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Poser 12 F.A.Q (Last Updated: 2024 Dec 22 9:02 pm)
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Dawn herself has always been cross-platform. The problem is a number of vendors (CAs at HiveWire) don't work with both Poser and DS, so the items they create for Dawn are for one or the other software. HiveWire doesn't insist that everything you create for their characters, Dawn, Dusk, Luna or the animals, has to be for both Poser and DS. Yes, I agree, there are times I wish something was for both, even here in the RMP, but there's nothing you can do about that, unless you get more Poser content makes to be more active for certain characters, like Dawn.
That said, Dawn 2.0 is going to be a whole 'nother ballgame, so we may see more products for her created with both software apps, hopefully.
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OK . . . Where's my chocolate?
I don't know that what people want is necessarily Genesis per se, but V4 has her issues. The weight-mapped versions address some of those, at the expense of a lot more set-up work and poses that are never quite right and take a lot of fixing. I do want a better figure, and I want it to have enough supporting content available to actually replace V4. Genesis support would achieve that.
LF doesn't have that content yet. Maybe it will eventually? I'm trying to support it, but honestly I'm not liking the characters I see for it. I supported Dawn for a while too, but her shape was a bit weird. An improved version seems promising (and those are great images), but it pushes back the supporting content even further.
If you are looking for supporting content for a particular genre (e.g. fantasy), the limited options feel even more constricting.
qaz posted at 4:14PM Sat, 07 November 2020 - #4403788
@ChromeStar It takes years to build up a library. The problem with Genesis is that every time they update the figure they just go back and rehash the same old clothes. What's wrong in using V4 clothes. This is LF wearing V4 clothes. This didn't take very long at all.
How do you do that? Do they move properly or do you have to adjust every frame?
ChromeStar posted at 3:21PM Sat, 07 November 2020 - #4403794
qaz posted at 4:14PM Sat, 07 November 2020 - #4403788
@ChromeStar It takes years to build up a library. The problem with Genesis is that every time they update the figure they just go back and rehash the same old clothes. What's wrong in using V4 clothes. This is LF wearing V4 clothes. This didn't take very long at all.
How do you do that? Do they move properly or do you have to adjust every frame?
They are conforming clothes. You transfer the clothing using the fitting room: https://www.youtube.com/watch?v=EM0v4o5-oQY
Getting back to the original topic of this thread, my impression was that the Blinn, Anisotropic, etc shaders were not working at all, but that the cycles shaders were working. But I am seeing big differences in the cycles GlossyBSDF too -- it works, but the results are dramatically different. At least in my render, in P12 I'm getting an extremely glossy result (wet look) whereas in P11 with the same settings it was just some soft highlighting. (I think these shaders are from D3D...? Not 100% certain.)
On the other hand, I really want it to work because the same render took 6 hours in P11 (a little puzzled by that actually, something has started going wrong there) and 10-15 minutes in P12. (Images below are cropped, not the whole render.)
But if you're rebuilding your shaders with GlossyBSDF and that shader is not currently functioning correctly.....
Poser 11:
Poser 12:
Note that while the skin got really glossy in P12, the eye surface (which also has GlossyBSDF) became less so.
Here's a snippet of the skin shader:
There's also something weird going on with the fabric behind the character, maybe a difference in displacement? Have not played with it since the result is equally ok, but it is distinctly not the same if you overlay them. (If you do, note the figure moving up and down is not a P12 artifact, I bumped her up a hair to fix the positioning.)
But for the record, I raised the roughness from 0.13 to 0.50 on the skin shader to get the equivalent look. I also raised it on the eye surface, from 0.074 to 0.224, to get the reflection back -- at the lower value the reflection was too small and sharp to be visible. Those are very large changes to get the same results!
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A lot of work has gone into this figure. Finally we get a realistic figure to play with.