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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 14 12:21 pm)
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In Poser, Ambient Occlusion is not necessary unless you really want to accent a particular region on the material. It is more of a game development feature. Most probably the vendor used an HDRI as the light source. Which node are you using for rendering, Cycles, Physical Surface, or PrincipledBSDF?
Not sure how well PBR works with Firefly. If you would like to experiment in Superfly below settings work ok for me. Note Displacement maps in Superfly work on existing mesh so unless you are using a very dense mesh this map will not be very effective. Its important to set the correct gamma correction for each map, I've marked them as GC below.
Thanks IronSoul, very useful. Are there any known tweaks that reduce render times when using PBR materials in Poser 11 or 12?
Learn the Secrets of Poser 11 and Line-art Filters.
parkdalegardener pointed out here that there's a set of templates showing how to connect PBR maps to a Poser Physical Surface node in the Materials library
The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.
*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).
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Recently I've purchased a number of PBR materials as I loved the look they had. Each set has an ambient occlusion, base color, height, normal and roughness map. Through trial and error I somewhat figured how to use them, yet I can't replicate the same look from the vendor examples.
It is a limitation of the Poser engine? or I am doing this wrong? I'm currently doing this
Ambient occlusion > diffuse value and specular value
Base color > diffuse color
Height > displacement
Normal > gradient bump
Roughness > bump