Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)
Glitterati3D posted at 12:24PM Thu, 21 February 2019 - #4346675
phd posted at 7:29AM Wed, 20 February 2019 - #4346670 That skin is lovely, phd! And I love the eyebrows. Will you be releasing a commercial version for the rest of us, please?
it is default textures. And - honestly - how many people will want skin shader that required 5000 path tracing samples at least? This image was rendered to 8100.
shante posted at 3:45AM Thu, 21 February 2019 - #4346639
Are there morphs hat will let her look less CUT or muscular? I looked a the body morphs set and they too looked mostly muscular though fuller bodied for some.
Of course - there are even examples in some of the promos with the morphs set to different settings and combined with the standard morphs included in the HD Morph pack. There's even an example right above. The woman in the red dress render isn't exactly cut, she looks pretty squishy :)
I used to just bake all of this into one morph with just an ON/OFF switch but I figured that this time around people would be happier getting an entire range of morphs that they can combine exactly how they'd like. JIC people want a specific 'look' like I'm using I started posting the exact dial settings I used beside the images.
shante posted at 3:46AM Thu, 21 February 2019 - #4346640
Though I somewhat understood all the tech about the body chips I see the usefulness for some of them in this render. A great way to implement oft tissue displacement. Love it. Are the same options available on other body parts like breasts and thighs and buttocks for instance?
Yes, she has the chips in her breasts, butt, genitals, ears and extra control bones in her hands. If you're doing a render with her laying on her stomach, for example, there are the same two sets of dials for the breast chips. So not just the one you drag around with the Move Tool (the yellow dials) but another set (the orange dials: Right-Left, Lower-Raise, In-Out) that can give you even more control. So it's quite easy to squish breasts against a wall or floor, for example. Same goes for squishing the butt flatter when sitting on a chair, etc. The breast/butt squishing was something you could do in the past with magnets (or if there were specific morphs included for it), but thats a much clunkier way to go about it as opposed to just grabbing a body handle and moving it. The breasts in that red dress render you quoted took a few seconds to swing to the right to adjust for her pose.
phd posted at 8:35AM Thu, 21 February 2019 - #4346727
Glitterati3D posted at 12:24PM Thu, 21 February 2019 - #4346675
phd posted at 7:29AM Wed, 20 February 2019 - #4346670 That skin is lovely, phd! And I love the eyebrows. Will you be releasing a commercial version for the rest of us, please?
it is default textures. And - honestly - how many people will want skin shader that required 5000 path tracing samples at least? This image was rendered to 8100.
Ouch!
phd: "it is default textures. And - honestly - how many people will want skin shader that required 5000 path tracing samples at least? This image was rendered to 8100."
Would you be willing to post the render settings, (Not nec. the shader nodes) and how long it took to render? I still hope to get this level of detail in Superfly.
:: og ::
operaguy posted at 5:19PM Thu, 21 February 2019 - #4346737
phd: "it is default textures. And - honestly - how many people will want skin shader that required 5000 path tracing samples at least? This image was rendered to 8100."
Would you be willing to post the render settings, (Not nec. the shader nodes) and how long it took to render? I still hope to get this level of detail in Superfly.
:: og ::
Settings (in this case) are not consistent - all not-transparent bounces will be cut at 4. From 3 to 6 hours, it was background render. 1.5-2.5 sec on sample.
Comment on the La Femme base skin texture:
There is good detail up close. I love the freckling on the nose and the 'topography' of her craggy-but-not-unappealing lips. That seems real. Eyebrows are distinct. Put some displacement on them for drama.
You can get pretty good results on Firefly. This one with GI engaged, high detail settings, and a 6-wall reflective soft room. I kicked up the bump on the SkinHead node to .0007 and the Render took 31 minutes.
::::: Opera :::::
operaguy posted at 4:39PM Thu, 21 February 2019 - #4346735
"...chips in her breasts..." Which could be animated. Consider the possibilities.
Ever tried to use the control chips as a hokup for jewelry or the like?
1 - Select hanger prop
2 - Prop menu-add constraint,
3 - Select earlobe as parent.
4 - Move grouping into place if necessary
Add a ball or whatever prop somewhere like 10000 m high-up and call it zenit.
Then let groupings point at zenit.
Enjoy.
Warning: Pictures of examples of same for chips other than those located on the head could lead to images not permitted under Rendo TOS.
