Forum: Poser - OFFICIAL


Subject: Stick with P10 or go Pro?

phil_lawson opened this issue on Jul 31, 2015 · 27 posts


phil_lawson posted Fri, 31 July 2015 at 8:51 AM

Hmm, I'm not sure what to do. I class myself as a hobbyist/home user but some of the things available in Pro make me think about going in that direction. I think the 64 bit option will help a lot, I have a Mac with 16GB of ram available, but I could do with knowing more bout some of the other features. For instance, does the Fitting Room work with non Smith-Micro figures and clothing? Does the Copy morphs feature work for non SM figures too? I like the idea of PSD layer rendering but what's Background rendering? I find that with P10, I am having trouble rendering scenes with more than five or six people in it if I have a fair number of props too. I'm not sure if this is the 32bit limit. The scenes work ok in that Poser has no trouble handling them but when I try rendering them on a fairly high setting Poser just goes away. No errors, it just goes away and when I restart the file I was using isn't there even in the recent history. (Good job I save my files all the time.).

Let m know your thoughts if you have time.

Oh, of course if Poser 11 comes out will it be 64 bit too?


RedPhantom posted Fri, 31 July 2015 at 11:23 AM Site Admin

yes, the fitting room works with non-sm figures as does the copy morphs. Both seem to work with all figures. I got the impression some might have trouble with the genesis figures based on thread titles here but I didn't read the threads so I don't know and if they did, they might have worked it out. People have also used the copy morphs to transfer morphs from one figure to another. I think the experiment was with Alison and Roxie, but don't quote me on that. Some of the morphs worked good, some didn't.

Background rendering renders the scene but you can keep working as it does. The changes don't show in that current render. I don't use it too much.

I've managed to render this scene in pp14 and I have 16g memory too.  But it took a while and was a pain to set up.

file_0a09c8844ba8f0936c20bd791130d6b6.pn


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


phil_lawson posted Fri, 31 July 2015 at 11:32 AM

Ah, that looks like more than my P10 can handle. Just a question though, are the trees models or planes with images on them? I'm just thinking my issue on P10 is to do with the size of the poly count or something.

Thanks for the other info though. My wallet is twitching!


RedPhantom posted Fri, 31 July 2015 at 9:38 PM Site Admin

Those were plains. My computer couldn't handle that many real trees. It had trouble with that many plains. If you get the game dev version there is also reduce polygon and combine figure functions. I may have used that for the figures in background. I don't remember it if was for this scene or another that had a lot of them. It works pretty good except it messy with mouths, sealing some of the polygons together. It's good for background figures or if their mouth stays closed. Keep in mind that the game dev needs to phone home periodically. I don't remember if the other version does. If that's an issue, d3d has a free script that can change figures to props. It bakes in morphs and poses. If your figures are clothed, hide the covered body parts before running the script and it greatly reduces polys and memory needed by morphs and rigging. As a note, you will also need to convert any conforming clothing the figure is wearing and do it first. Save frequently as you can't undo this so if you mess up you have something to fall back on.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


hornet3d posted Sat, 01 August 2015 at 2:21 PM

Those were plains. My computer couldn't handle that many real trees. It had trouble with that many plains. If you get the game dev . Keep in mind that the game dev needs to phone home periodically. I don't remember if the other version does. 

According to Nerd3D Game Dev is the only version that needs to phone home so Poser 10/2014 does not need to.  It is anyone's guess what Poser 11/2016 will do.

 

 

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.


RobZhena posted Sat, 01 August 2015 at 3:53 PM

I have an iMac with only 8 gig, and side grading from P10 to Pro doubled the number of V4/M4 figures I can have in a scene with hair, clothes, and props to six. I have successfully used the Fitting Room to convert a V4 body suit to DAZ's Lillith 6  I have copied morphs from Dawn to a garment converted using Wardrobe Wizard  


Digitell posted Sat, 01 August 2015 at 5:26 PM

I also only have 8gigs on a PC and I am using Poser Pro 2014.

I use the fitting room on multiple figures which include M4, V4, Dawn, Sadie by 3D Universe and the K4 figures, so I am certain you can use any figure for the fitting room.

