555MMar opened this issue on Jan 27, 2021 ยท 13 posts
555MMar posted Wed, 27 January 2021 at 8:53 PM
Recently I've purchased a number of PBR materials as I loved the look they had. Each set has an ambient occlusion, base color, height, normal and roughness map. Through trial and error I somewhat figured how to use them, yet I can't replicate the same look from the vendor examples.
It is a limitation of the Poser engine? or I am doing this wrong? I'm currently doing this
Ambient occlusion > diffuse value and specular value
Base color > diffuse color
Height > displacement
Normal > gradient bump
Roughness > bump
hborre posted Thu, 28 January 2021 at 10:05 AM
In Poser, Ambient Occlusion is not necessary unless you really want to accent a particular region on the material. It is more of a game development feature. Most probably the vendor used an HDRI as the light source. Which node are you using for rendering, Cycles, Physical Surface, or PrincipledBSDF?
555MMar posted Thu, 28 January 2021 at 11:23 AM
Ah, I am using 2D textures hooked to PoserSurface. Perhaps that's where my problem is? I'm relatively new to poser.
hborre posted Thu, 28 January 2021 at 12:16 PM
There is nothing wrong with attempting to use the PoserSurface to use SuperFly rendering, it is convenient and easy. However, to really take advantage of the SuperFly features you should explore Cycles or Physical Surface nodes to better render realism and realism response.
555MMar posted Thu, 28 January 2021 at 12:44 PM
Thank you, I will play around with those! :)
ironsoul posted Sat, 30 January 2021 at 8:51 AM
Not sure how well PBR works with Firefly. If you would like to experiment in Superfly below settings work ok for me. Note Displacement maps in Superfly work on existing mesh so unless you are using a very dense mesh this map will not be very effective. Its important to set the correct gamma correction for each map, I've marked them as GC below.
555MMar posted Thu, 04 February 2021 at 12:41 PM
Thank you! this helped so much!
HartyBart posted Thu, 04 February 2021 at 9:00 PM
Thanks IronSoul, very useful. Are there any known tweaks that reduce render times when using PBR materials in Poser 11 or 12?
Learn the Secrets of Poser 11 and Line-art Filters.
ironsoul posted Fri, 05 February 2021 at 5:57 PM
I find the above works ok in most situations, the problems start when adding opacity to complex overlapping geometries like hair.
ironsoul posted Sun, 07 February 2021 at 6:47 AM
A simple non refracting transparancy for eye surface and thin glass
ironsoul posted Sun, 07 February 2021 at 7:08 AM
Opacity example (eg billboards) - Opactity/Transparancy mask is not apply to spec map so its necessary to mask too.
3dcheapskate posted Mon, 08 February 2021 at 7:10 AM
parkdalegardener pointed out here that there's a set of templates showing how to connect PBR maps to a Poser Physical Surface node in the Materials library
The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.
*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).
555MMar posted Mon, 08 February 2021 at 1:14 PM
Using Ironsoul's suggestion gave me much better results that any of my previous attempts. I will have to purchase more sets :P