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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 15 11:01 am)



Subject: Question for Stewer (or anyone in the know)


maxxxmodelz ( ) posted Tue, 30 March 2004 at 5:58 PM · edited Sat, 08 February 2025 at 11:55 PM

Is there a way in Poser 5 to reduce the acceptance of light on an object using materials? For example, I have a lighting setup that's illuminating my scene just the way I like, however, there is one object in the scene I don't wish to have "lit" as much as all the others, however I don't want it to be transparent or invisible either.

In 3dsMax with Vray plugin, I'm able to reduce the acceptance of light to any particular object by applying what's known as a "material wrapper" over the object, which allows me to increase or decrease GI for that particular object alone. Is there an equivelant material setting in Poser (perhaps using the Math function nodes) that would simulate the same effect?

Thanks in advance either way.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


numanoid ( ) posted Tue, 30 March 2004 at 6:06 PM

Well, theoretically a negative number on the Ambient color should achieve this, but I am not at my Poser computer now to see if it will accept negative numbers.


maxxxmodelz ( ) posted Tue, 30 March 2004 at 6:19 PM

I'm testing this right now. It didn't allow me to "dial down" to a negative, but it did allow me to input a negative value manually, which I didn't think about doing before. However, anything in the negative values renders as solid black. I reduced the diffuse to 0.500 from the default of 1.00, and that worked well enough. However, unlike the material wrapper in Max, it also seems to dull the image map (as expected since it's the diffuse node), but it does work well enough... Thanks for that tip.

PS: if there's a way to do it via math nodes, where the image map plugged into the diffuse node will maintain it's contrast, I'd appreciate that as well. I'm just getting the hang of node-based shaders here. LOL. ;P


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


Ajax ( ) posted Tue, 30 March 2004 at 7:36 PM

Rather than reducing the diffuse value, try darkening the diffuse colour to a shade of grey instead of white. That will basically just darken your texture map. There are other ways to achieve the same thing, such as multiplying the texture map with a shade of grey or subtracting a constant value from it, but I'd guess the simplest way to achieve what you want is just to darken that diffuse colour.


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TrekkieGrrrl ( ) posted Wed, 31 March 2004 at 12:32 AM

Alsu try using the Alternate Diffuse instead, it can sometimes give some interesting results :o)

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maxxxmodelz ( ) posted Wed, 31 March 2004 at 2:31 AM

Thanks for the tips! I'll try the alt diffuse as well. So far I've only used it for making "toon" shaders, but I'll experiment with it for image maps as well. :-) Node based materials are so different from what I'm used to working with in some other 3D apps, but I'm quickly finding them so much more flexable!


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


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