I have also used the Morph Copy on several different figures.  I have never used the PSD rendering..not sure what that is?? But the background rendering will render the current scene while you continue working on the scene which is a big help! I am no techy but I would bet that the reason your scenes are disappearing and the program quitting is because you are using a 32 bit system. Mine would do that sometimes when I had a lot of content in a scene. At that time tho I only had 2G on a 32 bit! Ouch!

Now I have 8G on a 64bit and havnt had that issue. My system is upgradeable to 16 G and I am getting ready to do that soon.

Yep! Save Your Files Often!! I learned that the hard way too! :)

Cheers!




RobZhena posted Sat, 01 August 2015 at 8:36 PM

By the way, I just used Lyrra's FitRoom Helpers For Dawn for the first time, and it translated a V4 garment much better than WW had just done.


jura11 posted Sun, 02 August 2015 at 1:27 AM

Hi there

I would personally upgrade to Poser Pro if you could and this would definitely help you as you already have enough memory to handle,limit of 32bit on Windows is around 3.5GB,not sure what is limit on OSX,but I would think will be around 4GB

Yes Cloth room does work with different figures,I'm using this on several figures like on new or older figures and if Copy morphs does work with non SM figures yes it works,I often using this on clothing as some clothes does comes with few morphs and sometimes you need bit more 

Usually I do render with 3 and more figures and often my scene is large,last scene which I've rendered has have several props(houses) and 4 V4 fully multi clothed,with multiple morphs and hair etc and my scene fully loaded started on 4.5GB and when I rendered RAM count jumped to 9GB RAM,I've got 32GB RAM and when I do render I've opened Chrome with multiple tabs and my RAM sits at 45%(I've got 32GB RAM)

Not sure what is limit of the polys in Poser Pro,but you can find limit fairly easy if you are like to render multiple people and there is fair amount of the props,this is my issue with Poser Pro,but really depends on yours workflow,usually I export some figures as OBJ and then reimport them to Poser and this does helps with lower polycount,if you do only static renders as I'm doing

And I would agree is worth to upgrade to Poser Pro if you are not on Pro version or I would wait on PP12,not sure when PP12 will be released,but hopefully in few months should be here

Hope this helps

Thanks,Jura


RorrKonn posted Sun, 02 August 2015 at 5:21 PM

phil_lawson if you get gameDev version you could have 50 people & 50 props in ya renders ,no problem.

Think magna studio 5 calles home ,Think you have a choice but I told MS5 to call home to stay updated
.If ya get sketch book,photoshop ,mudbox ,etc etc as subscriptions I'm sure there a something about calling home.
It's the future n I don't care E.T. calls home.

jura11 exporting .obj's does not lower the polycount. but could lose magnets ,jcm ,rigs ,morphs etc etc which will make the mesh lighter.

 

 

============================================================ 

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


EldritchCellar posted Sun, 02 August 2015 at 6:44 PM

I recently put this scene together in Poser 8, 32 bit with 3 gigs of ram on a 10 year old Mac. (Disregard the bizarre subject, it was a challenge request sorta). All of the figures are welded and tweaked in zbrush static meshes, the grass props that I made equal about 80,000 polys. The scene is IDL with BB's VSS skin shader on the figure, the minimum shading rate is 0.10 for the scene with decent RT shadow settings. Probably over 100,000 polys in there. I'm not sure why with all that ram, 64 bit, and sophisticated toys that you guys are playing with why you're having problems rendering complex scenes. Now that I'm getting more comfortable with Carrara I probably wouldn't try rendering something like this in Poser without instancing. Sorry bout the compression artifacts, won't be using imgur anymore after they started sabotaging image files.

file_0a09c8844ba8f0936c20bd791130d6b6.jp



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

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EldritchCellar posted Sun, 02 August 2015 at 6:58 PM

Just opened the scene in a modeler (wings), over 400,000 polys. Shrug. Poser 8. IDL.



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




RorrKonn posted Sun, 02 August 2015 at 8:44 PM

Poser venders loves high polycount meshes but 400,000 ,ouch.

 Think Render setting has a bit to do with crashes n freezes

 If that was a screen capture of a game ,the polycount would be a round 10,000 n still look good.

