Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)
Quote - Well for one, someone could conceivably come up with the same node configuration, especially if the node setup is simple. Unless your shader has 300 nodes of course. LOL.
Laurie
The mat room also lends itself to the technique of obfuscation, methinks ;)
e.g. obfuscation is automatically occurring if your shader has 300 nodes in it... he he.
Hehe....
Well, I guess my point is, unless the shader is for "translucent alien skin at night under a full moon" rather than "glass 2" that only uses 4 nodes, then it may be difficult - perhaps even impossible to "copyright" a shader since something like my second example would just be too easy for someone to come to on their own. Should they be considered thieves because they stumbled on the forumula? Just playing devil's advocate - not trying to discourage you...lol ;).
Laurie
Quote - Ok here is my question, I understand all the references of copyright infringement with images, intellectual property etc and would imagine that texture files are easier to claim and protect, but how does that apply to shaders and nodes that use only the mathematics in the material room?, one single adjusted setting and it is no longer the same beast.
A shader basically performs a mathematical function. Mathematical functions represent ideas and are therefore not copyrightable, even if no settings are adjusted (at least not with US copyright law). A different matter would be the specific representation, i.e. the poser nodes, the fact that the diffuse node is on top of the specular node etc. I would guess that there is too few original work involved, so that even those are not copyrightable, but i am not sure. That would mean that you could basically copy a shader without bad conscience (might not be the politest way, but you know how artists are :-)
Quote - It must be virtually impossible for any creator that uses shader nodes to prevent their shaders being "borrowed", resused etc etc.
Yes, this is probably the most widespread way to use shaders. I doubt that all those pretty marketplace shaders were constructed by trial and error, or by a deep understanding what mathematical functions the various nodes actually perform.
Quote - I'm asking this question because I'm in the middle of a project and am wondering how to protect my work once it is completed, and therefore whether it is better to use texture maps or shader material settings alone.
Of course, easiest would be to not post them on the internet :-)
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Ok here is my question, I understand all the references of copyright infringement with images, intellectual property etc and would imagine that texture files are easier to claim and protect, but how does that apply to shaders and nodes that use only the mathematics in the material room?, one single adjusted setting and it is no longer the same beast.
It must be virtually impossible for any creator that uses shader nodes to prevent their shaders being "borrowed", resused etc etc. I'm asking this question because I'm in the middle of a project and am wondering how to protect my work once it is completed, and therefore whether it is better to use texture maps or shader material settings alone.