Am I being dense or is there something wacky going here. If I was reading it right, there's supposed to be a sale on BH's LaFemme/entire store of stuff. The ad says "Blackhearted's store is up to 30% off. Starting now through 11:59 pm (cst) Thursday, February 28th." but looking in his store, I don't see the discounts. D:
JohnDoe641 posted at 7:11PM Thu, 21 February 2019 - #4346788
Am I being dense or is there something wacky going here. If I was reading it right, there's supposed to be a sale on BH's LaFemme/entire store of stuff. The ad says "Blackhearted's store is up to 30% off. Starting now through 11:59 pm (cst) Thursday, February 28th." but looking in his store, I don't see the discounts. D:
It's working for me.............try again?
@JohnDoe641 Except for LaFemme, who is 100% discounted, I'm seeing all of Blackhearted's items either 30% (the majority of them), or 40% (a few of them) discounted. You should be seeing the same discounts as well.
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After doing all this work (there is a full head covering cowl there too), I watched a YouTube video where some girl is critiquing a Spider Woman (Spider Gwen) suit, and I realized that I was going in the wrong direction with the modeling. I was creating the whole suit and then adding the hood. I should have been creating the whole suit and then adding the mask/cowl. So I did one more quick render with the suit and LeFemme before deletion and going back to the drawing board.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
That's fantastic! Hope you're gonna' put that in the store. I'm a buyer if you do!
With her mask off, it reminds me of when Catwoman tore her mask off in Batman Returns. I love the look of the Spidey mask here though too. Great stuff!
Glitterati's Showgirl screamed wrestling gimmick to me this morning.
So here's that. Tempesta's Maya's gorgeous head morph and beautiful skin with muscle and bodybuilding morphs wearing Showgirl.
2nd World's Ultimate Fighting Rings set. I changed some mats for the concept.
Lovely results! Glitterati3D posted at 5:11PM Sun, 24 February 2019 - #4346876
Just playing around for a few hours.
Comparison of the Cycles shader from EZSkin3 (left) and default Diva Shader/textures. On the cycles shader I changed the "Pore Strength" from 1 to 0.3 as it was too bumpy for my tastes. I did this manually as EZskin was not responding (probably needed close/restart). If you notice-on the character on left- the right eye is dark. That is the shader. I opened Materials and went to the IRIS shaders, and changed the SSS in the following way-I disconnected the White Color plugged into Radius. Click on Radius and you see 0.0, 0.0, 0.0. I changed that to 10.0, 10,0. 10.0. After that the Iris is visible as can be seen in the left eye of the left character.
Excellent @BartNel!
But please don't repeat the same error with LaFemme which became the curse of V4:
"Content creators" often intermixed the "face shape" and the "face expression" morphs randomly, resulting in a partial reset of the face shape once you applied a "Zero Expressions" pose"
!
Please be aware that a "Face Shape" morph and the "Expression" chips are two different beast and NEVER should be used simultaneously for character creation!
(A thing that I would like to be emphasised in "BOLD, UNDERLINE, FONT SIZE = HUGE" in the manual! Maybe even publish it in the NYT or WP???)
I've seen enough people here already who attempt to create "characters" by using the face "expression" chips.
PLEASE do not make history repeat itself, cursing us with more hundreds of so-called "characters" which get reset by every "Zero Expression" pose!!
SO for ALL character creations: --> LEAVE THEM BLOODY CHIPS ALONE!!! <-- : (sorry for shouting)
Preaching on deaf ears? I hope not.
Karina
ADDENDUM:
You have to understand the differences between a Figure, a Character, and Expressions / Poses: (I'll skip Custom Morphs here, to focus on the important issues:)
!
A FIGURE:
Is just the base mesh as it loads and sits there in your workspace.
!
A CHARACTER:
is everything you dial in with the dials, or add as custom morphs,with the final goal of creating a - yep! - a Character: a unique shape.
!
AN EXPRESSION:
It should NEVER change the dials that were used to create A CHARACTER, because these dials were applied by your "customer" painstakingly to create his carefully-designed CHARACTER he named "Gabrielle" (for example).
Can you imagine the overjoyment of your "customer" if your "Expression" or "Pose" destroys all his work with a single click on your "pose"??
AN EXPRESSION POSE MUST NEVER CONTAIN ANY "FACE SHAPE" DIALS - EVER!
!
A POSE (a.k.a Body Pose):
The same as already mentioned in the "Expressions" paragraph" applies here:
IF you create Poses, then DO NOT (NEVER, EVER!) include other morphs or scales in your pose file, unless you want to make your customer raving mad by destroying his carefully dialed body morph.
