Forum: Poser - OFFICIAL


Subject: What the heck happened to Apollo Maximus??

Anim8dtoon opened this issue on Aug 05, 2015 ยท 225 posts


Y-Phil posted Sun, 12 December 2021 at 4:22 PM

The material setting I have used for each skin part is based on Poser12's new PrincipledBSDF node:

As actually Poser hasn't yet a Cycles preview, such as Blender's Evee, I'm using that good old EZSkin3 to poser the character. When I'm ready to render, I switch the skin nodes to Cycles. I'm doing it using a Python script.
But honestly, you don't need such a script. I mean: store a standard MC6 material for your character, the time to pose him/her, and then load your Cycles-based MC6 material when you're ready to render.

The difficult part for me had been to find the right balance these two parameters of the PrincipledBSDF. The three comma-separated values are inspired from your best friend when it comes to Poser's doc: here.

Lower too  much the three Radius values and you will lower the SSS effect, rise too much the SubSurface unique value (here 0.005) and your character will end up white, almost as a ghost.

I have tried to play with the Roughness, the Specular and the Anisotropic parameters, but I haven't found a satisfying effect. That's why I'm using a second layer:

"Gloss Level" is just a MixClosure, and "Gloss Effect" is the AnisotropicBSDF node.
The Gloss Level's Fac parameters lets you raise/lower the quantity of gloss. Too high, depending on the lighting, you'll end up with your baby oiled....

For what I've understood: raise the Anisotropy parameter to have elongated highlight, whereas the Roughness controls... the roughness of the surface: a mirror = 0, raise to make your surface more and more look like sandpaper.
As you've guessed, both parameters are important to control the quality of the gloss.

If you want to test different skins, don't forget the drag and drop upon each bitmap node, that will let you replace in one click all the same bitmaps with the new one.

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