Forum: Poser - OFFICIAL


Subject: Poser 11 Sneak Peek

nerd opened this issue on Jul 13, 2015 ยท 554 posts


bagginsbill posted Mon, 10 August 2015 at 1:55 PM

So, I won't need any shader conversions, I will have some cycles ready shader presets in my runtime?

You can't draw that conclusion - that you won't need any conversions. There are two conflicting goals that, so far, I cannot see how to resolve at the same time. (Note: I'm testing Superfly so I know how it works at the moment, not necessarily at release.) Superfly is trying to make it so the nodes you're familiar with just work, or even work better. For example, the tile or clouds work EXACTLY the same so you don't have to change your pattern generators if those are how you did it. On the other hand, the Specular node works better - the built-in one has Fresnel and Reflect in it, which instantly makes many naive materials (those that did not take Fresnel into account, nor have any Reflect node) suddenly look fabulous.

On the other hand, every material I've ever made has a Blinn + Reflect in it and while it does render something in Superfly, it isn't what I want. Because the new Superfly version of Blinn does both lights and object reflections, it is carrying the work of the Reflect node automatically, which makes the Reflect node that I add to Blinn superfluous and causes an unnatural doubling of the reflection strength. So, at the moment, I have to go edit EVERY one of my materials to remove the Reflect node which is no longer needed.

We're actively discussing how to resolve this problem. If we remain compatible, it will always require more nodes to achieve realism. If we have the physics added to the base poser surface node, then every dumb shader will look better, and every smart shader will look terrible, but nobody would ever have to make another smart shader.

It's an interesting problem.


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