Kuroyume, I understand your position, and suggest that you try one of any number of programs which cost 10 to 20 times the price of Poser... I'm sure you would be satisfied. You might also try searching Google for SDS, because that is the basic technology behind MPD (which is just a label used by CL to identify their somewhat modified application of Sub-Division Surfaces). I will also grant you that Poser is not in the same league as Lightwave, Maya or even C4D, but it has borrowed and adapted some pretty nifty features from those higher-priced apps. But I'll also admit that Poser has used some pretty obscure nomenclature which hardly describe the actual functions, so a lot of experimentation is required to figure some of these things out. ;-) Regarding your request for "proof", I doubt that I have an image in my collection that illustrates your situation because I prefer to control such things in the modeling rather than depend on the render engine to disinguish faceted from smooth surfaces. What I do have are a couple of examples of MPD at work. Unfortunately images don't prove anything because there are so many aspects contributing to the overall effect, and without explaination, it is difficult to distinguish lighting properties from shading properties from geometry properties from postwork. So let me explain what you are looking at in this image. First, the lighting is extremely simple - just 3 white infinite lights in a "studio" configuration (key light, fill light and back light). The figure is Michael 1 with a nice texture by Syyd Raven which has NO painted highlights. Additionally, there is NO bumpmap on the texture. And finally, there has been no postwork done on the image. Now, notice that there are a combination of spectral aspects and shading aspects in this image but I should quickly add that the Spectral color, Spectral value and highlight size parameters if this material are all ZERO. So both spectral aspects AND shading aspects here are being generated by a single complex skin shader which is responding (fairly realistically, I'd say) to the actual lighting environment. Now, notice the "texture" of the skin, and note that even in this limited resolution JPG, you can discern pores and minute body hairs as depressions and projections from the surface itself. Finally note that these minute features actually respond to the lighting environment as well (because they are 3 dimensional due to MPD) so this detail is visible (but very different) in shaded areas and highlight areas. Notice also that the highlights are NOT plastic or "oily" as they are when simple spectral components are used. The highlights here are both DIFFUSE AND DETAILED in response to interaction between micro texturing and lighting. This is the combination of Blinn and MPD at work. Finally, although difficult to see in this small image, notice the contours of the figure at the edges. If you are familiar with the Michael mesh you might see that without MPD, the faceting might show slightly at the edges, but the contours are perfectly smooth here - I'll demonstrate this a little better in the next example.