POV-Ray : Newsgroups : povray.binaries.images : Poser figures and occlusion map baking : Re: Poser figures and occlusion map baking Server Time
30 Jul 2024 04:10:59 EDT (-0400)
  Re: Poser figures and occlusion map baking  
From: MichaelJF
Date: 7 Dec 2012 14:55:00
Message: <web.50c24908beeabb052166a87c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Just as an aside here: have you experienced that squinting eye problem
> with the Poser 8 figures (Ryan/Alyson and avatars)? I found out that the
> problem occurs when passing from one pose to another, e.g. from zeropose
> to some other; the respective sideways angles of the eyes (-2 +2
> respectively) become zero, which happens to be the squint.

Yes, may be. I have observed problems with the eyes in some of my poser scenes
yielding a squint. But it was with Poser 6 Jessie or James I still prefer over
Alyson/Ryan.

>
> Imo, even as smooth figures the result is as expected and certainly
> worthwhile.
>
> Of course, your main trouble is coming from the animation goal. For a
> still the procedure would be much easier as you can combine all the
> individual meshes into a single one using any modeller, and use that for
> the baking.
>
> Thomas

Hm, this must be a misunderstanding. I used an animation to compute the
occlusion maps one after the other for every mesh involved. Having 1107 meshes
in a union I had to bake the occlusion map for ever mesh against their union.
Every single mesh has to have its own uv-mapping. The animation was only a
technique to bake all the maps needed. To explain this a little bit more: I have
one mesh for the body of Theseus, one for his head, one for his filled holes
(with Meshlab), one for his penis and 1103 for his locks. The "animation" was
simply to switch through all this meshes and bake occlusion maps for every
single mesh. In the end I put them all together in applying the results to the
proper objects. For use with the mesh-cam you must have an uv-mapping for every
single mesh involved. You cannot combine them. That was the task here. With the
mesh-cam uv-mapping has to be different from simple texturing. With simple
texturing you can have overlapping areas, like PoseRay does it. FlyerX modifies
the uv-mapping slightly from tube to tube most likely to have a certain
variation with the texture but this did not address the issues of the mesh cam.
Here you need a one-to-one allocotion from the uv-map to the point at the object
surface. That was the reason to tear the PoseRay-results into parts and render
them one after the other in an "animated" sequence.

Best regards,
Michael
Best regards,
Michael


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