How did you get started in 3D Graphics? I got into
Poser when I was involved in an open-source 3d rendering engine
(www.ogre3d.org). The original plan was to write a rockclimbing
game using Ogre, using imported Poser characters. So I wrote a lot
of code for rendering Poser figures in Ogre, and also did a lot of
rag-doll physics work. But my interest in writing the game didnt
hold, and I got hooked on Poser. How long have you been
working with 3D Graphics? Ive been dabbling with 3d
software since uni (back in the mid-80s). But only really taken a
more serious interest with 3D graphics in the past couple of years,
when I purchased Poser, and had an opportunity to use some of the
highend 3d graphics packages through work. 9 months ago I decided
to take a sabbatical from work (after 18 years in the IT industry),
so that meant I had more time to really delve into 3d. Do you
have any formal training? No formal 3d training, but a
degree in computer science and mathematics. What software do
you use for product development? I use Poser5 and a text
editor for the python scripts. I get lots of ideas for achieving
realism in Poser from other software packages like blender, XSI
and Maya. The higher-end packages have complex shaders that are
used for realism (ie. subsurface scattering shaders), and these can
sometimes be simulated in the Poser5 mat room. How much time
is required for product development? For the
RealSkinShader, I starting playing in the Mat room in July 2004. By
early August I had a lot of it done, although there was still
something missing. It took another 6 weeks (off and on) of
experimenting before I finally came up with the Incidence Effect
(which was the basis for the Real Skin Shader image in my
gallery). It took another month or so to build the python script to
layout the node setup to support the maths involved. Then after a
lot of fine-tuning, in early December it was robust enough to let
someone else do some testing. So all up, the RealSkinShader took
around 4-5 months. Although a lot of that time was R&D. Can
you give a brief overview of your development cycle for a new
product? For developing the RealSkinShader and for the
products currently in the pipeline, I start with a posed character,
setup some basic lighting, build a starting node system in the
material room and then start rendering, tweaking the mat room,
rendering, tweaking, rendering, etc. Once the render looks ok, I
try the node setup under some different light setups, and tweak
some more. Once the node setup works for a range of lighting, I
build a python script to setup that node system. Then its more
testing and fine-tuning. Where does your inspiration come
from when developing new products? I see a photo of
someone, and want to replicate that image in Poser without
postwork. So the tools Ive developed for myself assist in that
goal. Originally, skin tone was the least realistic element of a
Poser render so thats where I started. Because of the
overwhelming response to the RealSkinShader, Ive started on the
new generation skin system, which uses a specific textureset (which
Morris is putting together). I think with that system we will have
very realistic skin, and then other parts of the image will need
work (like eyes, teeth, etc). There have also been a lot of emails
with other suggestions (like when can we have a Mac version?), so
there is no shortage of ideas.. Do you have any advice for
aspiring Digital Content Developers? It seems to me that
there is a lot of competition out there, and a lot of very talented
and creative developers who already have a great name in the
market. So you need to come up with something different. Find
something that hasnt been tried before, and get a niche market.
Also, be prepared for a lot of questions via emails and IMs and
provide quick responses. How has Renderosity's on-line
community played a role in regards to your products, friendships
and learning? As a recent new merchant, I found the
Renderosity Marketplace was simple to useand works! It enables
people to offer their products and tools to a wide audience, with a
low cost of entry. Through the community Ive met people who have
given feedback on my images, tested scripts, provided ideas and
given advice. So the whole experience has been very positive.
Do you have any final words? Id like to thank the
large number of people who left fantastic Product Reviews and sent
me emails and IMs on the RealSkinShader. Its also great to see so
many gallery images using the script and to see how people have
used it to get different effects.
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