Thank you, Orestes Graphics, for supporting Poser!!!!

Dani Foster HerringDani Foster Herring Posts: 275
edited December 1969 in The Commons

Just saw and purchased the Oak Hill Cemetery Bundle and can't wait to play. Perfect for seasonal renderings. Thank you, again. Dani

Comments

  • BellaBella Posts: 439
    edited December 1969

    do you know if it will be on sale tomorrow too!?

  • Richard HaseltineRichard Haseltine Posts: 100,785
    edited December 1969

    We;ve been told that the base PA sale price will remain in effect for today's releases, but you won't of course get a punch or enjoy the benefit of any additional discounts from this week's punches.

  • OrestesGraphicsOrestesGraphics Posts: 718
    edited October 2014

    Just saw and purchased the Oak Hill Cemetery Bundle and can't wait to play. Perfect for seasonal renderings. Thank you, again. Dani

    You are welcome. And as long as I can continue to do so, I'll always make my sets for both Poser and Daz Studio. (Cause I use Poser to make them lol)

    So have fun!

    Post edited by OrestesGraphics on
  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Got a little hiccup here, I think. What are the bright orange things in the Estate Grounds ground planes? They're using a diffuse map for a dead leaf, but they don't have an opacity map like all the other leaf materials do. Without that opacity map, all the hexagonal leaves just look weird.

    This is a great environment set, but one thing I would have liked is some scene presets; e.g. how is the layout in the promo pics put together?

  • bmosaltbmosalt Posts: 52
    edited December 1969

    Got a little hiccup here, I think. What are the bright orange things in the Estate Grounds ground planes? They're using a diffuse map for a dead leaf, but they don't have an opacity map like all the other leaf materials do. Without that opacity map, all the hexagonal leaves just look weird.

    This is a great environment set, but one thing I would have liked is some scene presets; e.g. how is the layout in the promo pics put together?

    I agree with both points here. While I do like that I have the option of building a set myself, I would have also liked a preset environment. The one in the promo shots looks great. Why not include that as an option?

    But the leaves are the big issue. It's almost the first thing I noticed after purchase (no preset was the obvious first thing). The yellow/orange leaf looks bad, but so does the red one, which has an opacity mask that doesn't line up correctly with the texture. So you end up with a leaf that has a solid red colour border. I've knocked up a very quick opacity mask in photoshop to correct the issue, but I'm considering whether to return this bundle for a refund (something which I've never done before). If this is what I found at first glance, what other issues will I find when I take a closer look?

    Leaves_Yellow.jpg
    1278 x 684 - 489K
    Leaves_Red.jpg
    1278 x 684 - 451K
  • FistyFisty Posts: 3,416
    edited December 1969

    It's the wee hours of the morning in the US, gotta give him a day to fix the glitches, happen sometimes.

  • BellaBella Posts: 439
    edited December 1969

    We;ve been told that the base PA sale price will remain in effect for today's releases, but you won't of course get a punch or enjoy the benefit of any additional discounts from this week's punches.

    Thank you very much!

  • OrestesGraphicsOrestesGraphics Posts: 718
    edited December 1969

    Got a little hiccup here, I think. What are the bright orange things in the Estate Grounds ground planes? They're using a diffuse map for a dead leaf, but they don't have an opacity map like all the other leaf materials do. Without that opacity map, all the hexagonal leaves just look weird.

    This is a great environment set, but one thing I would have liked is some scene presets; e.g. how is the layout in the promo pics put together?

    I agree with both points here. While I do like that I have the option of building a set myself, I would have also liked a preset environment. The one in the promo shots looks great. Why not include that as an option?

    But the leaves are the big issue. It's almost the first thing I noticed after purchase (no preset was the obvious first thing). The yellow/orange leaf looks bad, but so does the red one, which has an opacity mask that doesn't line up correctly with the texture. So you end up with a leaf that has a solid red colour border. I've knocked up a very quick opacity mask in photoshop to correct the issue, but I'm considering whether to return this bundle for a refund (something which I've never done before). If this is what I found at first glance, what other issues will I find when I take a closer look?

    Hey everyone! as fisty said, it was in the middle of the night here. I'm just getting around.

    But to address your issues...first, the lack of a 'scene'...this is the first set that I didn't. I really, really, wanted to, but to convert and correct the materials for the promo scene from Poser to Daz Studio, I would not have had this done in time for Halloween! (That scene has over 200 individual props) But tiling the grounds From the Estate grounds is simple. just lay them down with a bit of overlap, position them to where the stones in the path are almost touching. They can be rotated, tilted, in the promos I actually have the tilted to run up hill.

