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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 04 10:44 pm)
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Color Math: hsv node
Distribution values, probably modulated in each channel by a distribution map or maps generated by something like substance painter. The PhysicalSurface root's intent is being utilized with maps rather than nodes from my understanding. Only guessing on this answer though. Probably Chuck or Ted could answer more accurately.
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The PhysicalSurface Root is for the PBR textures that is generated by Substance and Quixel and other programs that makes PBR textures. We asked for it in the early P11 beta at SM. It's made so that it's just to plugin the different PBR texture maps in a more direct and easy way.
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So I guess I guessed pretty good :)
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Not really understanding allot of that. I realize that it's for PBR but can be used for other things too so my main question was is there a math node or other node I can feed the texture maps through to desaturate them a bit from the color/diffuse channel hook up node?
I gave up on the scatter nodes as I think they work best with nothing attached to them. I was looking over an older thread over at Smith Micro using the scatter nodes to get that "behind the ear" lit effect via BagginsBill. So all I need is info on how to desaturate the maps, I know Photoshop is good for that but as I stated the maps are set up for DAZ Studio as well and the shader I have built there for the character looks fine. In Poser he looks like he got hit with an orange bomb and it's not the lighting, I've tried various lighting options and he still looks over saturated
Thanks so much Richard
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Hi,
Still busily working on a couple of characters for Poser. I have some maps I made a while back for a DAZ Studio version and they are very saturated. They look fine with the shaders I made in DAZ Studio but as some know, I'm still feeling my way around Poser's Material room.
So is there a way to desaturate the maps a bit with an additional node?
Also what should a map look like or what type of map should be plugged into the Physical Surface Scatter node inputs. See below.
Thanks so much
Richard
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