39 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
Ken1171_Designs | 2 | 272 | ||
Ken1171_Designs | 3 | 127 | ||
Ken1171_Designs | 3 | 143 | ||
Ken1171_Designs | 2 | 538 | ||
Ken1171_Designs | 2 | 284 | ||
Ken1171_Designs | 15 | 1464 | ||
Ken1171_Designs | 8 | 651 | ||
Ken1171_Designs | 6 | 998 | ||
Ken1171_Designs | 5 | 313 | ||
Ken1171_Designs | 8 | 879 | ||
Ken1171_Designs | 0 | 150 |
(none)
|
|
Ken1171_Designs | 2 | 216 | ||
Ken1171_Designs | 7 | 386 | ||
Ken1171_Designs | 0 | 412 |
(none)
|
|
Ken1171_Designs | 8 | 520 |
204 comments found!
Isn't this what the "Scatter Tool" does?
You can scatter 3D or 2D objects over 2D or 3D surfaces with or without surface alignment. It can create entire forests using billboard trees that use only 1 polygon that can render super-fast, and won't slow Poser down.
All of these examples were scattered over the default Poser GROUND plane.
Here's an example of scattering over 2D and 3D surfaces with surface alignment.
Surface alignment can be calculated even over morphed 3D objects.
You can even scatter figures of you like, with or without surface alignment.
The interface is very simple. Below is the new version for Poser 12 and 13, which added some new features, like scattering over custom areas we can PAINT with the Group Tool.
More examples of scattering in Poser 12.
Here's how you paint scattering areas with the Group Editor directly on the surface:
Create real-time CROWDS with billboards:
Each person is a single poly, so Poser won't even notice there is a 100 people on the scene. They auto-follow the camera, so they are always facing the right way for renders.
There is an older version for Poser 11 (Python 2), and a new one for Poser 12 and 13 (Python 3).
Hope this helps. :)
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: MAT Edit P12 update v1.20.0 for Poser 13 compatibility | Forum: MarketPlace Showcase
You are very welcome! All my P12 scripts should work in P13 now. ^____^Thank you for updating your MAT Edit :)
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Working Scripts? | Forum: Poser 13
Hi Robert.
All the scripts I made for Poser 12 will work fine in 13. Some had to be modified to handle changes in the new Material Room, because the Physical Surface root node has been changed (new "Walk" SSS method and inputs). I believe that's the most noticeable change anybody can see, though there were internal changes as well. But don't worry - my scripts have already been patched, and support the changes introduced in P13. At least on my side, you are covered. :)
Hope this helps,
--=Ken
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Bring all your P12 scripts to P13 without reinstalling | Forum: Poser 13
Anything that makes life easier is worth sharing! ^____^
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Show your Poser 13 renders! | Forum: Poser 13
@Rhia474 When you convert Poser Surface materials to Physical Surface using my script, it has an option to "Use Image Maps Only", which means it will bypass all Firefly shader nodes and use only the texture maps. I believe this option is enabled by default, but if it's not, give it a try.
Having that said, this has a catch: some materials use procedural textures (shader nodes) instead of textures. In this case, the option above will result into blank materials. If that happens, try disabling the option and try again. If the render is still black, it means the Firefly shader nodes are totally invalid in Superfly with Physical Surface, and might need some manual editing.
It is important to remember that "Go Physical" is meant to create a PBR base material out of Firefly materials - it is not a FF to SF material converter. It does its best to automate the process as much as possible, but some cases might need some manual editing. It cuts a lot of time on the tedious part, and lets us go straight to the editing fun. :)
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Are you impressed with Poser 13 ? | Forum: Poser - OFFICIAL
For those comparing Superfly parameters between P12 and 13, please note that CyclesX is a completely redesigned rendering engine. It is said to be completely rewritten from scratch to free Cycles from the old architecture that imposed hardware and software limitations. This is why the new engine is so much faster than the old Cycles, BUT... the parameters have changed. For those expecting to simply reuse parameter values from P12 to 13, it's not that simple.
We have new parameters, and the values used before won't work the same in P13. I am still getting used to the engine, getting to know what values work better with it. This is all rather new, and I will need more time to figure things out. I see some people claiming SF is slower in P13, but it might be just because they are simply comparing based on reusing P12 parameter values in P13, which makes no sense considering the parameters and values have changed. We will need to spend more time figuring out what values would be comparable - but frankly, I can already see P13 being so much faster that I just don't care for P12 anymore - I am not going back.
