Ooh, Shiny !! »  Show posts from    to     

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Texture knitting - Ooh, Shiny !!

Nik [ Tuesday, 14 September 2021, 04:14 AM ]
Post subject: Ooh, Shiny !!
I'd found a free steel 'milk-churn' or flask on Render Hub by Takoyto. <br /> <a class="post-url" href="https://www.renderhub.com/takoyto/flask-low-poly-3d-model" target="_blank">https://www.renderhub.com/takoyto/flask-low-poly-3d-model</a> <br /> <br /> The FBX imported knee-high at 100% original scale. The OBJ imported knee-high at ~1% original scale. Both may need 'Drop to Floor'. Both had ~2600 polys plus 4k 'gls', 'nrml' and 'rfl' textures. I reckoned these would load into Poser as Diffuse, Bump and Highlight, with 'Reflection' set as 'RayTrace'. They did, but the surface looked dull, sorta-anodised. <br /> <br /> Half-remembering my battle with that stubborn 'not-a-mirror', I hunted around in 'Advanced Materials', used the arcane invocation required to spawn genuine metallicity. So, right-click anywhere in tessellated grey area beside 'Poser Surface' and other boxes, select 'New Node', 'Root', 'Physical Surface' and another box appears. Part-way down, there's a 'Metallic' field. IMHO, '1' is pure mirror, '0.5' is working'Stainless Steel'. Rendered as such. <br /> <br /> Note: I'm still fumbling my way, do not know how much of this is 'luck' or is 'right'... <br /> <br /> <br /> Okay, the material side was solved to 'okay', but the flask lid and latch were not 'articulated'. They were fixed open. <br /> <br /> I hauled the OBJ into my ($$) TurboCAD 2016. The mesh was a single model. I tried 'exploding' it once. Now, it was split to parts: tank, handles, lid, hinge, hasp etc. I shuffled these to new 'layers', so they'd appear as separate groups in Poser. After saving the entire model as a new OBJ, I also saved out the base tank, the lid + hinge-arm and the hasp loop as separate OBJs. <br /> <br /> The 'split to parts' OBJ loaded at same ~1% original scale, as did the bare 'base', its lid + hinge-arm and the hasp loop. As these were independent objects, I was able to turn on their 'show origin' option, change their origins to their 'real' hinge-line. Then, they could be pivoted to close and latch. And, yes, parented to 'Base' so moved around scene as a set.l.. <br /> <br /> A couple of trial renders later, I'd dialled up the lighting enough to look good. 'Box' was merrily rendering a very shiny 'FBX' version, so I set Superfly, Progressive, 64 Pixel Samples, both GTX GPU cards and their preferred 1024 Vol-Bounces and Buckets. CPU-only renders on PC or 'Box' prefer 64 VB+B, remember to switch... <br /> <br /> I've not yet figured how to reliably save 'origin edited' models such I can export them as eg PP2, so saved entire scene as PZ3.
Nik [ Tuesday, 14 September 2021, 05:22 PM ]
Post subject: Re: Ooh, Shiny !!
One of these had 128 pixel samples, ran in 'several' hours on 'Box'. The other had 512 pixel samples, took 13 hours... <br /> <br /> Can you tell them apart ?
rico [ Wednesday, 15 September 2021, 05:54 AM ]
Post subject: Re: Ooh, Shiny !!
<img src="https://www.posetteforever.com/images/smiles/eusa_clap.gif" alt="" /> That looks excellent, that's not something you see everyday. Thank you very much for the info Nik <img src="https://www.posetteforever.com/images/smiles/thumb.gif" alt="" />

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