Forum: Poser - OFFICIAL


Subject: FibreMesh invisible in Render

DavidCampala77 opened this issue on May 09, 2020 · 25 posts


DavidCampala77 posted Sat, 09 May 2020 at 5:15 PM

Hello everyone, I have a little problem with a Fibremesh, which I imported from Zbrush into Poser 11 (A). When I render it as an HairProp (B) it looks great. I would like it to adapt to movements however, so i put in into the Fittingroom in order to create a adjusting figure. I still looks great in preview (C) and it adapts to the movements as it should. However in the final render the beard isnt visible anylonger. Does anyone knows what to do? Thanks alot for the help. A.jpg

B.jpg

C.jpg

D.jpg


EldritchCellar posted Sat, 09 May 2020 at 5:27 PM

Check to see if visible in raytracing is checked in the beards Properties, on the parameter palette. Otherwise... stumped. Looks good btw.



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EldritchCellar posted Sat, 09 May 2020 at 5:37 PM

Um. Also, although this is a long shot, check the normals forward box on surface root node in the material room and test.



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DavidCampala77 posted Sat, 09 May 2020 at 6:58 PM

Hi, EldritchCellar. Thanks for the suggestions. Unfortunately it didnt work. Very strange. Raytracing was checked :)


EldritchCellar posted Sat, 09 May 2020 at 7:11 PM

Sorry to hear it. Apparently you're not the only person that has encountered fitting room invisibility shenanigans... read this

https://www.renderosity.com/mod/forumpro/?thread_id=2904243#msg2904243

I'll do a little research and see if I can find some solution. If I don't comment again you'll know I came up blank.



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EldritchCellar posted Sat, 09 May 2020 at 7:13 PM

Try this

Try setting the beard to unimesh. Figure > Skinning Method



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EldritchCellar posted Sat, 09 May 2020 at 7:27 PM

Setting the skinning method to unimesh forces Poser to recalculate the mesh's normals. There's a more thorough explanation here

https://www.renderosity.com/mod/forumpro/?thread_id=2920304

Hope that fixed it.



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DavidCampala77 posted Sat, 09 May 2020 at 8:04 PM

Unfortunately no success with the skinning method. The difference to the first example you posted is that my figure actually spawned and is visible in the preview. There could be a specific problem related to Fibremesh. I dont know… I hope that there is a way to make it work, because it potentially looks so much better than the Poser hair system. You could of course create a hairprob for every body part but an adjusting hairfigure would be so much more elegant and convenient to use. Just look at it!!! Thanks again for making the effort.

E.JPG


caisson posted Sat, 09 May 2020 at 9:07 PM

If you want to convert the fibremesh hair into a conforming figure I think - though I'm not certain - that you might need to export the fibremesh as geometry (i.e. using Export from Zbrush to get an obj rather than GoZ). I think that when you use GoZ with fibremesh it becomes static strand hair in Poser, and I don't think strand hair can be turned into a figure.

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DavidCampala77 posted Sat, 09 May 2020 at 9:43 PM

Hi caisson. I think it can. I exported the hair as a hairprop via GOZ from zbrush, then turned it into a figure, using the fittingroom. I adjusted it to the head and the neck and preserved the morphs. Back in the main menu i conformed it to the M4 model. Moving it around (as in the picture above) it behaved exactly the way i hoped it would. But for some reason it wasn't visible in the render.


caisson posted Sun, 10 May 2020 at 9:16 AM

I tried exporting fibremesh using GoZ; imported as a hair prop; converted to a figure using the Fitting Room and get the same issue - it is visible in Preview but disappears when rendered. Using Poser File Editor to look at the pp2 I can see the hair prop is in there but there is no geometry so it is not recognised by PFE as a figure. I would guess that the render engine has the same trouble - it expects geometry and can't 'see' the hair prop.

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an0malaus posted Sun, 10 May 2020 at 9:22 AM

Poser cannot render point (p X Y Z) or line (l v1 v2 ...) primitives from Wavefront OBJ files. Poser's dynamic hair does use the line primitives to define the vertices of guide hairs, but these get converted to camera-facing billboard facets internally prior to rendering. But, of course, that only happens if Poser recognises the geometry as belonging to dynamic hair props.



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DavidCampala77 posted Sun, 10 May 2020 at 10:01 AM

Ok, those are the answers i needed (but didnt want). Thanks to both of you.


DCArt posted Sun, 10 May 2020 at 11:27 AM

What happens if you smart parent the fibermesh to the figure's head, and check "Inherit Bends of Parent"?



ghostman posted Sun, 10 May 2020 at 12:07 PM

I just did a test with this and on my end it works the way it should.

m4beard.jpg

m4moustache.jpg

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DCArt posted Sun, 10 May 2020 at 12:27 PM

Ghostie ... is that the smart prop route? If you create a full beard that extends below the jaw, does the lower part follow when you check inherit bends of parent? For example, if you open the mouth?



ghostman posted Sun, 10 May 2020 at 12:27 PM

Those are fully conformed ones.

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ghostman posted Sun, 10 May 2020 at 1:50 PM

I think I found the solution to this.

Once the fibermesh is created in zbrush rename it to M4 Moustache or whatever and it will work when render. When you goz a Fiber with the Fiber name poser sees it as a poser hair and also adds the poser hair nodes to the poser material. When you rename it in zbrush first then those shaders are not created and it treats it as a normal obj.

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DavidCampala77 posted Sun, 10 May 2020 at 4:31 PM

You ghostman, are a true hero. Thanks alot. Great Success.jpg


ghostman posted Sun, 10 May 2020 at 4:43 PM

Glad we got it working. 😁 😉

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caisson posted Sun, 10 May 2020 at 5:49 PM

Nice one Ghostman, thanks!

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DCArt posted Sun, 10 May 2020 at 7:59 PM

Now the big question ...will morphs copy over reliably?



KarinaKiev posted Sun, 10 May 2020 at 8:53 PM

DavidCampala77 posted at 8:37PM Sun, 10 May 2020 - #4388739

You ghostman, are a true hero. Thanks alot. Great Success.jpg

Just a side note:

Having had such a beard for several years, I must say that it looks more like a coconut mat...

A real beard grown this long, the hairs would curl instead of standing straight out like poles. Sorry to say, but this beard looks highly unrealistic. Now IF we had a way to "curl" the hair...

Sorry for critique, but I think if someone listens and comes up with a solution, we can get much better results in the future. (N.B.: My own attempts never were any better than beard stubs like "not shaven for three days", which I made with displacement map back then).

So carry on!

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ghostman posted Mon, 11 May 2020 at 12:59 AM

Deecey posted at 7:58AM Mon, 11 May 2020 - #4388752

Now the big question ...will morphs copy over reliably?

The test i did with the ones above it did. Due to a beard or moustache beeing pretty heavy in polys it takes a little longer than usual though.

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DavidCampala77 posted Mon, 11 May 2020 at 4:58 PM

Concerning the coconut beard. I did that in 20 seconds just to have quick look whether it's actually working or not. :)