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On 1-10-2011 4:08, Alain wrote:
>
> As for the area light, adaptive is a must. Start with adaptive 0, and
> increase to adaptive 1 or 2 only if you have disturbing artefacts.
> Looking at the actual scene, it's probable that adaptive 0 will be
> correct, with, maybe, some pixel sized glitches near the torch holder on
> the wall.
>
> Most of the time, with adaptive 0, the time hit is barely larger than 4,
> even with high density arays like 17 * 17, 33 * 33 or 65 * 65.
Excellent suggestion. I was using adaptive 1, but I might indeed get
away with adaptive 0.
Thomas
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On 30-9-2011 18:25, Darren New wrote:
> On 9/30/2011 4:48, Thomas de Groot wrote:
>> This is how I want it.
>
> Sweet. I do like how you've managed to capture the balance of the
> characters. Most such scenes come out looking very stilted.
>
Thank you indeed. I always painstakingly try to get the most natural
looking characters, which means very subtle changes in body pose and -
most of all - in facial expression. It takes a fair amount of time in
Poser but it is worth it. And it pushes one to study human nature ;-)
Thomas
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On 30-9-2011 20:32, clipka wrote:
> Am 30.09.2011 13:48, schrieb Thomas de Groot:
>> This is how I want it.
>
> Looking better and better.
Thank you indeed. I shall let it rest now for a while. I might come back
with some improvements in the near future.
>
> BTW, are you using Poser or Daz 3D models? And what shoes are the ladies
> wearing? I've been searching for such shoes for quite a while without
> success - virtually all 3D models out there are either high heels or
> sneakers.
I am using Poser 7 and 8; mostly 8 now but for some characters like
KelvinG2 and KojiG2 - which are later additions to Poser 7 - I use that
version.
These conforming slippers come with Poser 8's Alyson character (which
Izumi variant is the basis for the two female characters here).
I agree about the available shoes in Poser. I have not yet tried to make
my own conforming shoes (or clothes for that matter). That is something
on my todo list for quite a while already.
Thomas
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On 30-9-2011 14:29, Stephen wrote:
> On 27/09/2011 7:53 AM, Thomas de Groot wrote:
>> By the way, the latest Poseray solution for dynamic hair is quite
>> satisfying (cylinders instead of sheets). I am working on a beard and
>> hair for my Beggar and the main concern now is to get a satisfying
>> texture. I shall show some results soon.
>
> Please do. I can't seem to find any reasonable settings in either Poser
> or PoseRay except for cornrows.
>
A couple of things you should do after reaping the corn ;-)
1) In Poser: Before exporting, adjust the Hair Density to your needs,
and check Show Population (very important!).
2) In Poseray: Convert Lines to Tubes: set Minimum Line Length to 0; set
Root diameter to 0.01; set Tip Diameter to 0.001.
3) In Poseray: Only export the tube_groups to POV-Ray, not the Lines
(switch those off in the Group Menu).
With this you have a working basis from which to experiment on.
Thomas
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On 01/10/2011 8:32 AM, Thomas de Groot wrote:
> A couple of things you should do after reaping the corn ;-)
>
> 1) In Poser: Before exporting, adjust the Hair Density to your needs,
> and check Show Population (very important!).
>
> 2) In Poseray: Convert Lines to Tubes: set Minimum Line Length to 0; set
> Root diameter to 0.01; set Tip Diameter to 0.001.
>
> 3) In Poseray: Only export the tube_groups to POV-Ray, not the Lines
> (switch those off in the Group Menu).
>
> With this you have a working basis from which to experiment on.
>
Thanks, I never set Show Population so that might be one of the problems.
I will waste some more time. :-D
--
Regards
Stephen
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On 1-10-2011 10:25, Stephen wrote:
>
> Thanks, I never set Show Population so that might be one of the problems.
>
> I will waste some more time. :-D
As far as I understand the whole procedure so far, Show Population
effectively shows and generates the end result. It is this also which is
exported, along with the basic lines used for the hair construction.
Thomas
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On 01/10/2011 9:39 AM, Thomas de Groot wrote:
> On 1-10-2011 10:25, Stephen wrote:
>>
>> Thanks, I never set Show Population so that might be one of the problems.
>>
>> I will waste some more time. :-D
>
>
> As far as I understand the whole procedure so far, Show Population
> effectively shows and generates the end result. It is this also which is
> exported, along with the basic lines used for the hair construction.
>
exported. So I tried a few times just using them. A quick test shows
that 6000 hairs are too much. ;-)
Thanks again.
--
Regards
Stephen
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On 1-10-2011 12:04, Stephen wrote:
> exported. So I tried a few times just using them. A quick test shows
> that 6000 hairs are too much. ;-)
Maybe I am seeing something else, but without Show Population you only
get the guide hairs I believe, while with Show Population checked, you
get guide hairs *and* the rest of the Hair Dresser's creation.
Thomas
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On 01/10/2011 3:31 PM, Thomas de Groot wrote:
> On 1-10-2011 12:04, Stephen wrote:
>
>> exported. So I tried a few times just using them. A quick test shows
>> that 6000 hairs are too much. ;-)
>
> Maybe I am seeing something else, but without Show Population you only
> get the guide hairs I believe, while with Show Population checked, you
> get guide hairs *and* the rest of the Hair Dresser's creation.
>
That's why I wrote somewhen. This was back when the hair room was
introduced.
I was also wrong about 6000 hairs being too much. My problem was the
PoseRay settings. I needed to set Root diameter to 0.0002.
Just playing about, I've exported a mesh with 16000 hairs and get not
bad results. Although I managed to crash RC3 when I tried to load the
mesh file into the editor.
--
Regards
Stephen
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On 1-10-2011 16:53, Stephen wrote:
> That's why I wrote somewhen. This was back when the hair room was
> introduced.
>
> I was also wrong about 6000 hairs being too much. My problem was the
> PoseRay settings. I needed to set Root diameter to 0.0002.
> Just playing about, I've exported a mesh with 16000 hairs and get not
> bad results. Although I managed to crash RC3 when I tried to load the
> mesh file into the editor.
>
I think we need to make a compromise between a very large number of fine
hairs (= very heavy data file) and fewer, somewhat thicker hairs (=
smaller data file). I have been mainly exploring the latter option,
which implies the search for a convincing hair texture.
Here is an example, with a 300+Mb data file and a simple grey pigment.
Thomas
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Attachments:
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Preview of image 'poserfiguretest.png'
![poserfiguretest.png](/povray.binaries.images/attachment/%3C4e880e1d%40news.povray.org%3E/poserfiguretest.png?preview=1)
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