Special Nodes

Contents

    1. Special Nodes
Custom Scatter (Custom_Scatter)

This node exposes subsurface scattering with the raw parameters available to the user, as opposed to the measured presets in the plain Scatter node.

Custom Scatter node.

The Custom Scatter node has the following attributes:

FastScatter

The FastScatter node offers an easy application of subsurface scattering (SSS) effects. The results of the FastScatter calculation approximate true Subsurface Scattering.

Fast Scatter node.

Subsurface scattering simulates the interaction of light with translucent materials, whereby the light interacts to some degree with the material below the surface level. The FastScatter node is a legacy node that was introduced prior to the implementation of true Subsurface Scattering. This node should be phased out by content developers and replaced with one of the true Subsurface Scattering nodes: Subsurface Skin or Scatter.

Hair

The Hair node allows you to color your characters’ or props’ strand-based hair. Hair generated in Poser’s Hair room uses this node. It has the following attributes:

Hair node.

To create realistic hair shaders, connect this node to the root node’s Alternate Diffuse attribute.

Opaque in Shadow is not supported in SuperFly.

Scatter

The Scatter node offers another way to render scattering effects in various objects, including skin. A number of presets that use real-world material properties are included in this node.

The Scatter node offers the following settings:

Scatter node.

Material options.

Scatter Groups

It is beneficial to place teeth or eyeballs in a different scatter group than the skin on the face. This prevents light from scattering between them.

Use the same scene that you started with in Subsurface Skin.  If you completed that exercise, disconnect the Subsurface Skin node from the Alternate Diffuse input of the PoserSurface node, and then right-click the Subsurface Skin node and choose Delete Node.

Next, right-click in an empty area in the Edit material view. Choose New Node > Lighting > Special > Scatter. A new scatter node is added to the Edit material view. Plug the output into the Alternate Diffuse input of the PoserSurface node. Set the Diffuse Value in the PoserSurface node to 0 to turn the texture influence off.

You will notice when you render the Scatter node that the object takes on the color of the selected material. The color of the real-world materials is built in to the preset. In other words, if you choose the Apple material there will be a green tone to the Scatter effect. If you choose Skin1 or Skin2, the object will have natural skin tones, and so on. Examples of Apple and Skin 1 are shown in the following figure.

Apple preset (left); Skin 1 preset (right).

Because colors are built into the Scatter presets, you will need to take that into account when you use skin textures that have built-in color (as most do.) There is a way that you can work around this.

First, right-click in an empty area of the Edit material view and add a Color Math node (New Node > Math > Color_Math).

Click the Value 2 color chip in the Color Math node, and then use the eyedropper to select the base skin color from the Image Map texture preview. This is the color that will be removed after passing through the Color Math node.

Select the base color for Value 2 from the image texture map.

Set the Math Argument of the Color Math node to Divide.

Connect the output from the Image Map node into the Value1 connector of the Color Math node. You can display the texture preview in the Color Math node to view the result. You should see a preview with the base flesh color removed, and leaving other areas such as brows, eye makeup, and shadows to pass through to the Scatter node.

Connect the output of the Color Math node into the Color input of the Scatter node.

Connect the output of the Scatter node into the Alternate Diffuse input of the PoserSurface node. When completed, it should look like the following figure:

Final Color Math connections.

Now when you render your head, you will see the scattering effects and skin tone from the Scatter node combined with the additional detail that was in the texture you used.

Skin 1 Preset with added color from the Image Map and Color Math nodes.

Skin

The Skin node allows you to create realistic skin. It has the following attributes:

Skin node.

Subsurface Skin

The Subsurface Skin node offers more realistic skin effects than the Skin node. It adds subsurface scattering effects that give the skin more luminescence and sheen. This node has the following settings:

Subsurface Skin node.

To demonstrate the Subsurface Skin node we start with a simple scene: a figure and two directional lights with raytraced shadows. The head texture is very simple, just an image map plugged into the diffuse color and the specular color. Diffuse color is set to white, and specular color is set to black with a value of zero.

Firefly render settings for the scene are also standard. However, in order to use the Subsurface Skin node, the Subsurface Scattering option must be turned on in Firefly’s Render Settings tab.

Firefly Render Settings dialog with Subsurface Scattering turned on.

Go to the Material room and select the Head material. Right-click in an empty area in the Edit material view and choose New Node > Lighting > Special > Subsurface Skin.

Plug the output of the image map into the Color input of the new node. Then, plug the output of the new node into the Alternate Diffuse input of the PoserSurface root node. Finally, set the Diffuse Value setting in the root node to 0, so that Poser only uses the ALT Diffuse setting.

Material Settings for the Subsurface Skin node.

When you render the new material, Poser will first render a pre-pass to calculate light all over the surface (including the back side). During the second pass, it calculates the scattering.

The following figure shows a comparison before and after subsurface scattering is added on a character.

Subsurface scattering only works on objects that are in direct view of the camera. Objects in reflected surfaces will not be calculated with proper Subsurface Scattering.

A figure without subsurface skin (left); with subsurface skin (right).

Velvet

The Velvet node allows you to create the appearance of realistic velvety fabric. It has the following attributes:

Velvet node.

Volume

Volume node.

Absorption Color example.

Scatter Color example.

Emission Color example.

© 2020-2021 Bondware, Inc. Last updated November 23, 2021