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OPTIMIZING
POSER & OTHER ITEMS FOR VUE
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This is a tutorial on how to improve
Poser and other imports, to work more efficiently within
Vue,
so they take less resources and fix some common problems
:)
Updated 03-06-2010
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PART 1
- As most folk who use Vue and Poser know, importing
Poser items makes a HUGE hit on your resources!
A 30k to 150k poly poser person, can take a massive
chunk of avaliable resources, where as a 500k Sci-Fi
space ship may not even take 1/4 as much.
There are several reasons for this, and solutions
for them:
- Primarily, the fault lies with the enormous texture
maps used for Poser. Often these are 4000x4000 in
size or so, which is gigantic, and take tons of
RAM to address.
The amount of memory used by a texture
varies, but basically, the more bit depth an image
has, or the larger it's length and breadth, and
the more detail variations it has, the more RAM
it takes.
So, two exact same pictures, but one
is 1000 x 1000 pixels in size which givesa base
of "1,000,000" but a 4000 x 4000 version
of the sam epicture would have a base of "16,000,000",
that's a huge potential jump in memory size!
Note I said, potential, the actual size can
vary greatly depending on the image.
In general though, large image sizes = resource
suckers! ;)
- Images which are specifically greyscales
(greyscale = black and white) can have less resource
impact, as they dump the colour "bits",
so less information on the file and thus less file
size.
Also, the .gif format can use less resources,
provided the image is NOT a "Photographic/render"
type of image with lots of highly varied image parts,
i.e., a vector image is fine, that is, images
with areas of flat, pure colour, such as decals
or simple, 3 or 4 colour camouflage are ok for .gif
format for small file size. A .jpg with such images
is also small in size as well.
- What I do to help with this memory useage problem,
is to examine an Poser person's textures in the
Poser material room, where the material image resides,
say "Poser4/runtime/texures/DAZ/Characters/MilMan".
I open that folder, COPY and PASTE a
copy of the original image, into the same folder
or into a new one I name "Originals",
this is to preserve a copy of the original image
if I wish to use it later for high quality pin up
renders or the like.
I then resize the originals down.
A texture size of about 1500 or less pixels is fine,
you can take it down further if you wish, but it's
the big 2000 and larger ones you need to deal with
for sure. If I'm making an "army" of Poser
folk, a scene with many models, I may reduce all
textures down to 512 or so size. But it's not vital
for most work.
- I resize images down using
VSO Image Resizer, this is an awesome little
app that lets you right click, and resize the actual
file from inside the folder without needing to start
another application up! You can also use Windows
Image Resizer (For Windows XP only), or Paint Shop
Pro, Photoshop etc.
With VSO Image Resizer, remember and
use "Action "Replace Original", you
wish to save over the original. I set it to 95%
quality, so you don't end up with low quality "jpg
artifiacts".
A problem with the jpg format, especially
for bump maps, is that it is a "Lossy"
format, it starts to degrade the lower the quality
setting and the more often it's duplicated, so you
start seeing square, blocky errors, called "jpg
artifacts". These make bump maps look terrible
for fine work, so bump maps should always be
kept large, high quality or in lossless formats
(if you want to use them that is, which you don't
always need to , see below).
- By saving over the originals, whenever you start
Poser up, it will replace the huge image, automatically,
with the small one. Saving you hassles!
Though you may need to re-load/re-save the Poser
file and material if it doesn't do so. Since you
have a copy of the original, if you do a highly
detailed close-up shot, you can instead load the
big textures up again, in Poser or in Vue.
- CAVEAT!!
if you want to render very large "Pin up"
images, that is, where the Poser figure will take
up most of the image, and the image is also going
to be large (2000 pizels or more), then you want
to use the large original Poser textures. THis is
because you'll need the high quality for such a
big image in close up, especially the bump maps
(and also displacement or normal maps)
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PART 2
- When Poser imports are brought into Vue, they
often have black highlights! So it maybe a good
idea to go through all materials, and change this
as you see fit.
By default I change the highlight to
white, and set it to Highlight Global Intensity
5% and Highlight Global Size 5%, which is fine for
simple materials like walls etc.
