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Poser - OFFICIAL F.A.Q (Last Updated: 2026 May 29 3:05 pm)
The easiest method is to put a BrightContrast node between the Albedo/Diffuse node and the HSV node. I have swapped out the HSV2 node for the actual Cycles HSV for practical reasons, to keep everything Cycles-related. The settings I use on the BrightContrast node are Bright = 0.2 and Contrast = 0.4. That should be the right combination, but you can play with the setting values to optimize the skin tone. Also, I eliminated the Cloud node connected to the HSV saturation and substituted an actual value (0.996). IMO, the node is not contributing to the shader; the Sky_Color and Cloud_Color channels are too close, yielding a general RGB of 254, 254, 254. Unless you can demonstrate that a vast difference between the 2 channels can alter the texture's behavior, it would be best to substitute a numeric value instead.
batch-applying materials .... Oh dear, you just mentioned a function I didn't even know about yet.
I’ve never really looked into it either. I’ll definitely take a closer look at it when I get the chance. It sounds like it could make things a bit easier :D
Thanks to both of you for the help. I’ve now used a different texture, and I think it fits much better again. I’m still tweaking the individual nodes a bit… the material really opens up amazing possibilities to make a character look more realistic. I’m honestly thrilled.
Thank you so much for sharing and for helping everyone :) You guys are great!
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You're welcome. Below is a recent Superfly render of La Femme with the present skin shader above applied. I made modifications to the arrangement, although I am not completely done with all the body zones. I always felt that if you are going to render in Superfly, might as well convert the light sources to Blackbody emission to add a little more realism.
i used the odf shader here over a pale pinkish skin i've been working on. to me it's still a bit flat, needs some glossiness or more sss or something, haven't figured it out yet. but i love the extra details it adds & they really show up over the paler texture.
i find the default skin to be a bit too orangey for my liking without some tweaking.
oh, and check out the manual for a good explanation of how to use the Assign tab in the material room. one of P13's greatest features.
still lost in the wilderness
Poser 13 Superfly pretty much only these days
jancory posted at 7:23 PM Sat, 20 December 2025 - #4502436
This is the node arrangement for AO. Note the highlighted color chip on the Diffuse node; that controls the color of the shadows.i used the odf shader here over a pale pinkish skin i've been working on. to me it's still a bit flat, needs some glossiness or more sss or something, haven't figured it out yet. but i love the extra details it adds & they really show up over the paler texture.
i find the default skin to be a bit too orangey for my liking without some tweaking.
oh, and check out the manual for a good explanation of how to use the Assign tab in the material room. one of P13's greatest features.

Be very careful when applying to the face/head; the eyebrows need to be hidden, otherwise they will pick up unintended shadows.
thanks, i 'll experiment with that. and i know about the eyebrow/transparencies problems w/AO but haven't found a good workaround yet (other than a morph to hide the brows inside her head). skull caps are another problem, they can cast some nasty shadows.
still lost in the wilderness
Poser 13 Superfly pretty much only these days
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I think this is better.
hborre posted at 5:48 PM Sat, 20 December 2025 - #4502433
Do you mean the Cloud node connected to the HSV hue? That definitely makes a difference, as demonstrated below (constant hue 0.996 on the left, Cloud node on the right). Easier to see when flipping back and forth between the images, but I think it's clearly visible ever side-to-side. Whether you find that difference relevant is of course up to you, but I do.[...] Also, I eliminated the Cloud node connected to the HSV saturation and substituted an actual value (0.996). IMO, the node is not contributing to the shader; the Sky_Color and Cloud_Color channels are too close, yielding a general RGB of 254, 254, 254. Unless you can demonstrate that a vast difference between the 2 channels can alter the texture's behavior, it would be best to substitute a numeric value instead.

-- I'm not mad at you, just Westphalian.
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Error 40, lol! I hadn't heard of that one.
The material room has a tab for batch-applying materials. I would drag and drop the material from my runtimes into the field on the right, then check all material zones of my figure that I'd like to apply it to and hit the "Apply" button. After that, I'd go through the materials and select the correct image maps for all the ColorMap and BumpMap nodes.
General color correction can be done with the hsv2 node in the middle that has all the wires coming in. LF2's lighter image map is a bit too dark and yellow-ish if one wants a pale Norther European type, so I increase the value to something a bit larger than 1.0, and decrease the hue a bit to make it look more pinkish. Probably not the best and cleanest way to do it, but I'm no material room expert and it is just a setup I cobbled together for my own use.
-- I'm not mad at you, just Westphalian.