Using DAZ Iray scenes in Poser

  • @caisson here
    And can you make a leaf with alpha map with PhysSurface?

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    @phdubrov said in Using DAZ Iray scenes in Poser:

    @caisson here
    And can you make a leaf with alpha map with PhysSurface?

    Yes, you can. Connect the map to the transparency channel and then select either Transparency or Opacity in TransparencyMode, depending on the map. Transparency is Poser format and Opacity is generally used in PBR (One is inverse from the other).

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    @phdubrov - thanks for link; I'm not using multiple lights so that's probably why I don't see it.

    Leaf with a trans map (single-sided square prop, scaled up to figure size) -

    0_1489095198286_leaf test.jpg

    0_1489095211946_leaf mat.PNG

    Would have replied sooner but I haven't used trans maps for leaves before - prefer geo ;)

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    For info - this is result when the opacity map is removed from specular (which as far as I understand it is reflections in Superfly) -

    0_1489095977994_leaf test2.jpg

    0_1489095989612_leaf mat2.PNG

  • @caisson yes, it is what I hinted - but you need multiply both metallic (if non-zero) and specularity on transparency. Set specularity to zero is not enough if metallic is non-zero.

  • I don't like the physical root all that much. I just use my own shader as a root node. 0_1489159027490_Shader Guide.jpg

  • @ghostship Thanks for that screenshot, as that's helpful information.

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    The point behind the Physical Surface root, as I understand it, was to provide a simple way to get a decent amount of different surfaces using Superfly, without needing to know too much about how to build shaders. It was also intended for use with apps like Substance & Quixel, so you could texture a model then plug the maps in relatively easily. It was never intended to be a catch-all solution. I think it works well within those limitations.

    IMO the most important thing is to decide on the surface characteristics of the material you want to approximate first, & then figure out how to go about building the shader from all the different options Poser now offers. I'm just saying that Physical Surface has pros & cons.

    For the OP, if the content you want to use has PBR-style texture maps (e.g. albedo/colour/diffuse, plus roughness, plus metallic/metalness, plus normal/bump) then it is very easy to plug them into the relevant bits of the Physical Surface root. One major point behind the new style PBR stuff is greater consistency across render engines, so content made & textured using the metal/rough workflow should be straightforward to set up in either Iray or Superfly, and should give similar rendered results. Just note that I haven't used Iray ;)

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    Personally I just love the PhysicalSurface node since I can hook up my Quixel maps and it will look just the way I want.
    Why make things complex when not needed. ;)

  • I like the idea behind the Physical Surface. I don't like the way we deals with transparency now (no built-in "multiply through opacity" option). And the errors in PT mode with the multiple lights means for now no correct interior renders without BPT.

  • @ghostship Is this the correct way for the nodes? 0_1502373025219_49db2426-4924-4592-9089-78f13533ea98-image.png