Skin I usually put to 10 or 15% highlights,
15% is generally better for damp, sweaty or dark
skin, as well as nails and lips.You may need to
tweak according to the scene though.
If you use variable highlights (see
below) increase this as need as the image map may
reduce the highlight strength.
- Additonally, to improve the person's look for
large pin up renders, remember that highlights are
rarely flat and even, so link the colour or bump
map to the Highlight tab if you wish (select greyscale
when you link, not Alpha).
This adds realism to any texture.However, it may
need increasing in strength by increasing the %
strength, or by adding a filter node...bit involved
but basic point is that some textures create too
dark an image to use for just the highlight base
greyscale, running it through a filter that increases
it's strength is an idea.There's several ways to
do that, such as using the "Multiply"
filter, which is kind of involved and for more experienced
users...in other words...figure it out for yourself!
;)
- Poser imports may not have a bump when brought
in, or, they may import huge bump images. It's up
to you, what to do here. Usually I just enter the
Material Editor, and connect bump to the Greyscale
of the Colour map, to provide some bump, and get
rid of any bump maps. This saves resources by not
using another image, and adds interesting bump on
most things.
Set bump to a very small size, usually
-0.004 for skin or -.002 perhaps for female skin,
or -0.05 for leather etc, or the like, as a default,
as they can be too rough otherwise.
Note the negative (
- ) there! Usually you want to invert the
bump from an image as Vue is weird and inverts greyscale
images compared to how most apps use them. Test
to check, as sometimes it gets odd. This is a general
rull for ALL bump and greyscale images with Vue.
Usually, inverting works, rarely it doesn't. Easy
test is to set the bump strength very high to let
it be seen easier, then turn it back down after
the check.
- Note, that for some items, you may wish to keep
a detailed, specific bump map. Up close or for large
pinups or items, bump maps have to be VERY detailed
to allow realism. So again, for "Pin ups"
etc, you may well be needing to keep the huge bump
images.
Or, you can try and use a Vue procedural
bump, or small tiling texture. All depends on what
the item is. For example, fine armour with engravings,
up close you'd need to use a supplied bump map if
the engravings come from the bump, and you wish
to keep them. But, if the figure is in the mid or
background, the engraving may not be so prominent,
so using a reduced bump image maybe ok.
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DEFUALT HIGHLIGHT IMPORTS FROM POSER
AS BLACK:
THIS IS BAD! HIGHLIGHTS SHOULD NEARLY ALWAYS BE WHITE

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CONNECT BUMP TO COLOUR, TO SAVE RESOURCES
FROM HAVING A SEPERATE BUMP MAP
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WITH BUMP CONNECTED TO COLOUR MAP
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WITHOUT BUMP

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ROLL MOUSE OVER, TO SEE DIFFERENCE
BETWEEN NO BUMP
AND -0.004 BUMP FROM COLOUR MAP
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ROLL MOUSE OVER, TO SEE DIFFERENCE
BETWEEN -.004 BUMP
AND -0.008 BUMP FROM COLOUR MAP
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PART 4
- FIRE MATERIALS
- Poser "fire" materials often have Reflection
on, you do not want this!! When importing Poser
"fire" materials, which have transparencies,
make sure to turn off the Reflection completely,
and turn highlights to zero as well. All you want
to see is the fire iteself, with the rest cut out
neatly ;)
-
Note to add Luminosity to the
material, and perhaps a Light in the scene, as
mentioned in part 9
below. If it is to light an area up in a Radiosity
render, Luminosity, especially high values 100%
and higher, will cast light.
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This pic shows how bad the Poser
fire looks on import, if not fixed,
due to the defualt use of reflection maps in Psoer
for Fire
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ORIGINAL FIRE MATERIAL
IMPORT SETTINGS
note these add reflection, and Cast and Recieve
shadows, which are bad, fire doesn't need
to recieve shadows.
Casting shadows is "iffy", except
for making an "area light" wjich
must cast shadows, or doing radiosity
renders, where the fire will actually throw
light.
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ORIGINAL FIRE MATERIAL
IMPORT SETTINGS,
these add highlights, not needed and may show
up on the alpha plane transparency, ruining
the look
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Turn off reflectivity.