============================================================ 

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


EldritchCellar posted Sun, 02 August 2015 at 8:59 PM

Meh, I'm not a vendor and it's my scene. I'm aware of your points though RorrKonn. Hehe, if I were to create grass for sale I'd definitely watch my polycount more. I gotta grass blade figure I made with 42 bones and easypose, one sided geometry. How's that for crazy? Really though, I figured I already had some morphing grass that's uv mapped and detailed enough that I made. Why not use it?

You're transparently bringing up the poly count thing because of my comment about your tank treads. The thing is, my morphing grass works. How bout your tank treads? ;)



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




RorrKonn posted Sun, 02 August 2015 at 10:54 PM

 EldritchCellar  I replied to you questions here

 http://www.renderosity.com/mod/forumpro/?thread_id=2891797&page_number=1#msg4217087

So we don't derail this thread.

============================================================ 

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


jura11 posted Mon, 03 August 2015 at 1:38 AM

Hi RorrKonn

I've tried Poser Pro GameDev on friend PC as we are been working on one render which has been very large and very high poly in original state,but must say,this doesn't help us as we are thought so,as we will loose too much details which we are wanted to preserve,we are probably tried too much to reduce polys on several props etc and due this I've done that render alone on my PC,just posing and navigating scene has been difficult

As you know GameDev or any GameDev SW is not without the faults,due this I'm still bit skeptical with those SW which offer those functions,tried DS to export my scene as FBX to do render in 3DS MAX and I've ended with V4 which has been deformed,or I tried export G2F to 3DS MAX again and ended with deformed clothing or figure etc.,same I can say about the GameDev Poser which does support FBX but this FBX doesn't work with all figures(over on RDNA are few threads about that and I tried too and I've failed miserably),FBX is nice thing,but personally I rather will be using OBJ if I want static renders as I always do 

Only thing which I would want in Poser is ability of instancing and textures re-sizing to lower,as you are really don't need 4kx4k textures on everything if background people are not important and poly limit which shouldn't be there at least on better PC/MAC

Poser Pro is worth it and 64bit is too worth it to upgrade from my personal point of view,but really depends

Thanks,Jura


RorrKonn posted Mon, 03 August 2015 at 7:41 AM

If V4 n cloths are deformed  ,then there getting trashed in the export n import proses.

I would think poser fusion for max ,would be very helpful.

In MAX the farther a object if from the camera doesn't Max automatically make the polycount n pixelcount smaller ?

I was under the impression if I imported,exported FBX from DAZ,Poser,Mubbox,Maya I was importing ,exporting a rig not a mesh.

So if I export out of mudbox I export a .obj for the mesh and export fbx for the rig. 

for stills .obj alt to be good. 

V4 polycount reduced to 20,000 she still alt to look good.

I don't know what Max polycount limit is .

 Max alt to handle any thing Vue can and ya see Vue Renders with a lot of V4's in them.10 V4's polycount is around 600,000 + Vues plants n all.

zBrush regular Polycount limit is around 30 million on my home PC. micros go to a billion.

ya never said what the scenes polycount was.there is a GoZ for Poser.

and zBrush has https://www.keyshot.com/ for renders also but I don't know there polycount limit. wonder if they can go to a billion ,I'll half to fine out.

============================================================ 

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


RorrKonn posted Mon, 03 August 2015 at 4:16 PM

This is the info I got from Dillster about keyshot

It really all depends on the amount of RAM on your computer.
This from the Keyshot product description:

Since KeyShot is CPU-based, any imported data is stored in RAM – not the video card. This allows KeyShot to handle extremely large data sets. There are no restrictions on the size of the data set as long as the computer has enough memory available. KeyShot is highly optimized which makes it possible to work with models with tens of millions of polygons even on a laptop.

Anyway, in reality Keyshot for me chokes on about 50 million polys. It can either just crash, or run too slowly for practical use. If I really want to try pushing my luck, sending Fibermesh over in generous amounts kills Keyshot.
My desktop is a decent gaming spec machine, but I know people with higher spec machines running Keyshot with 80+ million polys no problem. So yes it really does depend on the machine.

============================================================ 

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


jura11 posted Tue, 04 August 2015 at 5:39 AM

If V4 n cloths are deformed  ,then there getting trashed in the export n import proses.