    As for the leaves...The red ones, that one is using the wrong transparency map.Guess that slipped past me and QA, I'll put a fix in for that. But in the meantime, the correct map should be in the textures folder. (I think if you simply click on the image icon and go to browse, it will open in the textures folder, select trlf02_msk.jpg)

    As for the The yellow leaves, they do look like that. I figured it would be fine as they'd mostly be in the background. They look a bit hexagonal because the don't use a transparency map, I tried to avoid them everywhere I could. If you'd like them smoother you can always Sub-D the leaves props. For DS that would be Edit>Object>Geometry>Convert to Sub-D and for Poser Under the Properties Pane for the object and move the Preview or render Slider to the desired amount.

    Also, the textures from the Falling Leaves set will work on them. You can copy and paste and of the materials from the oval shaped leaves from Falling Leaves to the oval shaped leaves of the grounds. Change just the diffuse color map and you should be good. And lastly, the leaves, like the Ivy and grass, is a separate prop that can also be set invisible or simply deleted.

    I hope this helps!

  • UnseenUnseen Posts: 651
    edited December 1969

    I also appreciate very much that you continue to support Poser,. I have anyway purchased the bundle immediately.

    Thank you for offering everybody the opportunity to use your amazing creations. :)

    wilfred

  • tsaristtsarist Posts: 1,614
    edited December 1969

    Thanks for Supporting Carrara!

    When you make products for Poser and Older DS makes, we can use it in C8Pro and earlier!

    That's a LOT of users!

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    As for the The yellow leaves, they do look like that. I figured it would be fine as they'd mostly be in the background. They look a bit hexagonal because the don't use a transparency map, I tried to avoid them everywhere I could.

    That means I'd have to take them out of every one of the Estate Grounds ground tiles I use, then, because on looking again at the promos they stand out like sore thumbs, many of them in the foreground. Here's a quick scene I put together (background and lights from Easy Environments).
    Cemetery-test-01.jpg
    1700 x 1190 - 409K
  • OrestesGraphicsOrestesGraphics Posts: 718
    edited December 1969

    As for the The yellow leaves, they do look like that. I figured it would be fine as they'd mostly be in the background. They look a bit hexagonal because the don't use a transparency map, I tried to avoid them everywhere I could.

    That means I'd have to take them out of every one of the Estate Grounds ground tiles I use, then, because on looking again at the promos they stand out like sore thumbs, many of them in the foreground. Here's a quick scene I put together (background and lights from Easy Environments).

    That looks very good! Don't forget that there are brown textures for the leaves also. In the Materials folder there are presets for fall colors and brown.

  • Velvet GoblinVelvet Goblin Posts: 532
    edited October 2014

    I definitely appreciate you supporting Poser, too. I have quite a few of your sets -- they are truly unique.

    I picked up The Vaults during the sale. I LOVE construction sets. And these are great to play with.

    But can I ask you for one favor? I always render with IDL, and with ambient occlusion on the nodes, it makes the render time astronomical. For a long time I couldn't figure out why I couldn't get my machine (an i4770k Haswell quad core) to get past even the IDL calculation phase for a *single* prop from the set. When I looked closely at the materials, I noticed that the ambient occlusion on the materials had the "evaluate in IDL checkbox" checked. It took a couple of hours to remove those nodes from every single material in the set and resave the props. I did it, however, because I love your work, and the set is wonderful to play with. But, man, I'm hoping that I don't have to do it again. (I know that there is probably a python script out there to remove occlusion nodes, but I don't know if it's been updated for Poser 2014). So, pretty please? In future, leave the checkbox unchecked? Or, if you have time, make a preset to change the materials?

    For a while, I wondered whether the modelling was the issue because the sets are very detailed, with modelled stones even. But it's not that. Now they render LIKE A DREAM! And the detailed modelling definitely pays off.

    Edit: PS, those are the best torch props ever. The fire looks great. It shows some coals burning and even smoke. I use them in renders that don't include the vaults. In every medieval render, actually. I love details like this. They really make a difference.

    Post edited by Velvet Goblin on
  • OrestesGraphicsOrestesGraphics Posts: 718
    edited December 1969

    I definitely appreciate you supporting Poser, too. I have quite a few of your sets -- they are truly unique.

    I picked up The Vaults during the sale. I LOVE construction sets. And these are great to play with.

    But can I ask you for one favor? I always render with IDL, and with ambient occlusion on the nodes, it makes the render time astronomical. For a long time I couldn't figure out why I couldn't get my machine (an i4770k Haswell quad core) to get past even the IDL calculation phase for a *single* prop from the set. When I looked closely at the materials, I noticed that the ambient occlusion on the materials had the "evaluate in IDL checkbox" checked. It took a couple of hours to remove those nodes from every single material in the set and resave the props. I did it, however, because I love your work, and the set is wonderful to play with. But, man, I'm hoping that I don't have to do it again. (I know that there is probably a python script out there to remove occlusion nodes, but I don't know if it's been updated for Poser 2014). So, pretty please? In future, leave the checkbox unchecked? Or, if you have time, make a preset to change the materials?

