Superfly and Blender/Cycles



  • I guess it would be possible to use the same shaders in Blender and Poser, since nearly all Cycles nodes are in Poser. But we would need a script to bring them from Poser to Blender, and vice versa. Would be great if that would work.

    Has someone tried Poser Pro's Alembic Export with Blender? That could bring at least the textures over.


  • Poser Ambassadors

    Material setups (the node structures) have to be rebuild for each render engine.
    Blender can not know what render engine you are going to use ! !
    At best it would use the Physical Surface that works more or less the same for both render engines.

    Euh, I write both... But Poser has 4 render engines.

    • Preview
    • FireFly
    • FireFly secondary (I wonder how many know this one) => Checkbox lower left corner in the FireFly render settings.
    • SuperFly

    And I still forget all the toon/cartoon options.......



  • Vilters, very obviously it would only be possible to share Cycles shaders with Poser's Superfly.
    Everything else would not give the same result.
    So if you have a shader in Poser that uses only Cycles nodes, you could build the same shader in Blender. So it would be possible to use some kind of script to transfer it.

    Also, if you have a Cycles shader in Blender which does not use the Color Ramp node or the "Pointiness" input, it could be transfered to Poser as a Superfly shader.

    I don't know how deteiled the material system of Alembic is. I know that it's possible to bring whole animations from Poser to Blender using Alembic (no bones, just as point cache). If PBR is a part of Alembic, we may even get somehow working materials. But not complicated shader Networks.


  • Poser Ambassadors

    Long time ago, I filed a report to SM to make a "bridge" to Blender.
    Something like a GoZ to Zbrush, but a GoB to Blender, so we could walk in and out between both apps with obj files.

    A two way lane between both apps for obj files, materials, and animations would be asking a little bit too much.

    Also:
    SuperFly is "based" on Cycles. They are NOT exactly the same render engine.



  • Vilters, I never said that they are identical. In fact, I mentioned the differences in my post. Superfly does not have the "Pointiness" input introduced in the last Blender version, also it does not have Blender's Color Ramp. Blender does not have the PBR-Root and none of the other Poser specific nodes.



  • Folks, thanks for your responses. I have nothing to contribute but am eagerly reading what you write.



  • Oh WOW I hadn't appreciated the alembic export / import I might now be able to do cloth sims in blender. I was always missing the animated obj that would allow me to do that. Well there goes the rest of my week (probably month!)

    Amanda


  • Poser Ambassadors

    There are roughly 64 "Cycles" nodes in the SuperFly node tree. (I wasn't super careful counting them) That's not all of them, and not all have exactly the same parameters, but that still means a very large number of shaders are word-for-word the same, but for the fact that the language used is different.

    I certainly could write a converter, but I have no energy for such an effort.

    If you want to launch a kickstarter or something, I'll do it for $20,000 US.



  • It would be a waste if you spend your time on that instead of doing your usual stuff. I would rather give money to a "BagginsBill does Poser shaders" Patreon then for a Transfer Script Kickstarter.

    But a matmatic update with the new nodes in it would be great. Any chance of that?



  • @bantha Don't distract him, we are sitting waiting for hair shaders ;o)

    Amanda



  • While trying to reproduce a skin shader in Poser from a cycles mat I ran into an issue where they had multiple things plugged into single inputs and could not replicate this and had to give up.0_1489159297508_main node.jpg



  • @ghostship Ha ha, was about to recommend you as the person to help with this, then saw that you were the one with the problem. So how did you create your uber shader? Apart from the meag group input on the left, I don't see any other nodes with multiple inputs. Am I missing something?



  • @matb, what is "uber"? A render engine? A shader?



  • @ghostship
    Is that Matt Heimlich's Arnold shader?
    I don't think that you can plug multiple things in one input in Blender, Do you have the .blend file? Then I would try to convert it.



  • @d.vyd "uber" references a shader.





  • @bantha said in Superfly and Blender/Cycles:

    @ghostship
    Is that Matt Heimlich's Arnold shader?
    I don't think that you can plug multiple things in one input in Blender, Do you have the .blend file? Then I would try to convert it.

    I can't remember where I downloaded it but here is the zip.

    https://www.dropbox.com/s/59bm65o2mpq9126/CGblender_SSS.zip?dl=0



  • @matb said in Superfly and Blender/Cycles:

    @ghostship Ha ha, was about to recommend you as the person to help with this, then saw that you were the one with the problem. So how did you create your uber shader? Apart from the meag group input on the left, I don't see any other nodes with multiple inputs. Am I missing something?

    monkey see, monkey do.
    I made my uber shader from watching this tutorial.



  • @ghostship
    The shader seem to be the one which is covered in this tutorial.

    Download the compound node here.

    I used Math nodes instead of Color Math in the inner compound, since there are no colors involved. Also, I used just one normal input since I don't think that we need different normal maps for primary and secondary reflection. But you can easily change that if you disagree with my choices.



  • @bantha said in Superfly and Blender/Cycles:

    I used Math nodes instead of Color Math in the inner compound, since there are no colors involved. Also, I used just one normal input since I don't think that we need different normal maps for primary and secondary reflection. But you can easily change that if you disagree with my choices.

    There is an error in the compound node, I will have to find it. I tested with my normal skin shader, not with the new node. I will post when I corrected it.