I would think poser fusion for max ,would be very helpful.

In MAX the farther a object if from the camera doesn't Max automatically make the polycount n pixelcount smaller ?

I was under the impression if I imported,exported FBX from DAZ,Poser,Mubbox,Maya I was importing ,exporting a rig not a mesh.

So if I export out of mudbox I export a .obj for the mesh and export fbx for the rig. 

for stills .obj alt to be good. 

V4 polycount reduced to 20,000 she still alt to look good.

I don't know what Max polycount limit is .

 Max alt to handle any thing Vue can and ya see Vue Renders with a lot of V4's in them.10 V4's polycount is around 600,000 + Vues plants n all.

zBrush regular Polycount limit is around 30 million on my home PC. micros go to a billion.

ya never said what the scenes polycount was.there is a GoZ for Poser.

and zBrush has https://www.keyshot.com/ for renders also but I don't know there polycount limit. wonder if they can go to a billion ,I'll half to fine out.

Hi there Not sure why are clothes or figures are deformed,I've posted that similar on 3DS MAX forum over here few months ago,but this has been from DS export as FBX which seems now is working,but still there are few issues,with Poser export as FBX you will get this 

iqvlw9.jpgor this in Maya which I've tested on our company PC

2cnyu1l.jpgPoserFusion is great,but is very slow and I usually rather export as OBJ and is much easier than anything what I've tried,yes some textures are not there,but with 3DS MAX is very easy to assign new textures or existing textures,at least supports drag and drop function and is great if you work with dual monitor 

3DS MAX poly limit not sure,but as on most SW everything depends on spec of PC,my largest scene has have 80 millions of poly and everything has worked as should,this has been on 16GB RAM which I've tried,my normal scenes are around 20-40 milions polys in 3DS MAX,there I can go crazy without the worrying

Vue I don' use often as this I can use only when I'm at work and there we have Vue,but really rendering there V4 or any figure is not the best,skin doesn't looks like should and really I wouldn't use Vue for rendering people,for landscape great thing,for scenery renders yes,I want to get Vue for 3DS MAX later of the year and then I will put  that to the test how will render inside 3DS MAX,but heard few people have issues with VUE in 3DS MAX as crashing etc.,due this I will need to decide later 

Keyshot tried few times and is really fast and as you said,depends on PC,poly limit not sure,I've rendered there only few things like for promos for our company and if times allows then I do there my things,which are not big,usually single figure and trying to learn few things on the way 

Tried demo too on my PC and there I went bit crazy with my old scene which has have as above 80 millions and everything has been OK,no crash 

Not sure how I can check in Poser my polys,this I never check'd,as I know when UI is very slow with multiple figures and multiple props I've hit that,I know there,I think Print Info there is this

Thanks,Jura


RorrKonn posted Tue, 04 August 2015 at 7:26 AM

jura11 are you rendering stills or animations ?

Sound like things are starting to work out for ya so that's a good thing. :)

I'd tell Poser n DAZ the difficulties with there .fbx's 

I have no doubt Max forums can help you get a good landscape app/plug for Max.

Not trying to be a salesmen but just incase you decided to get it ,wanted to make sure you where aware.
I don't know if it's a keyshot version just for zBrush or a keyshot light but zBrush stores has keyshot at a low price.
I'd hate for anyone to spend money unnecessarily.

 

 

============================================================ 

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


jura11 posted Tue, 04 August 2015 at 2:16 PM

jura11 are you rendering stills or animations ?

Sound like things are starting to work out for ya so that's a good thing. :)

I'd tell Poser n DAZ the difficulties with there .fbx's 

I have no doubt Max forums can help you get a good landscape app/plug for Max.

Not trying to be a salesmen but just incase you decided to get it ,wanted to make sure you where aware.
I don't know if it's a keyshot version just for zBrush or a keyshot light but zBrush stores has keyshot at a low price.
I'd hate for anyone to spend money unnecessarily.

