AmbientShade opened this issue on Sep 22, 2014 · 585 posts
vilters posted Tue, 16 June 2015 at 6:59 AM
@ redphantom
Oh, but I fully agree. There is no "one size fits all" solution. And every new Poser version eliminates some of the "old style" faking we find in the older of BB's shader setups.
And? Material room work needs to be pré-planned for the renderer and the render settigns you are gonna use. Render in firefly? Octane? Other? Its not gonna be the same shader setup. Render in another Poser version? => its not gonna be the same shader setup.
That is why => KISS, keep it simple.
What I do is not standard at all.
Neither in my object file morphing, neither in my morphing using the Weightmap and / or the Bulge map either. Neither in my math room work.
See? That is where BB and I are very different.
BB is a math masterbrain. ( Also notice that I call the Material room the Math room? LOL. )
BB tries to get all his shaders mathematically correct. And he does a GREAT job at that.
I try to get my shaders "3D visually acceptable", while maintaining "end user friendlyness" as one of the top priorities.
While he needs 100 nodes to get something mathematically correct, I use far and far less.
3D is all about "fooling" the eye. => Because in the end, when all is said, done and over with? We are looking at a flat screen. => 2D.
See the default Alyson, and my morphed ALyson on the previous page?
=> See the collars and the breasts?
=> See the hip / thight?
=> See the skin shader using only six material zones and a node setup using only diffuse maps? = Less memory hungry
The morphing, the cr2, the node setup, all go in the same direction.
=> "Visualy acceptable", while maintaining "end user friendlyness" as top priority.
KISS.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!