DCArt opened this issue on Feb 08, 2018 ยท 4 posts
DCArt posted Thu, 08 February 2018 at 12:24 PM
What makes the Fabric Frenzy series so unique?
Simple. Fabric Frenzy PBR maps and shaders bridge the gap between PBR textures and Poser FireFly and SuperFly.
Here's the scoop. Aside from being created from actual fabric scans, Fabric Frenzy offers a new twist. Nowadays many applications are moving toward PBR (physically-based rendering) textures. There are two methods of approach to creating PBR textures, and depending on your PBR requirements, one or the other method is used. The difference is in how reflections are created in the textures.
Simply put, FireFly uses what is now known as the "spec/gloss" workflow. It relies on specular and gloss maps to control how the objects reflect light in your scene. So, Fabric Frenzy connects specular and gloss maps to the PoserSurface node for FireFly to use when it renders. It's that simple!
But what about SuperFly? Well, the spec and gloss maps could have been used along with some math nodes to convert them into the metal and roughness nodes that the Physical Surface node expects. But the thought was that true metal and rough maps had to be supported so that people who needed that workflow didn't have to convert them. So, the Physical Surface node uses metal and roughness maps to create the shines and reflections in the SuperFly physical surface node.
So ... your choice. Do you need spec/gloss, or metal/rough workflow in your PBR applications? Poser uses both approaches. And now you can choose the maps you need in any other application that uses PBR textures.
Have fun!