A POSE must ONLY contain the ROTATION dials. NOTHING ELSE!
!
Again, sorry for shouting in parts, but I'm sick of this board's user-unfriendly handling of text formatting.
K
KarinaKiev posted at 10:07PM Mon, 25 February 2019 - #4346942
SO for ALL character creations: --> LEAVE THEM BLOODY CHIPS ALONE!!! <-- : (sorry for shouting)
No. Use it the way it intended to be used. I.e. Yellow dials for poses and expressions, green and orange for character creations. And do not make reset poses that reset more than should.
Once more. Face chips have** two different functions** here. Face chips are not only expression chips. Face chips have two different ways to be accessed to make it work.
phd posted at 10:06PM Mon, 25 February 2019 - #4346948
But, as I just found, default expressions do not follow this logic. I.e. some expressions use orange dials, and reset pose resets all except scaling. So, this is a question to the authors of La Femme - how it should be?
You're both right, and both wrong. 8-)
You actually CAN use face chips and scales and such to create your character. However, there are two caveats. One is that when you zero the figure the settings are blown away. Two is that they will not be part of the morph when you spawn a full body morph.
There IS a way around it though. In brief, make sure your figure is in default T pose but all your morphs and scales are dialed in. Set subdivision to 0 before exporting. Export as an OBJ, and ONLY check "Include existing groups in polygon groups." This will export an UNWELDED OBJ that you can reimport into your figure as a full body morph with the Figure > Load Full Body Morph command in Poser Pro 11
When you zero your figure completely and then dial your imported morph in to 1, you SHOULD see the scales and the face chips and stuff baked in to the morph.
I've prepared a captioned tutorial (no audio) that shows all the steps. Not sure when it will be up, but I just finished it and passed it on for upload.
Thanks! Purchased and rendering now. Now the age old question-what hair and clothing? :-) Looks great! Glitterati3D posted at 8:27PM Mon, 25 February 2019 - #4346962
Another beautiful character for La Femme from Tempesta3d - Maya
Thanks KarinaKiev and Deecey- most important points! I tend to reshape in secondary programs and import export Obj files-but I need to learn the FBM method too. Deecey posted at 8:28PM Mon, 25 February 2019 - #4346965
phd posted at 10:06PM Mon, 25 February 2019 - #4346948
But, as I just found, default expressions do not follow this logic. I.e. some expressions use orange dials, and reset pose resets all except scaling. So, this is a question to the authors of La Femme - how it should be?
You're both right, and both wrong. 8-)
You actually CAN use face chips and scales and such to create your character. However, there are two caveats. One is that when you zero the figure the settings are blown away. Two is that they will not be part of the morph when you spawn a full body morph.
There IS a way around it though. In brief, make sure your figure is in default T pose but all your morphs and scales are dialed in. Set subdivision to 0 before exporting. Export as an OBJ, and ONLY check "Include existing groups in polygon groups." This will export an UNWELDED OBJ that you can reimport into your figure as a full body morph with the Figure > Load Full Body Morph command in Poser Pro 11
When you zero your figure completely and then dial your imported morph in to 1, you SHOULD see the scales and the face chips and stuff baked in to the morph.
I've prepared a captioned tutorial (no audio) that shows all the steps. Not sure when it will be up, but I just finished it and passed it on for upload.
Eric Walters posted at 11:35PM Mon, 25 February 2019 - #4346967
Thanks! Purchased and rendering now. Now the age old question-what hair and clothing? :-) Looks great!
Thanks, Eric. The clothing is a set of mine that I will submit to the store tomorrow. I was testing her morphs when I just had to render it out. Tempesta really outdid herself with this one..
The hair is AprilYSH's Pascale hair for Genesis 3. I export the object using D3D's DUF Tools, then rig it in Poser as prop hair, using the original AprilYSH textures.
Thanks! I'll keep my eyes pealed for the clothing. :-) Glitterati3D posted at 9:02PM Mon, 25 February 2019 - #4346969
Eric Walters posted at 11:35PM Mon, 25 February 2019 - #4346967
Thanks! Purchased and rendering now. Now the age old question-what hair and clothing? :-) Looks great!
Thanks, Eric. The clothing is a set of mine that I will submit to the store tomorrow. I was testing her morphs when I just had to render it out. Tempesta really outdid herself with this one..
The hair is AprilYSH's Pascale hair for Genesis 3. I export the object using D3D's DUF Tools, then rig it in Poser as prop hair, using the original AprilYSH textures.