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Add Luminous, so the fire
is bright, and visible in the dark.
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Highlights turned off.
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Cast Shadows and Recieve shadows
should be OFF, usually, for fire material, except
"area lights".
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FINAL, TWEAKED FIRE (with light)
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PART 5
- METALS
Remember that METALS have a unique material property:
they colour light reflected from them, with
their innate colour, which is why all light
from lead, for example has a bluish grey look.
So, in the Material Editor, go to the EFFECTS tab,
and adjust the "COLOUR REFLECTED LIGHT (METALLIC)",
property. Up to you how much to set it, as it depends
on what looks nice, but I set it to maximum for
polished metals, and less for dull/corroded stuff.
or link it to the texure or colour map for variations.
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PART 6 -
OPTIMIZING THE MODEL
- Not all parts of the model maybe actually visible.
So, if you wish, delete them! They are just memory
waste. For example, a knight in armour, you won't
see his actual legs, so delete them to save some
polygons and materials. Thus, you can often delete
much of a heavily clothed figure! ;) However, a
warning! If you later wish to alter the figure,
to show his leg for example...there's nothing there...
- Thus, what I usually do, is save the full figure
as an unwelded .vob Vue model with all parts, but,
when putting them in the final scene, I'll delete
non-essential parts, or save a copy that's reduced
and named as reduced version
- When you weld a model up into one solid item,
you reduce resource needs too, as it's one solid,
not dozens of them.
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PART 7
- OPTIMIZE BY USING PROCEDURAL MATERIALS
- Another trick to cut file sizes for materials,
is to use procedural materials or your own special
reduced ones. Procedurals are often fine on not
very obvious parts, say, leather shoes. Easy to
mix up a brownish material in the Material Editor
for this kind of job, especially using my Dirt
Map Material, hint hint ;) .
I've also got a bunch of materials I made
for metal, wood, etc, that are generic to much of
the art I do (fantasy), I can swap these in to replace
Poser ones.
This trick saves a ton of resources!
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PART 8
- OPTIMIZE BY REDUCING THE NUMBER OF MATERIALS
- Another way to cut file sizes down is to reduce
the NUMBER of materials in your figures and scene.
Each material uses resources. So why have
half a dozen leather materials, which all look much
the same at mid-range, if your resources are suffering?
Use the "Collapse Identical Materials"
on Poser import, that tends to reduce that problem,
but not totally.
- Go through the materials in your model, see which
are the same or, can be replaced by the same material.
Often, Poser imports have left/right eyes with the
same materials, but each is named left/right
usually Collapse identical materials stops that
on Import, but not always as some are different.
Unless you are VERY close to the face, there's no
need to have different eyes, or, the arms and shoulders
of a dress may
have exactly the same material, but because they
are named different, it doubles the number of materials,
as they are
seperate materials.
- So I'll go through a model or series of models
in a scene, they can all use the same basic set
of materials for sword blades, another for brass,
one for bronze, one for shoe leather and belts,
and so on. That greatly reduces the total number
of materials in a scene, and has a massive saving
on resources!
It is a matter of taste and checking though, since
up close, some materials, especially if they have
fine engraving and detail, are best left with original
Poser image texture.
- Note, if you do reduce materials, and then weld
the model, if you "Split" it, it only
splits into these reduced number of material regions!
- When the Mapping type of a material is set to
WORLD, it makes sure the fractal variances will
be different by poistioning, by the way. Which is
what you want to ensure each metal on a dozen soldier's
armour will be different, for example!
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If a scene has a dozen soldiers,
you don't need 12 different steel materials for their swords,
12 steel materials for their shields etc, which soon adds
up to a vast number of materials you
don't need and in total will use up a LOT of resources
So, use a few procedural materials instead, and the fractal
nature of well made procedural materials
set to "World" mapping will add enough randomness
to give good variation like real metals.
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- Note that importing some objects with lights,
you will need to add some "Luminosity"
to it, in the material editor. For example, the
wick on a lantern will give off light, the LED display
on a laser gun will be visible in the dark, so add
Luminous to their properties, note, it will actually
light a scene if the object is big enough or the
Luminosity is set high.
