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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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Subject: Using PBR material sets?


555MMar ( ) posted Wed, 27 January 2021 at 8:53 PM · edited Fri, 15 November 2024 at 1:53 AM

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.

pbr.png

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


hborre ( ) posted Thu, 28 January 2021 at 10:05 AM

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?


555MMar ( ) posted Thu, 28 January 2021 at 11:23 AM

Ah, I am using 2D textures hooked to PoserSurface. Perhaps that's where my problem is? I'm relatively new to poser.


hborre ( ) posted Thu, 28 January 2021 at 12:16 PM

There is nothing wrong with attempting to use the PoserSurface to use SuperFly rendering, it is convenient and easy. However, to really take advantage of the SuperFly features you should explore Cycles or Physical Surface nodes to better render realism and realism response.


555MMar ( ) posted Thu, 28 January 2021 at 12:44 PM

Thank you, I will play around with those! :)


ironsoul ( ) posted Sat, 30 January 2021 at 8:51 AM · edited Sat, 30 January 2021 at 8:52 AM

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.

image.png



555MMar ( ) posted Thu, 04 February 2021 at 12:41 PM

Thank you! this helped so much!


HartyBart ( ) posted Thu, 04 February 2021 at 9:00 PM

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.


ironsoul ( ) posted Fri, 05 February 2021 at 5:57 PM

I find the above works ok in most situations, the problems start when adding opacity to complex overlapping geometries like hair.



ironsoul ( ) posted Sun, 07 February 2021 at 6:47 AM · edited Sun, 07 February 2021 at 6:49 AM

A simple non refracting transparancy for eye surface and thin glass

image.png



ironsoul ( ) posted Sun, 07 February 2021 at 7:08 AM · edited Sun, 07 February 2021 at 7:10 AM

Opacity example (eg billboards) - Opactity/Transparancy mask is not apply to spec map so its necessary to mask too.

image.png



3dcheapskate ( ) posted Mon, 08 February 2021 at 7:10 AM

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).



555MMar ( ) posted Mon, 08 February 2021 at 1:14 PM

Using Ironsoul's suggestion gave me much better results that any of my previous attempts. I will have to purchase more sets :P

test1.png

test2.png


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