rendering Poser scenes with Blender-Cycles
I posted elsewhere on this site a kit of scripts that helps you render Daz Studio scenes in Blender / Cycles
later on i posted a script to help you render Carrara scenes
it's not a perfect solution, but someday i plan to improve it
you can follow the same method for Poser scenes
there's many quirks that make is less pleasant an experience than the solution for Daz Studio
but i believe it can save you time
How to use it
get the mcjBlendBot zip package found at the bottom of this page : https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
it contains a script named mcjBlendBotForCarrara.py
Unzip this file in your Blender modules folder
On a typical Windows PC that's something like
C:\Program Files\Blender Foundation\Blender\2.67\scripts\modules
Use Poser's wavefront / OBJ Export to export your scene as an .obj file
unfortunately Poser does not collect the texture images referenced by this .obj / mtl file
so, immediately, export the same scene as a Collada / dae scene
export it in the same folder as the .obj / mtl files
you will see that Poser made a copy of all the needed texture images and placed them in the same folder as the obj / mtl / dae files
Use Blender's import / Wavefront menu to import the .obj file
if cycles is not the current render engine, change the render engine from "Blender render" to "Cycles"
if you try to render the scene using Blender cycles right now, the materials will look wrong
because Cycles expects "node based materials" and the .obj import did not create them
Blender usually has more than one "pane"
click on the upper-Left button of a panel, and change the Editor type to "Text Editor"
it should look like this now
Use the "Text" / "Open Text Block" menu and load mcjBlendBotForCarrara.py
which should be found in C:\Program Files\Blender Foundation\Blender\2.67\scripts\modules
if you installed the mcjBlendBot kit properly
Click on the "Run Script"
mcjBlendBotForCarrara went through all objects in the scene, made them look smooth
it went through all the materials in the scene and built node-based materials
if you remember, the texture images were created for the benefit of the DAE file
but our OBJ/MTL files are trying to use those texture images
unfortunately the name of the image files used in the MTL file may differ from the image files that were created for the DAE
for example - myScene.mtl may list an image file named "Casual Woman Texture.tif"
but the image file on the hard disk is named "Casual_Woman_Texture.tif"
so there's 3 solutions
- rename the image file names so they match the file names mentioned in myscene.mtl ( this file can be read using any text editor )
- modify myscene.mtl
- in Blender, "manually" replace all the faulty images by the ones on your hard disk
the diffuse colors defined in the mtl file are sometimes too dark or even black
you will need to fix this in blender,
as shown here: