Forum: Poser - OFFICIAL


Subject: OK ... so whaddya wanna learn about Poser?

DCArt opened this issue on Jan 07, 2010 · 121 posts


kobaltkween posted Fri, 08 January 2010 at 3:41 PM

actually, that link is only example of what not to show if people never hope to actually understand why any of those steps to making a stone shader  make sense.  i could show you several examples of tutorials for specific shaders, and Acadia's actually catalogued most of them.  over the years, i've seen at least 4 different step-by-step skin shader threads.  but people keep asking for the same sets of tutorials because they don't understand how any of those nodes work or how it made sense to put them together.

no, don't start with math.  but a visual representation of what you're doing when you, for instance, use sine to make something repeat, and how other nodes work when you use them to control the frequency and amplitude of repetition, is really important.  it's important to understand exactly how each one of the math nodes works and responds to variable input when you use it in a shader.  as it is, most people don't even understand how to reasonably tweak any complicated shader they inherit, because they don't understand what the nodes do, what's valid input and what isn't.  as a result they might be able to duplicate a shader in a tutorial, but rarely can they do more with it than change colors.  i think leaving everything a black box for everyone and just doing the recipe tutorials is exactly why there's so many requests for the same materials over and over and over again.  and even from the same people.

since people are in this thread asking for more than what already exists, and asking how to use the material room in general, i think it's much better to present a stone tutorial with graphs like the ones at CastlePoser every time you involve a math node than to pretend you don't need to understand the nodes to use them well. 

consider more than the simple shader.

let's say your stone shader has a  whole set of nodes creating a "texture" controlled by  the input of a "roughness" parameter and outputting into bump, displacement and specular, whole set of nodes creating color variation controlled by a "variation" parameter, and another whole set of nodes controlling veins taking a set of parameters determining vein width, vein color and vein frequency.  how do these vary according to their parameters?  it's much better to show with a graph how those sets behave according to their parameters than just show each piece of the shader, and show some examples of different settings.  doing all three is best.