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After checking the P5 functionality at Curious Labs and looking at some old
posts, I think I'll go for P5. I have a reasonably spec'd box, so it should
be able to cope...
Thanks for the replies.
Cheers,
Ian
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Jeremy M. Praay <jer### [at] questsoftwarecom> wrote in message
news:40336bc8$1@news.povray.org...
> I've used both Poser 4 and Poser 5. If you plan to buy DAZ models, you
> might like Poser 4 (Poser Artist) just fine, if you want to save a little
> money. But (as Gilles already stated), the default models in Poser 5 are
> much more detailed, and the dynamic cloth(es) is a feature that I couldn't
> imagine being without at this point.
Clothing is a major issue. Does P5 have more clothes than P4? Right now I
spend a lot of time making accessories in Hamapatch, and tweaking the 2 or 3
usable stock items to get a little more out of them.
Looking at the features list of P5, it didn't really look worth spending the
cash, but the comments here sound like the dynamic clothing is a pretty good
feature.
RG
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Many of the significant changes in P5 concern its own rendering, like
the fact that it now has its own ray tracer and procedural textures.
That makes P5 a better choice for people who intend to produce their
final images from Poser, but for people who intend to export the objects
to a more sophisticated rendering system, like POV, these changes are
much less significant, and they might prefer the better speed, stability
and easier learning curve of Poser4.
--
Mike Williams
Gentleman of Leisure
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news:403454cb@news.povray.org...
> Looking at the features list of P5, it didn't really look worth spending
the
> cash, but the comments here sound like the dynamic clothing is a pretty
good
> feature.
In Poser 4 and below, clothes are props that, at best, conform to the body
parts they cover. This is good for lingerie (which doesn't cover much
anyway), for stiff clothes (like armour, hats, boots etc.) or extremely
tight ones (like tights). More casual clothes like dresses or shirts,
however, typically look too stiff because they don't fold properly with the
conforming system.
In Poser 5, dynamic clothes behave according to physical laws (like the
cloth simulation feature in Megapov). Not only they conform to body parts,
but they also fold, hang, flow etc. See the following examples :
http://www.oyonale.com/histoire/images/judy_test3.jpg
http://www.oyonale.com/histoire/images/judy_test4-5.jpg
In the first case, the cloth conforms to both the character and the chair
she's sitting upon. In the second case, the dress and the scarf also react
to a wind effect. All of this can be animated of course. Such uses are
completely impossible to do with traditional conforming clothes. The
drawback of dynamic clothes is that they require a lot of time and computing
power to get right. Also, the cloth models have to be one-sided (no "thick"
ones, so it more or less excludes heavy clothes like coats) and must be
relatively low-resolution (otherwise it takes forever). The low-resolution
issue can be fixed by exporting the mesh to another software and doing some
subdivision there, but it's still a limitation.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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"Gilles Tran" <tra### [at] inapginrafr> wrote in message
news:40335d2e$1@news.povray.org...
>>Dynamic hair is less useful for POV-Ray users because there's
no good way to export it right now. <<
Oh darn, that was a major reason I was thinking of upgrading.
So if you do a .obj export (i.e. for PoseRay) the dynamic hair doesn't show
up?
I'm trying to simulate some moving hair INSIDE a space helmet and it turns
out that's a collossal hassle. I'm having to put very short hair on any of
my females that go outside :)
I upgraded anyway but now I find dynamic cloth doesn't export for
animations.
== John ==
(Mistakenly replied instead of Replied to group, sorry Gilles!
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John D. Gwinner wrote:
> "Gilles Tran" <tra### [at] inapginrafr> wrote in message
> news:40335d2e$1@news.povray.org...
>
>
>>>Dynamic hair is less useful for POV-Ray users because there's
>
> no good way to export it right now. <<
>
> Oh darn, that was a major reason I was thinking of upgrading.
>
> So if you do a .obj export (i.e. for PoseRay) the dynamic hair doesn't show
> up?
>
> I'm trying to simulate some moving hair INSIDE a space helmet and it turns
> out that's a collossal hassle. I'm having to put very short hair on any of
> my females that go outside :)
>
> I upgraded anyway but now I find dynamic cloth doesn't export for
> animations.
>
> == John ==
>
> (Mistakenly replied instead of Replied to group, sorry Gilles!
