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From: Dan P
Subject: Re: Poser 5
Date: 10 Jan 2004 21:10:57
Message: <4000b0b1$1@news.povray.org>
"Christopher James Huff" <cja### [at] earthlinknet> wrote in message
news:cja### [at] netplexaussieorg...
<snip>

> Raytracing isn't very good at rendering very small objects...such
> objects can easily fall between pixels, and tracing enough additional
> samples to catch them is time consuming. I've been thinking about
> various possibilities with media using direction-dependent
> textures...I've already done some tests, though with a function pattern
> (using my function pattern extensions) on a surface rather than in
> media. Perhaps this can help fill out hair generated through actual
> geometry...and this is another area where some form of variable
> antialiasing would be useful.

What an interesting idea! It might take an eon to render, but it would
definitely make amazing hair. Using the exported guide-hairs, you could use
an isosurface and fill-in between them using some custom function (perhaps
build it into MegaPov initially?). It would be pretty hard-work unless
you're a math wiz. If you are, man, you'll be a hero!


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From: Ken
Subject: Re: Poser 5
Date: 10 Jan 2004 22:47:30
Message: <4000C810.86E47309@pacbell.net>
"Jeremy M. Praay" wrote:


> I've sometimes thought that we should have a povray.poser group here because
> of all of the Poser users we have.  Personally, I'm never quite sure where
> to post on that topic.

If you start a thread in .general, and there is sufficient public interest, I
will bring it to the attention of the people who make decisions of that type.

If public interest is low, it probably won't happen.

-- 
Ken Tyler


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From: Christopher James Huff
Subject: Re: Poser 5
Date: 10 Jan 2004 22:54:58
Message: <cjameshuff-361F73.22550910012004@netplex.aussie.org>
In article <4000b0b1$1@news.povray.org>,
 "Dan P" <dan### [at] yahoocom> wrote:

> What an interesting idea! It might take an eon to render, but it would
> definitely make amazing hair.

Well, taking a single media sample ought to be faster than testing for 
intersection with a complex hair object, and you should be able to get 
good results with fewer media samples than you would have hair 
intersection tests. Not fast, but almost certainly faster...hopefully.


> Using the exported guide-hairs, you could use
> an isosurface and fill-in between them using some custom function (perhaps
> build it into MegaPov initially?). It would be pretty hard-work unless
> you're a math wiz. If you are, man, you'll be a hero!

The media-hair would give the hair more body, the true-hair would be a 
visual cue to tell the viewer's brain that it really is hair. (A mass of 
something that looks like it might be hair should look much more like 
hair if you can see a few actual hairs.)

And what I actually had in mind was using the function to create some 
true-geometry hairs to keep the overall appearance from looking fuzzy or 
blurry, but that would require modeling the hair direction with a 
density field, which most people probably aren't going to want to do. 
Hmm...one way would be to find the closest point on the nearest guide 
hair, and use the direction of the hair at that point, maybe with some 
noise mixed in. Sounds slow, though. Maybe do something like a blob 
pattern with the guard hairs, compute a weighted average of hair 
directions...should be much faster, and give smooth transitions between 
guide hairs.

Simple angle-dependence isn't enough for it though...it would need to 
react to light sources as well, and hard coding them into the density 
would be impractical. Basically, the media density needs to be a 
complete texture.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/


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From: GreyBeard
Subject: Re: Poser 5
Date: 10 Jan 2004 23:04:58
Message: <4000cb6a@news.povray.org>
"Dan P" <dan### [at] yahoocom> wrote in message
news:4000afe0@news.povray.org...
> "GreyBeard" <r.b### [at] sbcglobalnet> wrote in message news:4000a697
> <Chop!>
<Hack!>

>
> Perhaps a good way to do this would be to create a patch in
SPatch/HamaPatch
> that generally conforms to the same dimensions of the chair (but with
> considerably less detail). When Poser exports the scene to Wavefront .obj,
> and then PoseRay exports the .obj to .pov, the chair will be isolated in
> your .pov file. Then, just replace the chair patch with your real chair
(in
> what ever method you used to make it -- very likely not a patch, of
course,
> if it is made in PovRay alone).
>
Been doing basically the same in Wings3d, just boxes, once it's posed,
delete the prop and  export only the figure.   Works, but clumsy.

Rich


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From: gonzo
Subject: Re: Poser 5
Date: 11 Jan 2004 00:48:34
Message: <4000e3b2@news.povray.org>
> > "GreyBeard" <r.b### [at] sbcglobalnet> wrote in message news:4000a697
> >
> > Perhaps a good way to do this would be to create a patch in
> SPatch/HamaPatch
> > that generally conforms to the same dimensions of the chair (but with
> > considerably less detail). When Poser exports the scene to Wavefront
.obj,
> > and then PoseRay exports the .obj to .pov, the chair will be isolated in
> > your .pov file. Then, just replace the chair patch with your real chair
> (in
> > what ever method you used to make it -- very likely not a patch, of
> course,
> > if it is made in PovRay alone).
> >
> Been doing basically the same in Wings3d, just boxes, once it's posed,
> delete the prop and  export only the figure.   Works, but clumsy.


This is where standardized units are handy.  I always use Ft & In in POV, so
I made a ruler-grid wall prop for Poser with the Ft & In marked on it, then
I can pose my figure next to the wall and put hands, feet, whatever in the
right place.  That way one prop works for all scenes rather than have to
make dummy props for every scene.