The Physical Surface PBR root node in P13 has been expanded, presenting a new SSS calculation method that resolves many of the artifacts we previously had in P12 SSS, and it has become the new default setting in P13. This means we can no longer compare SSS rendering between P12 and 13 because we now have a new way to render SSS that P12 doesn't have. I can also confirm that Firefly renders have become faster in P13, and I was surprised because I wasn't expecting it.
BTW, people have been asking me a lot if my P12 scripts will work in P13, and the answer is yes, they will. The "MAT Edit" general materials editor had to be patched to support the changes on the shader nodes, so the current version is now fully compatible with P13. My other P12 scripts should work fine as they are. ^____^
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Sorry I don't know if this is appropriate. But for fans/Admirerers of PhilC | Forum: Poser - OFFICIAL
I took my first steps into PoserPython using the only existing full-fledged tutorial ever made for Poser, and it was written by Phil Cooke. I was a big fan of his scripts for Poser, and they have left their mark in my Poser history. He will be missed!!!!!!!!
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Are you impressed with Poser 13 ? | Forum: Poser - OFFICIAL
We have to take into consideration that the new CyclesX used in P13 was a total rewrite of the Cycles engine. Some things have changed on the rendering parameters. There are new parameters. Some of the parameters use different values, or perhaps values in a different scale. Some of them I don't even understand yet - it's a new engine after all. But in my own renders with an RTX 3090 24GB, I use MUCH larger bucket sizes. I easily go to 1200 or higher, depending on the image size. That alone affects rendering times significantly.
As a comparison, using bucket size of 512 on a 30XX card is like spoon-feeding an elephant. One thing you can do is to test how far you can push this value, depending on how much VRAM you have. Your goal is to match the larger dimension from your image size. For example, if your render size is 900x1200, try setting the bucket size to 1200. That will allow Cycles to render your scene in 1-pass, instead of several. Give it a try and see how far you can push bucket size based on your scene contents, and how much VRAM your GPU has.
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Converting .gfa to .pz2? Can it be done? | Forum: Poser - OFFICIAL
GFA is a proprietary format from a DAZ vendor that was never opened to the public. To this date, it remains closed and proprietary. However, there is a GFA importer script for Poser written by the same DAZ vendor who created the format. It allows applying GFA animations straight to the figure you have in Poser. Once loaded, we can save it back to the library as a PZ2. I don't remember where, but I think it was sold at DAZ. If you search there, you should find it. Hope this helps.
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Advertising going wrong | Forum: Poser - OFFICIAL
I have a long history of developing contents for both Poser and DS, but I have to admit the sheer amount of DAZ contents can be overwhelming to me. Some people even claimed Rendo had become a "DAZ outlet", and it's understandable based on the contents we see on the store. It can be a struggle to search for Poser contents at Rendo.
However, this comes to no surprise to me. The moment Bondware acquired Poser from SMS, I asked myself how would they reconcile that with the massive amounts of DAZ contents that dominate their store? Wouldn't this become a conflict of interest? After all, Rendo is now the home for Poser, but it's literally buried under products from the competition. For once, DAZ won't allow products from competing companies to sell at their store - I assume to avoid conflicts of interest exactly like this. A recent example are how figures from Hivewire3D (and related contents) are simply not allowed at DAZ.
I imagine Rendo will have to make a stand for Poser at some point, but what I think holds them back is how much DAZ contents sell here. Poser would have to establish a comparable market to be competitive, but the flood of DAZ contents makes it difficult. Like said above, it's like advertising for the competition. A conflict of interest.
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Poser 13 Release | Forum: Poser - OFFICIAL
vopehov506 posted at 2:14 PM Thu, 30 March 2023 - #4460036I was looking on the other thread, they posted a render of Dawn with native Cycles materials that come with the P13 bundled contents. It's using native Cycles Principled BDSF, so it's definitely NOT the same as in P11 and 12. It has been definitely upgraded to Cycles materials.You know, that is odd. The dates on the files are mostly 2020. Including Dawn. Have the shaders really been updated?Right now it seems to be still the old Poser 12 content that comes along with Poser 13 unless there is an error. Would be nice to see a listening of the updated content but as long the upgrade dates did not change I doubt that they been upgraded.