Deecey posted at 8:03AM Tue, 26 February 2019 - #4346965
You actually CAN use face chips and scales and such to create your character. However, there are two caveats. One is that when you zero the figure the settings are blown away. Two is that they will not be part of the morph when you spawn a full body morph.
There IS a way around it though. In brief, make sure your figure is in default T pose but all your morphs and scales are dialed in. Set subdivision to 0 before exporting. Export as an OBJ, and ONLY check "Include existing groups in polygon groups." This will export an UNWELDED OBJ that you can reimport into your figure as a full body morph with the Figure > Load Full Body Morph command in Poser Pro 11
When you zero your figure completely and then dial your imported morph in to 1, you SHOULD see the scales and the face chips and stuff baked in to the morph.
I've prepared a captioned tutorial (no audio) that shows all the steps. Not sure when it will be up, but I just finished it and passed it on for upload.
Thank you! This is exactly the process I was waiting for. But still need to wait for the tutorial - i'm doing something wrong as always get "wrong number of vertices" error.
phd posted at 12:36AM Tue, 26 February 2019 - #4346971
Deecey posted at 8:03AM Tue, 26 February 2019 - #4346965
You actually CAN use face chips and scales and such to create your character. However, there are two caveats. One is that when you zero the figure the settings are blown away. Two is that they will not be part of the morph when you spawn a full body morph.
There IS a way around it though. In brief, make sure your figure is in default T pose but all your morphs and scales are dialed in. Set subdivision to 0 before exporting. Export as an OBJ, and ONLY check "Include existing groups in polygon groups." This will export an UNWELDED OBJ that you can reimport into your figure as a full body morph with the Figure > Load Full Body Morph command in Poser Pro 11
When you zero your figure completely and then dial your imported morph in to 1, you SHOULD see the scales and the face chips and stuff baked in to the morph.
I've prepared a captioned tutorial (no audio) that shows all the steps. Not sure when it will be up, but I just finished it and passed it on for upload.
Thank you! This is exactly the process I was waiting for. But still need to wait for the tutorial - i'm doing something wrong as always get "wrong number of vertices" error.
Yes I actually did the tutorial as a result of your questions, as well as the thread going on here and another one asking in PM. They all hit at about the same time.
A little more detail:
Zero the figure's pose before doing your character with a combination of morphs, face chips, and scales. NOTE: This is NOT the same as the pose that is loaded when you first load a Poser figure into the scene from the library. Legs on Poser characters often load in slightly bent (it's related to IK to give the model an idea of which direction legs should bend when you pull the hip down toward the floor). So before you do any character building choose Figure > Zero Figure. That will zero the figure's pose completely.
Probably best not to have anything else in the scene but La Femme. Reason being, you'd have to go through and deselect everything when you export your morph. For example, I accidentally exported La Femme without deselecting a pair of shoes and a background prop. So when I imported it back in I got a "wrong number of vertices" message 3 times.
Do your thing with morph dials, face chips, and scales.
Before you export the figure, choose the Body actor of La Femme. Make sure that Preview subdivision is set to 0 in the Properties palette ... otherwise you will export a high resolution mesh, and external morph targets HAVE to be in base resolution.
Choose FIle > Export > WaveFront OBJ. ONLY check "Include existing groups in polygon groups." Everything else is unchecked.
When the Select Objects dialog appears, you'll see a list of everything in the scene. As noted, If you have any other stuff like hair, or props, or background props, or anything else, you will have to DESELECT those, including anything parented to La Femme. Also take note that by default, the selections for La Femme DO NOT include the control chips and the center of mass. You do not want to export those.
Save the OBJ to a location that is easy to remember. The file size should be around 3.5 to 4 MB. If it's more like 17 MB you exported it in high res.
Save your scene before doing what follows in case you have to redo it.
Choose Figure > Zero Figure to return La Femme to default shape and zero pose.
Figure > Load Full Body Morph
Choose the morph you exported. Hopefully it will work. If not we will have to figure out what's going on for you.
Yesterday, I had a rather gruesome moment while trying to create a hobbit morph. It all went well until I tried to pose my little hobbit lady. She instantly exploded. First I panicked, then I thought, don't the morph packs fit together or the smaller body morph not with the others? For I used the body morphs from the base figure, Deecey's body kit and the femme fatale hd morphs. But then I remembered I had a similar problem with Dawn once where the solution was to inject the different morphs in the right order. In the first case, I injected base morphs first, than Deecey's morphs, and femme fatale last. The result is a freak show. I tried again, this time injecting femme fatale before Deecey's, and all is well. Uhm. Has anyone happen something like this? Since Dawn had the same issue I suppose it's rather a poser problem, as also said ken1171 who helped me with the Dawn issue.
