Forum: Poser 12


Subject: Rendering Glossy/reflective when it shouldn't?

GRENDEL1 opened this issue on Sep 04, 2022 ยท 5 posts


DCArt posted Mon, 05 September 2022 at 5:14 PM

FireFly and SuperFly handle reflections, etc, much differently. SuperFly works better with "metallic/roughness" PBR type shaders, as it is a physically based render engine. FireFly relies on specular and reflection maps and nodes to "fake" that sort of stuff.

Keep the connections to the Poser Surface node as is for FireFly. Add a Physical Surface root node to that shader. Set it for SuperFly rendering. This way, FireFly will use the Poser Surface root, and SuperFly will use the Physical Surface root.

Then connect the color and bump maps to the Color and Bump connectors on the Physical Surface node. Set the bump value as needed for your SuperFly material (which may be different than what you have set in the PoserSurface node).

So far so good.

In SuperFly, use the Roughness setting to control the amount of "glossiness" ... a setting of 0 is very shiny; a setting of 1 is very "rough" (ie: not shiny). Start with .8 (mostly rough) to see if that makes a believable sheen on the wall. If it's too shiny for your taste (the Firefly version is pretty flat), increase the Roughness value. (Roughness is often used for aging or wear and tear on a material, at which case you'd use a roughness map with black as "no roughness/shinier" and white as "full roughness/flat looking"

Metallic setting controls the amount of metallic, and also reflection. A setting of 0 is no metallic (which you probably want in your case). A setting of 1 is full metallic.