PP2014 - RENDERING Wireframe
anomalaus last edited by
Would you folks like to be able to create UV templates directly from within Poser? Without resorting to external, possibly commercial applications?
I've just completed initial testing of a python script to translate UV mapped objects into planar meshes. Still need to provide a means to separate polygon groups into separate objects (probably by allowing the user to select from a menu of groups and/or materials).
Guess which figure this came from.
I'm not aware of whether this has been done before (probably, given how straightforward it turned out to be).
I don't think I particularly want to bother with writing my own renderer to translate this to an actual image file. The simplest course I can think of is to use @bagginsbill 's texture baking technique ( square viewport, orthogonal camera with zero (infinite) focal length set to fill the viewport with the object, white background, UV object set to wireframe mode or one of the cool wireframe shaders detailed above).
Let me know if you think this could be useful (It will be to me, whether anyone else needs it).
@kalypso Yes, you can either increase the saturation of the green, or reduce the ambient value. And yes, you can use an unseen IDL emitter for casting light.
I'm using Poser native units.
This is the Superfly wireframe (still rendering); notice the flare of light at her feet onto the metal holo pedestal.
This doesn't have the refractive see-through effect, but it is Firefly using an unseen emitter:
That's SydneyG2 as @rokket 's superheroine Blaze (in full flame mode); we hadn't gotten the refractive effect working yet when this render was done.
Pauline as Blaze, Superfly, with a second enveloping mesh used as an aura:
@anomalaus I'd think that a Poser Python script to produce templates would be quite handy indeed, particularly for those who don't model. Separation should be by material zone for most UV map template purposes, including this one.
You might want to consider cases where parts are in adjacent UV blocks, e.g., torso is in UV block 0-1, legs are in UV block 1-2, arms are in 2-3, head is in 3-4. Paul and Pauline are mapped this way.
I haven't found a way to deal with this in UV Mapper Pro, in order to produce templates.
anomalaus last edited by anomalaus
@seachnasaigh great effects in those images!
Just playing with the initial V4 output and the grouping tool gave me some useful separations (Spawn Props), but looking at them, there are special cases where a body part has multiple groups (Thighs have facets in both the torso and limb templates). It will probably be useful to have a dialog with multi-selection enabled lists to allow combinations of both body-part group and material group. I'll work on this over the next day or so until I have something more user friendly to offer.
I've also got to feed it a bunch of different obj files to see how it copes. I know the G3F figure uses the integer portion of the U-coordinate to separate maps, so an option to move groups to separate UV "pages" may be useful.
Anyway, Time for ZZZZzzzzzz.....
Yes, very tired. I see that what I typed is exactly what you'd just said in different words. D'oh! X-/
This was done in P9/Pro2012 Firefly; there is an enveloping mesh around Posette, with a long poseable streamer tail. This enveloping mesh/tail is what produces the pixie dust effect.
All of those lamps in the scene are IDL emitter mesh lights.
Glen85 last edited by
WOW! You lot!
I thought this thread would go quiet and not really result in much after I posted it, but there are several shades of awesome here! That plugin looks fantastic, it would serve me well for another project I'm working on with the CV-1 from Lwanmtr, which is a Ford Crown Victoria with various taxi and police add-ons, as I need to replicate the California Highway Patrol livery, but am struggling with the provided templates.
So much wow in one thread! Thank you, folks!
@seachnasaigh ...the Math: Invert edge blend node, is that just a math function node you renamed?
Yes. It's a math functions node, set to subtract. I often rename nodes to narrate what their purpose.
I only have AC3D, that kind of does it but it's not 'flat'... it's almost like a projection wireframe rendering of the model
Sounds like AC3D is making a planar projection; depending on the shape of the mesh, you may need spherical mapping, or cylindrical mapping, or box mapping, or "unwrap" more complex shapes. AC3D might have these options, but you'll have to see if you can find how to change the mapping method.
Unwrapping usually requires marking "cuts" in the mesh to allow the mesh to unwrap.
Also posted in Renderosity freestuff: Ghost, wireframe, and Cortana MATs
Glen85 last edited by
I've no idea what AC3D does, but that sounds confusing. Those materials look cool though, thank you! :)
ribroast last edited by
Thanks for the MAT's seachnasaigh. These look like a lot of fun!