For those willing to use Blender Cycles shaders

  • @Miss-B I'm not saying you shouldn't or can't use it as a tutorial. That's exactly what it's for. I was merely mentioning why I didn't add places like Planet Blender and Chocofur to the directory. It really is a shame that Poser doesn't have a Blender fusion plugin.

  • @eclark1849 Yes, considering there's a Fusion plugin for a lot of other 3D apps, one for Blender would definitely be useful.

  • The problem I am having regarding replicating Blender Cycles shaders into Poser is the lack of a certain ColorRamp node. I bought a Kindle book containing 40 recipes for Blender Cycles shaders and roughly 30 of them used this node. The ColorRamp node in Blender is not the same as the Poser one, and it is not as simple as just using the Poser ColorRamp to get the same result. In fact, the Cylces shaders that use this node are worthless to Poser Cycles. Maybe if some math nodes where added the result would be better, but I don't have the knowledge to make it work.

  • @ribroast, I was just looking for the Cycles ColorRamp in PP11 yesterday. Too bad it's not included, I'd assume there are others as well. I like SM's implementation of Cycles but there's room for improvement.

    @eclark1849 a Blender plugin should be a priority for a number of reasons. It would be a game changer in my opinion.

  • @dcrosby Honestly, I can't shake the feeling that not adding a Cycles ColorRamp node was a simple case of mistaken identity. Poser already has a Color Ramp node. But it doesn't do the same thing as the Cycles one.

  • @eclark1849 there was answer on RDNA IIRC short after P11 launch. Blender-style ColorRamp needed new kind of node interface (graphical), and dev team had no time/resources for it that moment. The answer was maybe sometime in the future...

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    Here a quick example (5 samples only) on how the Poser ColorRamp can "texture" Dynamic hair on the left figure.
    Right figure hair is transmapped.

  • @phdubrov said in For those willing to use Blender Cycles shaders:

    @eclark1849 there was answer on RDNA IIRC short after P11 launch. Blender-style ColorRamp needed new kind of node interface (graphical), and dev team had no time/resources for it that moment. The answer was maybe sometime in the future...

    The good news (maybe) is that the next Superfly upgrade could add the denoiser, color ramp, and perhaps Filmic without the need to start from scratch. They'd only need to work out the interface. I hope they keep up with the developments on Blender's side.

  • @phdubrov Does make you wonder though, that if a graphic interface was all that was needed, couldn't they have done that by now and added it in an update?

  • @eclark1849 probably never was a priority.
    Probably PhysicalSurface Root was.

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    @eclark1849 - if it was easy it would have been done already ;)

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    @vilters Tony, on really complex shader 's you stumble with this colorramp. Had to face this during my fabric shaders build up. Or the RGB curve. Cry a lot till I find a workaround lol .

  • @caisson You're saying it's difficult to create a Color Ramp that already exists?

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    Earl, the GUI to edit that existing color ramp doesn’t exist. The cycles render engine was ported to Poser. The Blender GUI was not. Making that GUI is probably three man weeks of work plus double or triple that for QA and documentation. GUI work is expensive. I know, because I charged SM a fortune for it when I did it.

  • @bagginsbill Maybe, I'd understand better if someone could spell out for me what needs to be done. I'll understand if no one wants to do that, though, and drop the subject, but I'd really like to know. Is there someplace I can go to find out?

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    I’d usually explain with more detail but I am at an airport, typing this on my phone. Not my usual workspace.

  • @eclark1849
    ColorRamp roughly is multipoint gradient tool from any image editor with this option,
    RGB Curves - curves.
    So you need a new class of nodes, where you can create-update-delete points and show it in some way. Multiplatform.
    It could be done in Python as a wacro. But... with all the needed testing someone needs to sponsor at least 500hrs, I think.

  • @bagginsbill Let it go then, I'll find the answer on my own, but thank you for the response.

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    @eclark1849 - during the beta phase it was brought up that not all of the nodes available in Blender would be duplicated in Poser; specifically those that required GUI (Graphical User Interface) stuff that Poser did not have. The time required to add those things, which were not part of Cycles, was just too much. That's what I mean when I say if it was easy it would have been done, 'cause the dev's would have done it if they could.

    Hopefully its on their list somewhere with the rest!!

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    Hi Earl;
    The previous Poser team was actually very small.
    The above is an understatement: It was extremely small for what they did.

    The "render engine guy" was Stefan, and sometimes his mirror had to jump in.
    The "content guy" was Teyon.
    The "doc lady" was Dee.
    The "I have to do everything and more" was Larry.
    Then Ulli and Rat and Brian, and I am certainly missing some, and a few "we do it all guys", and that was it.

    It was a very small and coherent team that "knew" Poser code inside out and upside down, working overnight, W-Ends.

    I am in Europe, and we often got the impressing they were coding 24/7/365.
    => I had the deepest respect for the Poser team during all the years i had the privilege of being a beta-tester.

    But you only have a limited number of man-hrs between releases, fixing bugs, inventing new things, keeping up with Microsoft, MacOS, graphix cards drivers, you name it, they had to do it all.

    They pulled off one of the most underrated stunts in 3D history:
    Get most of Cycles into Poser before time ran out.