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If you set the edge creasing in Maya and it's saved in the obj if you make a normal prop for poser that calls that obj it should work, poser will read that creasing info from the obj. In DS you just change the smooth angle on the material zone, you might need to have separate material zones for the rounded corners and the rest of the wall to pull it off the way you want, but it works and it's very easy. 89.9 is default, raise it to make it look smoother, lower it a lot to make it look faceted. When I do gemstones I set it to around 4.
If you set the edge creasing in Maya and it's saved in the obj if you make a normal prop for poser that calls that obj it should work, poser will read that creasing info from the obj. In DS you just change the smooth angle on the material zone, you might need to have separate material zones for the rounded corners and the rest of the wall to pull it off the way you want, but it works and it's very easy. 89.9 is default, raise it to make it look smoother, lower it a lot to make it look faceted. When I do gemstones I set it to around 4.
Sadly, obj doesn't support creasing, but I think you're confusing creasing with shading smoothness. Creasing is a per vertex/edge setting for subdivison that more or less tells them to stay closer to their original position, giving control over the subdivided result. Or in other words, controlling the profile curvature. This image is the same cube, on the left is the low poly cage, a simple cube. On the right is the same cube with subdivision on, and using creasing to create a rounded box. (without creasing, it would appear spherical)
ah.. yeah.. no idea how to get Poser to do that, if it even can.
Poser doesn't currently implement the edge-weighting part of the OpenSubDiv standard, unfortunately.