You can set Luminous to amounts higher
than 100%, by typing in. However, once an objects
luminosity is more than about 30%, you start losing
the actual colours etc, it gets washed out, you
can drive what parts are Luminous with a function
(like in the Material Editor assigning the Luminous
channel to the texture map)
Another interesting point is that when you render
with Radiosity, illuminated materials actually throw
light into a scene! Thus, say you have a TV screen
on a model, if you put Luminosity up, it will actually
light the scene.
- Another trick for lighted objects, with Vue6 Infinite,
say a lamp flame, duplicate the lamp flame object,
select Hide From Render, so it won't be seen as
an object, and turn it into an "Area Light",
maybe increase it's size just a small bit. So it
surrounds the original and the light doesn't get
blocked, or, do the reverse if it's inside another
object, like a glowing liquid in a bottle.
Bingo! Instant perfect light from the object,
and you can still see the actual flame ;) It doesn't
always work, sometimes your best using a few, soft,
quadratic lights instead.
Note, as of updating this tutorial, this trick doesn't
seem to be working with Vue8 :/
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PART 10 -
EXPORT ALL CONTENTS OF A POSER SCENE
- A neat ability of Poser, is to export the ENTIRE
contents of a scene, to a folder: the pz3, .obj
model, and the textures! Cool way to seperate out
every dern texture in the scene for fixing, or models
for making morphs etc.
- To use this ability, do this in Poser:
File--> Run Python Script--> navigate to your
Poser program directory, Runtime-->, Python-->,
Poser Scripts-->, Utility-->, CollectSceneInventory.py,
then select "Copy all to Folder" and select
destination folder.
- This tip comes from folk on the Vue forums, www.renderosity.com
:)
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PART 11-
SUBSURFACE SCATTERING (TRANSLUCENCY)
- Vue Infinite v6 can use SubSurface Scattering
(also reffered to simply as "SSS", and
called "Translucency" in Vue), this lets
skin, jade and similar materials have a more realistic
look, but it is tricky to use!
- See my tutorial #32 for
more details on this!
- Skin Average depth should be about 2mm, or 0.003
feet.
- Balance 60%
- Absorption 0.13
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VUE SUB SURFCACE SCATTERING (TRANSLUCENCY)
SETTINGS FOR VUE 6
These settings will give a very dark tan, or coppery
look, as the Color Correction is at the default state,
for skin more like Caucasian, you'd need to push the
Overall Color up to a much lighter pink.
Note, as of Vue 8, this
is different. Keep Scattering filter the default grey,
and past "Overall color" into "Absorption
filter color"
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PART 12-
SKIN VUE
- A neat way to improve Poser people's skin is to
use "SkinVue", a commercial Python plugin
and material changer application that you can run
from inside Vue.
It makes skin much more realistic and natural without
having to muck around with tweaking subsurface scattering,
and even adds extra detail (Which would be a real
pain in the arse to try and replicate yourself,
in the material editor, believe me! lol).
You can increase the specularity, which is to make
skin more sweaty/moist, more red, veiny or even
add "wet skin", for very sweaty skin (great
for jungle/fight scenes), or emerging from the ocean
etc..
Best for close up and medium distance folk.
Three renders, below, show the difference
on importing Victoria 4.2, with just her default materials,
versus SkinVue, and SkinVue "wetskin".
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PART 13- COMPARING
POSER SHADERS VS VUE MATERIALS
Vue can import with "Poser shaders"
turned on, that is, import and render exactly as Poser is
supposed do it...
I don't recommened that! Usually hand tweaking materials
in Vue produces vastly better results, following comparison
pics show this:
Figure on the left has the "Poser shaders"
materials, figure on the right has hand tweaked materials
for small resource usage.

Here, you can see the difference most obviously!

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PART 14
- And finally...when you are finished
with your Poser person or object, save it as a Vue
object (.vob) and include
all textures!!
Then use that object in your scenes, it will
use less resources. It willl also make using the
scene years later, if you want, much easier as it's
nto looking for a "Poser" item, but just
the Vue compatibile model.
Sometimes I find welding the model up helps with
resources, but screws up Translucency (Sub Surface
Scattering)
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I hope
you find this of use! :)
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