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Poser 12 F.A.Q (Last Updated: 2024 Oct 22 2:54 pm)



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


GRENDEL1 ( ) posted Sun, 04 September 2022 at 6:34 PM · edited Fri, 08 November 2024 at 3:51 PM

Anyone know why this would be happening? This wall keeps rendering glossy and reflective. The shader is ultra simple, no specular or reflection set but this is how it renders. Poser 12.0.1029   Firefly render.

F1FyKjlA2taLV8syy9MDhDEXLPp4OHZ66fJajxoa.png 

SHADER:

xWMVvwFZ3LLI822VIZSinRwiaWzx0kNt6Vk2ot2w.png


RedPhantom ( ) posted Mon, 05 September 2022 at 8:10 AM
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My first suggestion is to make sure you're working with the right material zone. You probably are, but it never hurts to check.

You have lights there. They are going to shine on the wall. Point a flashlight on a matte surface in real life. You will see its glow. It looks like at least one is yellow and the others are white. The yellow one(s) are probably what you are seeing that looks like a reflection. Try changing the color of the bowl and see if the reflection changes.


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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.





GRENDEL1 ( ) posted Mon, 05 September 2022 at 10:20 PM

Thanks for the replies! DCArt, those Superfly nodes are just for Superfly right? I don't render using Superfly at all... I am absolutely not a fan of it as a renderer, if I need PBR, I jump over to DAZ and use Iray... This is some weird effect with this geometry I think? (Although I don't see how) Anything else with no specular or reflection node would render flat in Firefly no matter how much light was on it.... It would 'blow out' maybe, but it wouldn't look glossy and definitely shouldn't have a reflection...


hborre ( ) posted Mon, 05 September 2022 at 11:30 PM

I have to agree that the Firefly engine is not rendering correctly with that node arrangement.  The only recommendation I can offer is to reduce the Diffuse value to about 85%, there is no such thing as 100% diffuse.  Try adding an HSV2 node between the Diffuse map and the Diffuse_Color, it will give you a little more control over brightness and saturation.  Double-check the Gamma correction on the maps; Diffuse texture should be using the Gamma value from the render settings, and the default should be 2.2, and the Bump map should be set to the custom Gamma value of 1.  Otherwise, I would hate to think that the tech team broke the PoserSurface.


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