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Welcome to the Poser 12 - Feature Requests Forum

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(Last Updated: 2023 Sep 06 11:53 am)

Would you like to tell the Poser 12 Development team something you would like to see added to Poser 12? Or a tool that already exist be improved upon? Tell us here!


PLEASE post a NEW thread for every item. Do not post on an on-going thread/conversation or your request will be missed!



Subject: HD Morph Import


unrealblue ( ) posted Sun, 01 November 2020 at 1:52 PM · edited Fri, 05 April 2024 at 9:15 AM

Export a mesh at a specific subd, morph it, import it as a morph at that subd.

And what I said before, one or more body-part meshes in a single OBJ.


Mec4D ( ) posted Sun, 01 November 2020 at 5:18 PM

You can't export sub mesh, morph it and import it back subdivided , that's not how HD morphs works You can achieve the same or even better result working with proper displacement maps , HD morphs have limitation to 5 subdivision , displacement can handle 50 millions of displaced poly for each surface material.

_________________________________________________________

"Surrender to what it is - Let go of what was - Have faith in what will be "


bantha ( ) posted Mon, 02 November 2020 at 1:29 PM

I think you can do that, in fact that's what GoZ does when you export a subdivided figure if I'm not mistaken. Also, the Poser Morph Brush can morph subdivided meshes on higher subdivision levels.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Mec4D ( ) posted Tue, 03 November 2020 at 9:35 PM

That is not what was talking about here , if you change the vertex count in Zbrush you will never import anything back to the original figure , and we talking about very high subdivision levels here , at last 5 times , normally you make a morph for the cage and not a subdivision version , you don't make any subdivided morphs in Poser , subdivided morphs don't exist in modeling , you can work on subdivided figure doing it , but the morph itself need to have the same poly count as the lowest figure subdivision , what HD morph do, it convert the very high subdivision to cage ( lowest geometry) and use the data from the subdivision to displace the model in 3D space , same way as a vector displacement maps do but without dealing with the maps, so you can see a HD Morph as a regular morph+Vector displacement for the fine details , details that are better than a standard displacement map.

bantha posted at 10:19PM Tue, 03 November 2020 - #4402813

I think you can do that, in fact that's what GoZ does when you export a subdivided figure if I'm not mistaken. Also, the Poser Morph Brush can morph subdivided meshes on higher subdivision levels.

_________________________________________________________

"Surrender to what it is - Let go of what was - Have faith in what will be "


bantha ( ) posted Wed, 04 November 2020 at 6:17 AM

I do know that changing the vertex count or vertex order would break the model. But this is not what's talked about here. When I export a subdivided mesh to ZBrush, I can morph the subdivided versiion and send it back to Poser via GoZ. The details will show up, if I render the model in the specified subdivision, or higher, without a displacement map.

Also, I can use the morph brush to morph subdivided meshes, without the need of an displacement map.

See the subdivided and morphed cube below:

image.png


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Mec4D ( ) posted Thu, 05 November 2020 at 1:27 PM

That's not a HD morph , if you don't know that changing a vertex count will not allow you to bring it back as a morph for the original model , then what we talking about here . You are missing the point , what you illustrate here are not even closer to HD Morph as Poser don't have that feature , that why it was requested by thoennes . It is total different animal , you don't believe me ? subdivide your figure to 50 millions of polygon in Zbrush and create detailed full body morph , then export it as obj and import to your model in Poser . I know what Poser can or not , I use it for 22 years Second You can compare HD morph to a micropolygon displacement , it use adaptive subdivision to work, and the result will be only visible when rendering and not in your opengl preview , other way it would consume all your system memory . You can deform stuff while your model is subdivided to some level, but that is not HD morph we talking about , so please don't argue with me as you clearly have no idea what it is because this function don't exist yet in Poser and same for micropolygon displacement , you need at least one of the new function to achieve the desired result never seeing before in Poser, so finger crosses for the Final Poser12 and then we can talk more about .

_________________________________________________________

"Surrender to what it is - Let go of what was - Have faith in what will be "


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