TR_Hanson opened this issue on Oct 07, 2022 ยท 11 posts
TR_Hanson posted Fri, 07 October 2022 at 6:14 AM
Hey people, so I have bought Poser 12 and have been experimenting with the new Superfly render system.
Still quite the beginner myself, had to buy the 'SkinEdit for Poser 12' to get the skins looking right. It seems like it removed a bunch of boxes/things in the materials page upon further inspection for the skins to look right. Does anyone have any experience with the 'Tears for V4' morph and got it to work nicely over in Superfly too? What will I need to delete or remove?
rokket posted Fri, 07 October 2022 at 8:42 AM
Anything in the material room that is connected and has a dashed line instead of a solid one is not connected the way Superfly likes.
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hborre posted Fri, 07 October 2022 at 10:21 AM Online Now!
It's not so much removing nodes, but rearranging the nodes to respond correctly to the Superfly render engine. As Rokket stated, node connections in the Material Room may not be optimal for Superfly, seeing that the content you purchased is dated and Firefly optimized only. I think that the SkinEdit for Poser 12 is a fine product, however, I believe that it is solely restricted to the PoserSurface root connection and it doesn't take advantage of the PhysicalSurface and Cycles nodes. So, you have 3 options for setting up Superfly renders, it's just determining which option works best for you. And without seeing what nodes were used for the Tears content, it is difficult to determine how to approach the problem.
primorge posted Sat, 08 October 2022 at 8:31 PM
It's morphs that turn V4's tear geometry into tear drop configurations. So figure that it would need a Superfly water or glass type material appropriate for a tear drop. What material would you recommend for such an effect hborre? The geometry has it's own material zone.
hborre posted Sat, 08 October 2022 at 8:48 PM Online Now!
I would recommend a glass node as opposed to a transparency node especially if it's a separate geometry. If it was larger like a solid glass orb, you would factor refraction and fresnel, but if it's a teardrop, glass should suffice.
TR_Hanson posted Tue, 11 October 2022 at 2:18 AM
Thanks for the insightful feedback, how do I go about making this glass node?
hborre posted Tue, 11 October 2022 at 1:13 PM Online Now!
Originally, the Glassbsdf node was an actual GlossyBsdf node but, IMO, it did not render realistically. Personally, I like it better than the Glossy node.
Y-Phil posted Tue, 11 October 2022 at 3:00 PM
I have tested hborre's idea on a Sasha-19:
Not sure about other morphologies, but often Vic4's have a bump map included for the lacrimal, so I've tested this:
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hborre posted Tue, 11 October 2022 at 4:47 PM Online Now!
Lacrimals usually take the regular face/head textures and need to be treated the same way. Reducing roughness or increasing specular will give the desired wet appearance. The Glossy node works well also, but, again, it needs to be applied to the texture. Of course, this depends on the type of shader arrangements you're implementing in the Material Room. I tend to work heavily with the PrincipledBsdf node for Superfly renders, especially where the skin textures are used. The GlassBsdf node has become standard for me in cornea and sclera/eye white surface application, while teeth are a straight Cycles arrangement.
ghostship2 posted Tue, 11 October 2022 at 6:20 PM
hey guys!
This is what I do and you might want to try it. The reflection/glossy/glass/PBSDF are great for reflections but they don't give you speculars from Poser lights. Use the blinn node like this instead.
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hborre posted Tue, 11 October 2022 at 7:55 PM Online Now!
It looks like it can be a good, uncomplicated setup, worth the try. Thanks.