and beauty. :-)

     Earl, I'll ponder on your suggestions, but I "engineered" the driver's seat height so that a horse's raised head, the driver's head, and the cabin top are about the same height, in the hope that they will all clear tree branches.  Elves prefer to travel through forested areas, rather than the wide open spaces like the wild west.  The driver's seat is already blocking camera access to the cabin front window.  Maybe I should make a second alternative driver's deck/seat assembly.

     For luggage, I had in mind the tailboard and the space under/behind the driver's seat on the front deck.  I hadn't thought of a rack atop the cabin.

     The cabin nestles between the axles, not atop them.  The front wheels are smaller so that they don't sweep too big an arc when steering.  Oh, the front end does not swing as an entire skateboard truck.   This will steer like a deuce coupe;  solid front axle with swiveling kingpins at each end  The cabin remains level because the front axle is mounted lower.

file_1d7f7abc18fcb43975065399b0d1e48e.jp

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EClark1894 posted Sat, 28 March 2015 at 8:36 PM

Yeah, I keep forgetting that you're doing this for elves. I guess I'm thinking more western and some medieval.




seachnasaigh posted Sun, 29 March 2015 at 2:38 AM

     The medieval would be doable with some options switched (regular wheel spokes, no bioluminescence,  use kerosene type flame for the exterior lamps).  It wouldn't fit the western genre unless you were portraying city folk from back east.  I'll ponder this.

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EClark1894 posted Sun, 29 March 2015 at 5:48 AM

Well, I already have a western stagecoach anyway. :)




seachnasaigh posted Sun, 29 March 2015 at 7:16 AM

     Yeah, I saw an old west stagecoach in one of your renders;  that's why I was filling in the elvish niche - it will supplement my Lothlorien playset, and work for medieval settings also.

     I downloaded a few photos of western stagecoaches for reference.  The elvish and medieval models will use the steering system from our 1870 horse-drawn fire apparatus we have parked in our central firehouse.  The western coach will use the swinging skateboard truck type steering.  Each will need appropriate hardware (doorhandles, wheel spokes) to match the genre, as well as suitable texturing.  The western model, having opaque front and rear body panels, will need removeable panels for camera access.

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seachnasaigh posted Sun, 29 March 2015 at 7:32 AM

     I also kinda like this open coach with sun canopy...

file_0e65972dce68dad4d52d063967f0a705.jp

And, you'd have excellent camera access to the characters riding in it.

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