    For a while, I wondered whether the modelling was the issue because the sets are very detailed, with modelled stones even. But it's not that. Now they render LIKE A DREAM! And the detailed modelling definitely pays off.

    Edit: PS, those are the best torch props ever. The fire looks great. It shows some coals burning and even smoke. I use them in renders that don't include the vaults. In every medieval render, actually. I love details like this. They really make a difference.

    Ok. I never stopped to think about that. I very rarely render with IDL in Poser because as you said it takes soooo long. I just thought that was the way it was. lol I usually just light it with a very dim IBL and that usually does the trick. Never thought that it had to do with the nodes. I'll do some fiddling with that myself, and yes, leave them unchecked for now on!!

    I guess you learn something new every day. lol

    And thank you about the torches. All my future fires will be like that for now on. I was getting so sick of just using the flat 2d plane, these work much better. And if a scrolling texture is applied, it will even animate very convincing!

    Thanks!
    -David

  • Velvet GoblinVelvet Goblin Posts: 532
    edited December 1969

    I definitely appreciate you supporting Poser, too. I have quite a few of your sets -- they are truly unique.

    I picked up The Vaults during the sale. I LOVE construction sets. And these are great to play with.

    But can I ask you for one favor? I always render with IDL, and with ambient occlusion on the nodes, it makes the render time astronomical. For a long time I couldn't figure out why I couldn't get my machine (an i4770k Haswell quad core) to get past even the IDL calculation phase for a *single* prop from the set. When I looked closely at the materials, I noticed that the ambient occlusion on the materials had the "evaluate in IDL checkbox" checked. It took a couple of hours to remove those nodes from every single material in the set and resave the props. I did it, however, because I love your work, and the set is wonderful to play with. But, man, I'm hoping that I don't have to do it again. (I know that there is probably a python script out there to remove occlusion nodes, but I don't know if it's been updated for Poser 2014). So, pretty please? In future, leave the checkbox unchecked? Or, if you have time, make a preset to change the materials?

    For a while, I wondered whether the modelling was the issue because the sets are very detailed, with modelled stones even. But it's not that. Now they render LIKE A DREAM! And the detailed modelling definitely pays off.

    Edit: PS, those are the best torch props ever. The fire looks great. It shows some coals burning and even smoke. I use them in renders that don't include the vaults. In every medieval render, actually. I love details like this. They really make a difference.

    Ok. I never stopped to think about that. I very rarely render with IDL in Poser because as you said it takes soooo long. I just thought that was the way it was. lol I usually just light it with a very dim IBL and that usually does the trick. Never thought that it had to do with the nodes. I'll do some fiddling with that myself, and yes, leave them unchecked for now on!!

    I guess you learn something new every day. lol

    And thank you about the torches. All my future fires will be like that for now on. I was getting so sick of just using the flat 2d plane, these work much better. And if a scrolling texture is applied, it will even animate very convincing!

    Thanks!
    -David

    I love IDL, but it does take a bit longer. When you turn on IDL it will automatically override ambient occlusion on nodes -- unless that checkbox is checked that forces it to consider the AO -- because IDL, well, includes its own AO. There may be reasons to use AO and IDL together for special effects (like using the ray bias settings in AO to make dirt), but you'd pay the price in render time. :) But, yes, if you want lightning fast renders, AO nodes are the way to go, so it's a good idea to include them for people (as you do), especially since I think most people don't use IDL. Just don't force them when IDL is on and it's all good.

    I like to use IDL and put an ambient or translucent node on the flames and then add a 4-6% intensity flame colored point light (with inverse square attenuation) just above the flames. This makes your torches look truly fantastic because the light only extends as far as flames really would, so in a dark room, the torches stand out against the dark parts that aren't lit. So, yeah -- love the torches because they really get emphasized in my renders.

    This is part of why I love your other sets -- like the Necropolis or the Nameless Place -- because they are really big, and when I play with the lights and/or depth cue and atmosphere settings, they look super creepy and there are lots of places for monsters to hide. :) At the same time, the parts that are lit have very good details.

    And thanks! Definitely great to see vendors who are responsive.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    By DAZ, I think I've got it!

    The nice thing about this second quickly-banged-together test scene is that I know where the tile borders are, and I don't think I can see them. Especially in the wall sections; the ends are very obvious in the Viewport, but apparently rendering cures all ills.

    Now to think of a few critters to put into the scene...

    Cemetery-test-02.jpg
    1700 x 1190 - 194K
  • OrestesGraphicsOrestesGraphics Posts: 718
    edited December 1969

    By DAZ, I think I've got it!

    The nice thing about this second quickly-banged-together test scene is that I know where the tile borders are, and I don't think I can see them. Especially in the wall sections; the ends are very obvious in the Viewport, but apparently rendering cures all ills.

    Now to think of a few critters to put into the scene...

    That is looking very very nice!

Sign In or Register to comment.