paramount opened this issue on Nov 20, 2008 · 225 posts
JoEtzold posted Wed, 10 December 2008 at 2:05 PM
morkonan , just found this link in a other thread here around. It's about moddeling as shoe. Though for Wings3D but except the commands the process should work in each modeller.
http://www21.brinkster.com/jrcsurvey/tutorials/alana/Index.html
If the boots are not so pointy but more round that's perfect. See that image and also I remember that in the 70th that was the fashion. Spiky foot's like in example idler's V4 Tightboots or normal boots is timely more located in the 90th up to now. In early/mid 60th (James Dean time) I remember that men are wearing very spiky shoe's ... not the best for the toe's. Women's fashion don't know ... not really in my view/interests at that time ... was somewhat of 4 to 7 so tough boy's had been cool not really little girlies ... soccer ball's in front of other type's of , umh, ball's ... :biggrin:
http://ufoseries.com/photos/ellisClothesChange.jpg
Regarding that "visor contacts" found that 2 images. Looks like a flat silver pickle.
ufoseries.com/photos/ellisCloseup.jpg
ufoseries.com/photos/ellisCloseup3.jpg
Hi paramount,
glad I could help you a little ...
Photography was my biggest hobby for 15, 20 years including a small laboratory at the end.
And there I learned my lessons first cause use of real films was expensive. So you looked more than once if the picture was well composed to suppress waste of material. Digital photo's makes things much cheaper and easier but not neccessarily better.
And second a had a friend who was really a semi professional on that and I learned a lot of his knowledge.
The lab was mainly to try artistic effects. Also not cheap and extremly time consuming. So as software became grown up and computer's tend's to give user's a chance to play with them I switched off the warmwater color processing. The advantage of that digital work was to stop or start with it as you had time and not as the chemistry was mixed and ready.
But cheap it wasn't also not in the beginning ... my first 468 (real 20 Mhz) with it's incredible 80 Mb harddrive and 256 color vga-card cost's 8000 DM that's round 4000 Euro ... and 6 month later for the same prize you got 33 Mhz and 120 Mb ... :cursing:
Some years ago I have cleared out lot's of (paper) photo magazin's from over 10 year's ... sometimes it's neccessary to find again all corner's of a room ... :rolleyes:
In that magazin's every month the editor's staff published best pictures send from the readers.
Looking on that through all that year's in one go it was interesting to see how quality and especial creativity descends while digitalisation ascends. Might be that this also went hand in hand with quicker rotation (less expertise) of peoples in the editor's staff ... times became more and more stressy ... and looking to lot's of image galleries in internet today, oh boy, there a millions of picture times ago nobody would have take his photobox out of the pocket. I hate that shots with mobile telephones ...
... and that people than thinking they would be the new Piccaso and the world is waiting for their rubbish.
Ok, beauty is in the eye of the beholder and we all started from scratch ... but also less could be more ...
B.t.w. your time problem and/or sorting your runtimes ... well, you are not alone ... got me round 4 weeks to sort only my V4 runtime with all the stuff found over the last year. And there are waiting round 2500 zip's and rar's with stuff for Posette, V2, V3 (and also their men), buildings, vehicles and other stuff. Lot's never needed but than you are searching for something you know you have seen and it's in some archive but WHERE ... 
And it's not only saving on the runtime ... lot's of thingies have crude path's in it or other problem's and poser bothers you searching that things ... for example in that lovely V4 Sexy Leathers I used for the skirt someone was so clever to delete all parameter dials from the body section. I wanted to move the unconformed cloth some 100 out of the way to have a look to the material without the skirt and first had to rebuild the dials an that ... 
Also with that lot'S of magnets in V4 I'm sometimes not happy. They are done fore more realism but in some not too extrem poses it looks as if they are blowing up a limb more as good. With the effect that even morphed clothing wouldn't conform any more ... strange ...
But your pc memory seem's very small ... 3 full clothed V4's are no problem to me ... though there might be than some funny effects. If posing the clothing tend's to come later ... nude vicky is moving and her dress running behind ... :laugh:
But as said for scenery with more people I love Posette and without closeups she is a beauty too. Having terrain, a tower, row boat and 8 Posettes and 1 V2 and 1 V3 in a scene is not a big problem.
That behavior with new contents you're describing ... really strange ... didn't have such. Normally poser find's or ask's for something. Ok, not ever what it's finding is what it's looking for and what you think it should find but in libraries mostly not a problem. Even more than reusing saved PZ3.
Regarding that magnet loading and freezing ... might be that there are flaws with the readscripts for loading also that technics introduced with V4 to update their CR2 etc. are somewhat mysterious. I have reading through the tutorials and "white papers" publish by DAZ and even I'm a professional in such stuff like software structure or workflow charts I'm lot's away in getting the hang of that ... really ...
Apropos flaw, bug, irritation ... in my newest material for the legseamed displacement (the mt5 as also than the resulting mc6) is something not working as foreseen. And I'm not sure if it is new with Poser7 or was also in the earlier versions.
I have combined the displacement uv-map and the stripy material with the ADD function in the math node directly going to the displacement channel. And if looking in that node pictures all is running well.
We have a clear black-white image meaning black = 0 = no displacement and white = 1 = full displacement. But looking very tight into the render I found that all white areas comes with different displacement heights.
Mathematical it's easy found. In both input channels are black-white maps and adding them we get black + black = 0 = black, black + white = 1 = white AND white + white = 2 = whiter as white (advertising for washing agent
).
Up to now I was in the opinion that the resulting map was used for further work and no the numerical result. But this declares the seen discrepancies.
If using that material you should take MAX instead of ADD as function. MAX will compare both inputs and take the higher value. So white + white results as 1 = white and the displacement is on equal height all over. In this case this will work perfect ... with greyscales one have to look carefully. So things can be tricky ... must have sometimes a look to the other pc and it's Poser 5 if it will react in the same manner ... :unsure:
So further on happy rendering ... time to look for some evening meal ... 