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(Last Updated: 2025 Jan 08 6:33 am)



Subject: How about these skin set (PhysicalSurface)?


mini70 ( ) posted Sun, 01 September 2024 at 4:28 AM · edited Wed, 08 January 2025 at 7:28 AM

I made 3 skin setes. If there's anything wrong, please explain it in detail.
I don't know anything about the Physical Surface root node. I only know little bit about the PoserSurface root node.

NO.1

I referred to JanusJsenwark's skin set.: https://www.renderosity.com/forums/threads/2978429/show-your-poser-13-renders?page=39

89z1r3x8KDd82NgUW46WI0EwAjeV6redQHY5GXht.jpg


NO.2

I referred to Eric Walters's skin s(posted Sat, 10 August 2019 at 12:09 PM). : https://www.renderosity.com/forums/threads/2935202?page_number=4&page=4

S5xPLu4J8RNhxK4b2rX6IaUjZNKrkBaHJuqD8jz2.jpg


NO.3

It's my set. I just mixed 2 setes in my own way.

uIv1S3FoXfXFfIbNEzpuGREJlRhdXXNBGtLrNcZn.jpg


hborre ( ) posted Sun, 01 September 2024 at 10:30 AM

I would disregard Eric Walter's node configurations. The Material Room in that version of Poser has been updated and corrected, rendering those shaders obsolete.  JanusJsenwark's shader has some advantages, but I disagree with its construction.  The compound node, in particular, could be better formulated. His ScatterScale value is too high for the current ScatterRadius channels (observe the recesses of the exposed, shaded right ear; it appears glowing rather than translucent as intended).

Your skin shader is simpler and more efficient, yet it still needs some fine-tuning.


mini70 ( ) posted Mon, 02 September 2024 at 1:01 PM

Thank you for the explanation.

How do I formulate JJ’s compound node?

Yes, You are right. My shader looks like it lacks moisture.

Please tell me how to connect nodes.


hborre ( ) posted Mon, 02 September 2024 at 2:49 PM · edited Mon, 02 September 2024 at 2:49 PM

The compound node you refer to is part of Poser 13, and it can be found in the Library under Materials > Superfly Materials > Superfly Tileable > !Guide.  The image below shows what is in the compound node.

                        mj4WKqDYm6Eiud8HDX44B5FTJXF31VxLeVsme04w.png

Why do we have a specular map multiplied by a 12.5 constant value?  That function causes the specular map highlights to blow out and the only places to regulate the effects are the color chips on the compound node and the PhysicalSurface node.  IMO, that is a redundancy in the formula.


hborre ( ) posted Mon, 02 September 2024 at 3:04 PM · edited Mon, 02 September 2024 at 3:04 PM

My approach is to modify the Gloss/Specular Converter node, delete the Constant value node, and substitute the Color Math Node for the BrightContrast node.  Note the image below.

                     xcUMXsfvv04PwyOJdazmPvlqZgcoyfnSPjPG13cV.png

Modifying the compound node, I can control the chip color at one source: the PhysicalSurface node.  Now, you have a slider to control the Specular map brightness.  

                   JglPgc1rNoslLQk4r3Qap3CXHX4PGjHwrNn8L3ER.png


mini70 ( ) posted Tue, 03 September 2024 at 6:22 AM

Once again, I would like to express my gratitude.
Thank you for sharing your knowledge

I will post the results here after testing shader later.
Thank you. :D


mini70 ( ) posted Tue, 03 September 2024 at 12:55 PM · edited Tue, 03 September 2024 at 12:56 PM
hborre posted at 3:04 PM Mon, 2 September 2024 - #4488997

My approach is to modify the Gloss/Specular Converter node, delete the Constant value node, and substitute the Color Math Node for the BrightContrast node.  Note the image below.

                     xcUMXsfvv04PwyOJdazmPvlqZgcoyfnSPjPG13cV.png

Modifying the compound node, I can control the chip color at one source: the PhysicalSurface node.  Now, you have a slider to control the Specular map brightness.  

                   JglPgc1rNoslLQk4r3Qap3CXHX4PGjHwrNn8L3ER.png


Thank you very much!!!
Take a look at how cool the shader you fixed is.

SRoiXu1GmwNTj4n0sbBBPxc9pql79RSc6WzHjRMy.png


mini70 ( ) posted Tue, 03 September 2024 at 1:02 PM

What should I do to give it a more moist look?


mini70 ( ) posted Tue, 03 September 2024 at 1:27 PM

https://www.posersoftware.com/documentation/13/index.htm#t=Poser_Reference_Manual%2FMaterials%2FNodes-Root%2FPhysical_Surface_Node.htm

Scatter

Scatter Scale: Enter a scale factor for the SSS. The default is set to .01.


I remember wrong, so I set Scatter Scale to 0.3.




hborre ( ) posted Tue, 03 September 2024 at 4:02 PM

The Scatter Scale will vary depending on the size of the mesh.  For the average figure used in Poser, the default will be 0.01.  My preference is 0.01 - 0.015.  Apply SSS to a dragon, a dinosaur, a whale, a giant troll, etc., and then you would need to increase the Scatter Scale value to compensate for the mesh size.


hborre ( ) posted Tue, 03 September 2024 at 4:07 PM
mini70 posted at 1:02 PM Tue, 3 September 2024 - #4489016

What should I do to give it a more moist look?

Try playing with the roughness values (gloss on the compound node) and specular values through the color chip and brightness.    


mini70 ( ) posted Thu, 05 September 2024 at 2:27 AM

hborre posted at 4:07 PM Tue, 3 September 2024 - #4489029

mini70 posted at 1:02 PM Tue, 3 September 2024 - #4489016

What should I do to give it a more moist look?

Try playing with the roughness values (gloss on the compound node) and specular values through the color chip and brightness.    
Thank you!!!

I'm looking for a setting that I like.

txHghvUPEihb55Q8UoT1CQIlWn7vHhpIZm8Hhw0F.jpgimvJwZHwG3ciDWyZI5vbRHg9aCuNx1XoFEyQlItU.png


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