Varnayrah posted at 1:46AM Tue, 26 February 2019 - #4346984
Yesterday, I had a rather gruesome moment while trying to create a hobbit morph. It all went well until I tried to pose my little hobbit lady. She instantly exploded. First I panicked, then I thought, don't the morph packs fit together or the smaller body morph not with the others? For I used the body morphs from the base figure, Deecey's body kit and the femme fatale hd morphs. But then I remembered I had a similar problem with Dawn once where the solution was to inject the different morphs in the right order. In the first case, I injected base morphs first, than Deecey's morphs, and femme fatale last. The result is a freak show. I tried again, this time injecting femme fatale before Deecey's, and all is well. Uhm. Has anyone happen something like this? Since Dawn had the same issue I suppose it's rather a poser problem, as also said ken1171 who helped me with the Dawn issue.
Same thing happen to me as well. I load said figure, my custom head morphs, the base and BH's HD Morphs. Try a pose, and then I get tear in the legs of the figure.
I start over with just the base figure and pose, no problem. After that I put in the morphs.
You're not alone on this. Nevertheless, I still like her.
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Deecey posted at 10:59AM Tue, 26 February 2019 - #4346975
- Before you export the figure,** choose the Body actor** of La Femme.
- Save your scene before doing what follows in case you have to redo it.
Thank you! It worked! Two steps above are the only things I have not done before... And it made the difference. Poser sometimes seems to be a bit shamanic... (Export selection, options and SubD all were the same...)
Varnayrah posted at 3:43AM Tue, 26 February 2019 - #4346984
Sorry, I've combined hundreds of morphs and never run into anything even remotely like that so I'm afraid I can't be much help other than to say that's actually pretty awesome... I don't think I could do that if I tried ?
We need a sub gallery for botched/bugged Poser art... flying eyeballs, weird spaghetti-tentacle-arms, etc ?
Here is the latest Ulrika head morph. Still not happy with it, though closing in. The idea is to produce a base that can be used for future character production. The face injection will be a free download. I haven't used any HD morphs on her head which should help. My feelings so far: It is certainly possible to create reasonable face shapes, although we haven't seen anything approaching G8 or V4 standards yet. Should get close. I'm not happy morphing in low res, it is very easy to create errors, and you have to be very gentle with movements. Still, that would be the same for anyone working with G8. Shame you can't import HD morphs. You can create HD morphs with the clone brush, but that is pretty basic. Lets hope they update it. Love the eye movement dials which add an extra level of realism, though its annoying to have to constantly uncross her eyes.
Expressions - they are tricky. Ulrika is so far away from the base figure that the included expressions do not work. The face chips are great, but stay away from large movements - less is more. It is impossible to get precise control. I think the best solution will be using tailored morph poses which you can dial in and mix with other expressions.
Blackhearted posted at 6:30AM Tue, 26 February 2019 - #4346992
Varnayrah posted at 3:43AM Tue, 26 February 2019 - #4346984
Sorry, I've combined hundreds of morphs and never run into anything even remotely like that so I'm afraid I can't be much help other than to say that's actually pretty awesome... I don't think I could do that if I tried ?
We need a sub gallery for botched/bugged Poser art... flying eyeballs, weird spaghetti-tentacle-arms, etc ?
ROFL, yeah, I've done this to poor Baby Luna with scaling. It's the Match Centers to Morph command missing. Without it, the morphed figures look like melting Super Gumby when posed.
Varnayrah posted at 9:15AM Tue, 26 February 2019 - #4347003
Yeah, well, as I said, fortunately I could avoid the spaghetti pretzel monster by injecting the morphs in a different order^^ But for the future - where do I find that match centers to morphs command? I never had to use it before...
Once you inject the morph, on the parameters tab click the arrow next to the morph, Match Centers to Morphs will be one of the options on the menu. A fresh save (export) of the file will save the option with it and you won't have to do it every time.
Varnayrah posted at 10:06AM Tue, 26 February 2019 - #4347006
I suppose that would only work if I made a fbm from my dialled in morph? Or else I'd have to do it for every single one of the dialled in morphs?
I don't know the answer to that question and will leave it to the more accomplished folks to help you with it.
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phd posted at 7:29AM Wed, 20 February 2019 - #4346670
That skin is lovely, phd! And I love the eyebrows. Will you be releasing a commercial version for the rest of us, please?