 

 

Hi there I render mostly stills,animations this is next,but really animations I don't really do,in work I must work on animations and at home I want just do still renders,for good animations I would need few PC or few servers to make reasonable animation in reasonable time

But still would prefer if instancing in Poser will be possible in next installment and hopefully this poly limit will be removed and finally SM will ditch OpenGL and will go route of DirectX(bad news for OSX,but there should be at least option)

For landscaping there are few plugins like ForestPro or few others and I would rather take HairFarm which looks awesome and few other plugins which I would take too,but right now I'm thinking about the HairFarm and Vue or ForestPro 

I've got ZBrush and this Kyshot is not very expensive when I've looked on Pixelogic,its lot cheaper than from Keyshot creators,but Keyshot for ZBrush can import anything from any other SW as OBJ or do I need to use with conjunction with ZBrush ?

Thanks,Jura 


RorrKonn posted Tue, 04 August 2015 at 4:56 PM

jura11 Your half to ask on the zBrush forums about there KeyShot. I'd ask if there's a demo also.

If I was making home animations I'd look in to realtime render engines like
http://home.otoy.com/render/octane-render/
It works with Poser,DAZ,Max,etc etc
Needs certain nvidia's cards. there's a demo.

============================================================ 

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


RorrKonn posted Tue, 04 August 2015 at 5:12 PM

Don't know about high polycount scenes with realtime render engines.

What kind of scenes are you rendering that ya need 80 million poygones ? 

I know Hollywood uses a  3d plugin for a lot of people,armys and all.

but I can't think of the name of that plugin. be nice if we could upgrade are brains memory.

I know they used that population 3d plug in show time the tutorials for the army's.

still can't find it on google thou. 

============================================================ 

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


RorrKonn posted Tue, 04 August 2015 at 5:16 PM

 http://golaem.com/

anyways It's something like this 

============================================================ 

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


jura11 posted Tue, 04 August 2015 at 9:05 PM

jura11 Your half to ask on the zBrush forums about there KeyShot. I'd ask if there's a demo also.

If I was making home animations I'd look in to realtime render engines like
http://home.otoy.com/render/octane-render/
It works with Poser,DAZ,Max,etc etc
Needs certain nvidia's cards. there's a demo.

Hi there I will be speaking with friend who has have Keyshot for ZBrush and hopefully he will answer me my questions if not then I will ask on ZBrush forum over here or on Pixelogic forum

Yes Octane Render would love,but at moment is for nVidia cards and due this I will pass on this,Octane Render 3 which will be released during this year will support too AMD via OpenCL and then I will be buying this for sure,but right now,I can't justify buying new GPU and then Octane Render etc. PSU is big enough to take AMD R9 290 and GTX 970 or 980 without the problems,but I will need big enough GPU at least 6GB which means GTX970/980 is out questions and I will need something like Titan or 980Ti 

Tried demo previously Octane on my previous GTX560Ti and has been painfully slow on this GPU as I've lots of other issues with nVidia drivers,which doesn't work as advertised in most SW which I use most of the time and I've got lots other issues with their GPU in past,I've got later GTX780Ti which has been slow in OpenCL which I most of time work at home(I bringing home few works which I usually need to finish)

Thanks,Jura


jura11 posted Tue, 04 August 2015 at 9:54 PM

Don't know about high polycount scenes with realtime render engines.

What kind of scenes are you rendering that ya need 80 million poygones ? 

I know Hollywood uses a  3d plugin for a lot of people,armys and all.

but I can't think of the name of that plugin. be nice if we could upgrade are brains memory.

I know they used that population 3d plug in show time the tutorials for the army's.

still can't find it on google thou. 

Realtime engines are great,but for me,this I really don't need(but would be awesome to have at least),fast and good renderer what I want  80 millions poly scene are my test scenes and this scene is for stability purposes which has done our company for testing purposes of their new renderer which I I'm right now testing.

I would think for those plugins you will need render farm,because doing that on one machine will be nightmare and this price has put me off,but looks like great plugin there

Thanks,Jura


RorrKonn posted Tue, 04 August 2015 at 11:01 PM

I think it was Massive used in The Tutorails on ShowTime. 
 http://www.massivesoftware.com/
Massive is talking about games  XBOX 360 ,Nintendo Wii platforms.
Maybe they do realtime .

http://www.basefount.com/ Miarmy has a limited free version.

Blender might have something 

 

============================================================ 

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