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Genesis woman | Forum: Poser - OFFICIAL
RHaseltine posted at 3:46 PM Thu, 30 March 2023 - #4460085
I have 3 plugins for Poser 12+ in my store that already read and import DUF format straight into Poser, and that indeed does not infringe any copyright law. That is not the issue. The issue is that Genesis is not a "figure", it's a "platform". Every feature it can perform depends on DS4 to function, meaning they remade DAZ Studio to support it. In other words, Genesis will not work in DS 1, 2 or 3. It only works in 4, where the "platform" was created specifically for it. It's this "Genesis Platform" that is copyrighted, to include all of its functionality.Giving Poser the ability to import .duf content would not require copying the content, so I don't see how it would entail copyright concerns. Poser now has many of the required features, Dual Quaternions being an obvious exception, but of course that says nothing to its practicality or desirability, and of course an imported figure would not have built-in support for soem Poser antive featrues such as Walk Designer.
I know it's funny to put DAZ and copyright on the same sentence, since they had no shame when they stole Poser rigging to use in DAZ Studio. They gave it a fancy name (TriAx), but it's the exact same Poser rigging used in legacy figures. If not, legacy figures wouldn't work in their software. For those who don't believe me, I have talked to one of their figure riggers, and he confirmed that it's the exact same rigging stolen from Poser. If it weren't the same, it wouldn't work seamlessly in both programs. I never understood why Poser didn't sue them, but I suspect it had something to do with Poser being sold from one company to the next so many times in a row. These companies (probably) didn't want to get into legal disputes with a larger corporation. Who knows?
I agree that it was a good thing that DAZ decided to drop the proprietary file formats, and adopt an open standard like JSON. That was a long standing request from the vendors, so it was a good move.
About Dual Quats, Poser supports it too. It was used in the Kinect MOCAP support added in Poser 11, and even the Python API has access to Dual Quaternion math off the bat. I have used it in my "Scatter Tool" plugin for Poser 11 and 12, so it's not something new. The rigging in Genesis 3/8 is the classic "Simple Bone" used in game engines for ages. Dual Quats is the math used to calculate the rotations, which is also commonly used in game engines. Poser uses Euler rotations, but it could be quickly replaced with Dual Quats without changing anything in the existing rigging. It's just the math used to calculate rotations, not the rigging itself.
2 major advantages of DQ over Euler rotations are the elimination of "gimbal locks", and also the faster calculation speed. I think some parts of the Poser interface use DQs, but the rigging is still Euler rotations.
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Are you impressed with Poser 13 ? | Forum: Poser - OFFICIAL
The Principled BSDF node was my personal request to the dev team, and I am glad we can use it in Poser. Using native Cycles shaders can bring materials to the next level, though we can still get away with the simpler Physical Surface root, which is also based on native Cycles shaders. The Physical Surface has been improved and expanded in P13 to include additional controls for SSS, and a new "Walk" SSS method that is much better than what we had before. I believe "Walk" is now the default SSS method with the new P13 Physical Surface root node.
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Are you impressed with Poser 13 ? | Forum: Poser - OFFICIAL
I believe the Poser Surface Shadow Catcher only works with the default Poser ground, but I could be wrong. I never use it with something else, so I don't know.Does someone knows how to have the shadow catcher? I thought the the PoserSurface's Shadow_catch_only checkmark was enough?
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
Thread: Are you impressed with Poser 13 ? | Forum: Poser - OFFICIAL
So now up and running. Renders are indeed very much faster and the program releases the render when complete very much quicker.
Every time I go back to P12 to do something, I am instantly reminded of how SLOW it renders compared to P13. It was the same with P11 and 12, where 12 rendered many times faster than 11. One of my favorite new feature in P13 is how we can now save a preferred UI state, in addition to the preferred state scene. Before this, Poser would save its UI state every time we closed it, and use that in the next launch. Now we can save a fixed UI state and launch to it in every launch. Awesome!
Characters, Body Sculpts, Morph Corrections, Outfits, Python Scripts, Universal Heads, and Videogames!
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: Cloning Objects | Forum: Poser Python Scripting