Forum: Poser - OFFICIAL


Subject: Special colors in the material room

sirenia opened this issue on Nov 04, 2007 · 56 posts


ice-boy posted Mon, 01 June 2009 at 4:59 AM

Quote - Here is a screen shot of a decent GC shader for most things.

http://www.renderosity.com/mod/forumpro/media/folder_9/file_423332.jpg

This shader implements the correct way to do GC and also to trade off specular versus diffuse reflections. Other than that, it's your basic diffuse and specular effect.

It uses a Blinn node for specular, which is much more realistic for most things than a Specular node is. The Specular node is what is built into the Poser Surface - what most people have used. You can use the Specular node instead of the Blinn node if you like, to make an existing hsader more like what it already is.

If a shader has some other specular node, such as Glossy or Anisotropic, it would probably be plugged into Alternate_Specular. Unplug it from there and put it where this Blinn goes.

If you have transparency, bump, or displacement there's no need to change those parts. GC only deals with the generated colors.

 

why is the specular subtracted and plugged in the diffuse?