The reason it doesn't currently handle the hair is because, when Poser5
exports the object, it actually exports only the guide hairs, which are
Wavefront line objects. When you use PoseRay, it converts those
guide-hairs into very thin cylinders, but does not create the hair
(there is no directive to do so in a Wavefront object). Poser actually
fills-in the hair at render-time by using those hairs. The challenge is
to create a converter that exports from Wavefront, renders the hairs in
memory, and saves it in the POV-Ray format. I'm working on that myself
(hence all the details), but I side-tracked myself. This message might
get me back on track this weekend :-)
--
Respectfully,
Dan P
http://<broken link>
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> The challenge is
> to create a converter that exports from Wavefront, renders the hairs in
> memory, and saves it in the POV-Ray format. I'm working on that myself
> (hence all the details), but I side-tracked myself. This message might
> get me back on track this weekend :-)
Wow, nice. Let me know if you need a Beta, but I haven't done any dynamic
hair yet.
I was hoping to use Dynamic hair for a space suited figure I'm working on
for the IRTC animation round, but I'm thinking I won't make it :(
The issue I've found with long hair is that it's hard to fit inside a space
helmet. I had this feeling dynamic hair would let me cram it in somehow and
still 'move' but I have to admit I haven't tried it.
== John ==
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John D. Gwinner wrote:
>>The challenge is
>>to create a converter that exports from Wavefront, renders the hairs in
>>memory, and saves it in the POV-Ray format. I'm working on that myself
>>(hence all the details), but I side-tracked myself. This message might
>>get me back on track this weekend :-)
>
>
> Wow, nice. Let me know if you need a Beta, but I haven't done any dynamic
> hair yet.
Will do! Now I'm gettin' excited again :-)
> I was hoping to use Dynamic hair for a space suited figure I'm working on
> for the IRTC animation round, but I'm thinking I won't make it :(
When is it due? I have much already completed (just not the actual
output to POV-Ray nor some of the more fancy features... I already have
the entire Wavefront object loaded into memory (well, actually, except
for lines)). The program is a Windows32 MFC C/C++ application; if you
don't have Windows, the work I've done so far won't work. However, I do
plan to alter the reading engine so that it is in Standard C++ so that I
can easily port it to Linux.
> The issue I've found with long hair is that it's hard to fit inside a space
> helmet. I had this feeling dynamic hair would let me cram it in somehow and
> still 'move' but I have to admit I haven't tried it.
>
> == John ==
PoseRay creates something called a "poseraylinegroup" -- those thin
cylinders I talked about. It might be possible to write a quick PERL
script to do the job on a POV-Ray file already created. Uber-scripters
like Warp could probably do that in POV-Ray itself :-)
--
Respectfully,
Dan P
http://<broken link>
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"Dan P" <dan### [at] yahoocom> wrote in message
news:406e39b9$1@news.povray.org...
> When is it due?
Tax day in the US, April 15th (actually the 16th)
> The program is a Windows32 MFC C/C++ application
No problem, I'm a C++ developer myself, I could run anything including debug
binaries if you need GOOD feedback on GPF's and the like.
Now I have this scene in mind where she bends over (with a poneytail), puts
the helmet on upside down over the hair, then stands up and it all falls
down to her neck. That would look pretty cool.
I have a lot of other modeling to finish though (and taxes!), so it'll be
tight. Even if I don't use it for this though, I'm really starting to like
the combo of Poser+POVRay for animations.
Heck, even for stills having dyanmic hair and clothes will look much better.
Morphs go a long way but cloth and hair that actually drapes, that'll look
much more real.
== John ==
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John D. Gwinner wrote:
> "Dan P" <dan### [at] yahoocom> wrote in message
> news:406e39b9$1@news.povray.org...
>
>>When is it due?
>
>
> Tax day in the US, April 15th (actually the 16th)
>
>
>>The program is a Windows32 MFC C/C++ application
>
> No problem, I'm a C++ developer myself, I could run anything including debug
> binaries if you need GOOD feedback on GPF's and the like.
Awesome! Thanks!
> Now I have this scene in mind where she bends over (with a poneytail), puts
> the helmet on upside down over the hair, then stands up and it all falls
> down to her neck. That would look pretty cool.
Very cool -- I hope you have a lot of RAM :-)
> I have a lot of other modeling to finish though (and taxes!), so it'll be
> tight. Even if I don't use it for this though, I'm really starting to like
> the combo of Poser+POVRay for animations.
Poser is way-hard to figure out at first, but once you get the
hang-of-it, it's sweet. I wonder if that new movie "Game Over" is done
with Poser? I recognized the "Casual Pants" model on one of the
characters which raised my eyebrow :-)
> Heck, even for stills having dyanmic hair and clothes will look much better.
> Morphs go a long way but cloth and hair that actually drapes, that'll look
> much more real.
I can totally relate to the lack of time thing :-( My homework has been
brutle lately. This week I had a break, but next week; right back into
the fray.
--
Respectfully,
Dan P
http://<broken link>
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