That's how I placed the referee's hand on the ropes in my IRTC decay entry
(http://www.irtc.org/ftp/pub/stills/2003-10-31/champ_rg.jpg).   I knew the
rope at the corner is 4'5" and drops 2.5 inches in the middle, so I raised
his hand to 4'3" and it was almost perfect.  Works for sitting, leaning,
anything you know the dimensions in advance. (Actually I don't even need to
know in advance if I'm modelling it in POV, since I can set it to exactly
the dimensions I want)

I even used it once to pose a guy on a unicycle. I just needed to know the
distance from the lowest pedal to the seat, and the distance between pedals,
and it worked great.  The hardest part is figuring out your scale in Poser,
which doesn't seem to match any other modeling program I use...  In the end
I just decided the default poser guy is 6Ft tall and worked from there.

RG


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From: Gilles Tran
Subject: Re: Poser 5
Date: 11 Jan 2004 09:30:42
Message: <40015e12$1@news.povray.org>

news:3fff56fa$1@news.povray.org...
> Has anyone determined if they can convert/import Poser 5 models to PovRay?
> If so, are there limitations?

In addition to what other people said, the main "limitation" is simply that
Poser 5 is still just a posing tool (at least from a POV-Ray point of view -
there are lots of people who use it for rendering and then photoshop the
results). While this version is shipped with much better models than the
previous ones, Poser is dependent on the models imported into it, and the
best ones (characters, hair, clothes, textures, poses) are commercial. You
may want to have a little budget for this otherwise you'll be stuck with the
original Poser models and the few free ones of decent quality.
Another limitation is animation : Poser can do very nice character
animation, but to get this into POV-Ray (and into other software in fact)
isn't straightforward and requires exporting each frame.

G.


-- 
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


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From: GreyBeard
Subject: Re: Poser 5
Date: 11 Jan 2004 10:59:16
Message: <400172d4@news.povray.org>
"gonzo" <rgo### [at] lansetcom> wrote in message news:4000e3b2@news.povray.org...
> > > "GreyBeard" <r.b### [at] sbcglobalnet> wrote in message news:4000a697

>  The hardest part is figuring out your scale in Poser,
> which doesn't seem to match any other modeling program I use...  In the
end
> I just decided the default poser guy is 6Ft tall and worked from there.
>
It's even worse than that, from some of the threads I've been reading, Don
is six feet, or maybe five foot nine, and Vicky is something over six feet.
Poser modelers don't seem to have a uniform scale.  In POV-Ray, I use two
scales, one POV unit = one foot, and Ten POV units = one foot for smaller
objects.  Any object I'm going to be re-using becomes an .inc file, and yes,
my include directory is a mess.  Works for me, YMMV.


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From: Dan P
Subject: Re: Poser 5
Date: 11 Jan 2004 15:05:51
Message: <4001ac9f$1@news.povray.org>
"Gilles Tran" <gitran_nospam_@wanadoo.fr> wrote in message
news:40015e12$1@news.povray.org...
<snip>
> In addition to what other people said, the main "limitation" is simply
that
> Poser 5 is still just a posing tool (at least from a POV-Ray point of
view -
> there are lots of people who use it for rendering and then photoshop the
> results). While this version is shipped with much better models than the
> previous ones, Poser is dependent on the models imported into it, and the
> best ones (characters, hair, clothes, textures, poses) are commercial. You
> may want to have a little budget for this otherwise you'll be stuck with
the
> original Poser models and the few free ones of decent quality.
> Another limitation is animation : Poser can do very nice character
> animation, but to get this into POV-Ray (and into other software in fact)
> isn't straightforward and requires exporting each frame.

I really only bought Poser for the models and the posing anyway. I started
trying to build my own human patches and decided it was worth the $250 to
get a tool where I could start with a base model (like Don), do changes to
the parameters on the face, body, etc., and just export the thing complete
with clothing, posed and such. For what it claims to do, it does it very
well, and for a reasonable price. Without it, getting human characters
(among other characters -- I'm building a FF like game) would be
prohibitively complex.


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From: Dan P
Subject: Re: Poser 5
Date: 11 Jan 2004 20:55:10
Message: <4001fe7e@news.povray.org>
"Dan P" <dan### [at] yahoocom> wrote in message
news:4001ac9f$1@news.povray.org...
<snip>
> I really only bought Poser for the models and the posing anyway. I started
> trying to build my own human patches and decided it was worth the $250 to
> get a tool where I could start with a base model (like Don), do changes to
> the parameters on the face, body, etc., and just export the thing complete
> with clothing, posed and such. For what it claims to do, it does it very
> well, and for a reasonable price. Without it, getting human characters
> (among other characters -- I'm building a FF like game) would be
> prohibitively complex.

Argh. I'm hating the fact that there just aren't enough clothes available in
the install. Trying to build my own using HamaPatch is turning out to be
tough -- just getting the model into HamaPatch is my first hurdle (IOBrowser
doesn't do a good job).


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From: Carl Hoff
Subject: Re: Poser 5
Date: 12 Jan 2004 02:50:10
Message: <400251b2$1@news.povray.org>
Ok... I'll bite.  Forgive me if this is obvious to everyone else but I don't
play many games.  What is a FF like game?

Just curious,
Carl

"Dan P" <dan### [at] yahoocom> wrote
> (among other characters -- I'm building a FF like game)


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