colorcurvature opened this issue on Jun 16, 2015 ยท 4 posts
colorcurvature posted Tue, 16 June 2015 at 11:50 AM
Hi, long time no see. I was wondering is there any current hint list for poser speedup tricks?
Just curious, how many V4 can you put into a scene until you notice performance issues in preview mode?
Hope everyone is well.
pikesPit posted Tue, 16 June 2015 at 1:06 PM
Hello CC,
One of the best "speedup tricks" I've learned (in a thread I don't remember, in a forum I can't remember, sorry) is that you can load as many figures and props into a scene as your system RAM can handle.
At some point it will slow down your UI to almost unresponsive, making working with the scene impossible.
So the trick is to make everything invisible except the figures/props you need right now!
Then you can pose them as usual, with no big lagging.
Only when you think that everything is posed and textured OK, your camera and lights are positioned and set, only then turn everything else visible again, have a last look at the scene, save it, use the "Raytrace Preview" for a last check, and then render.
I've managed to cram twelve V4's (with clothing) and a rather complex "stage" prop into my 16 GB RAM (and it rendered OK, too). However, as soon as I made *everything" visible, I only could but kill Poser in the task manager because it sat dead in the water, overwhelmed by an amount of calculations that would make a CRAY billow smoke...)
Related, and concerning the Morph Brush:
When you work on high polycount models (like hair figures/props, or some clothing items), you may also notice that the morph brush becomes unresponsive to the point to "not responding" Windows message.
In this case, move the mouse well out of the preview window and have a cup of coffee ;)
After you've finished, take care *not" to move your mouse back into the preview window! Instead, untick "Display Brush" in the Morphing Tool widget!
Of course, from now on you'll have to make a good guess on which vertices will be affected because all you'll see is the standard mouse cursor - but you'll gain expierience over time, and you'll have a morph brush which works like a charm.
Just two things which came to my mind immediately.
HTH, and "Happy Posering"!
Peter
Morkonan posted Tue, 16 June 2015 at 9:52 PM
The preview pane updating is what generally causes those sorts of things, especially with heavy textures or geometry loaded. Simplifying that display by lowering preview pane texture quality, lighting quality, choosing a different renderer for the preview pan or using things like bounding box rendering, instead of true geometry, can significantly speed up your Preview pane. Poser has a very good number of options, settings and display styles to help with working with crowded scenes in the Preview Pane.
IMO, the real killer regarding scene overloading is textures. One can see the problem pretty easily when one loads up a scene with quite a few figures in it and stuff starts to turn black because one's vid card just doesn't have enough texture space. Texture optimization is key if you're trying to save video processing space. By that, I mean that if you have several of the same figures in a scene and only really need to change their face texture, taking time to match that face texture with a commonly-shared body texture will dramatically improve performance, since Poser doesn't have to set aside space for yet another giant texture. One can also save some room by using seamless repeated textures in materials, where applicable, instead of trying to load up one big texture for something like a plain carpet, for instance. Anywherere one can use the very nice abilities of Poser's material room to replace the use of large raw texture files should be taken. Material generated textures are fast. It's the extra effects that get tacked on that may make them take a bit of time during rendering. But, in the preview room, it's a no-brainer -Use 'em!
piersyf posted Wed, 17 June 2015 at 6:41 AM
I work almost exclusively in lit wireframe mode, do test renders in progressive mode, then remove progressive for the final render. Number of V4's in a scene? I think 24... but not entirely fair as some had reduced geometry.