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Subject: Show your Poser 13 renders!


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Y-Phil ( ) posted Tue, 01 July 2025 at 5:22 PM

I never use those pores either.

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Rhia474 ( ) posted Tue, 01 July 2025 at 6:14 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Yup, I really like the skin with those settings (no gloss for me, I'm not really a fan of shiny skin unless there is water or sweat). It brings out the imperfections and little wrinkles if the diffuse map is done decently. Thank you, Y-Phil!~

xjDJSmwKb8W1Md7BCVM98ZW5Fijxw2bRJQFqaDpM.png


Y-Phil ( ) posted Tue, 01 July 2025 at 6:22 PM

Nice VMmkOzm9ZTSmE3ltLSqfILJ5oB0hVgElLrah9q4i.gif

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hborre ( ) posted Fri, 04 July 2025 at 3:27 PM Β· edited Thu, 12 February 2026 at 3:02 PM

I have been experimenting with ambient occlusion since the P13 RGBColor ramp node was introduced into the material room. It makes a huge difference when exaggerating additional shadows into crevices and into areas where objects meet. Vary the settings and colors, and you can create dirt and grunge on the surface.

JT8H9FzcmJibVzbAd2uy0EonzFt3OuWUsMBrfJLW.png

This is a procedural bone texture in Poser 13.


Rhia474 ( ) posted Fri, 04 July 2025 at 3:56 PM

That's great! When you're happy with it, can you share your method please?


Y-Phil ( ) posted Fri, 04 July 2025 at 5:58 PM

Indeed, it would be cool to learn how, because the result is awesome.

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hborre ( ) posted Fri, 04 July 2025 at 7:27 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Before I post the actual procedural bone shader, I will show you the ambient occlusion shader node setup for your material. I recreated the shader from Blender tutorials with Cycle nodes recently introduced into Poser; otherwise, it would be almost impossible to reproduce. Below is the setup:

9DswjYsLzKiQ56vJMEZDvjRlRfsYFcHhXJDTK7T1.png

This arrangement is becoming part of my standard setup for all my shader reconstructions. It is self-explanatory, but if you have questions, please ask.


hborre ( ) posted Fri, 04 July 2025 at 7:41 PM Β· edited Thu, 12 February 2026 at 3:02 PM

This is the bone shader I created:

KH20VO9yujn3Ikv8jmkdGZDYKhJxoQ1PruVYFabl.png

The Diffuse node that is part of the AO setup has a dark brown color chip to simulate dirt in cracks & crevices, as well as the deep recesses of the object. The Ambient Occlusion node Distance channel is set high to capture more shadow detail away from the surface, almost simulating a remnant of skin tissue. Its color chip was set to green to also enhance details, but any color would do. Throughout the shader, the RGBRamps control the intensities and details from their associated texture nodes.


Y-Phil ( ) posted Sat, 05 July 2025 at 4:43 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Wow... thank you hborre. This skull has never looked so cool

jRNUaNcX3nZOw7u5FoGD8WkpnHwvjsmLeFUWlOPd.png

03sm0FPfSI6mFJWiKiT6d0D9egWJOcthLzDjJYHU.gif


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hborre ( ) posted Sat, 05 July 2025 at 9:05 PM

Cool!!


RedPhantom ( ) posted Sat, 05 July 2025 at 9:29 PM Β· edited Thu, 12 February 2026 at 3:02 PM
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hborre posted at 7:41 PM Fri, 4 July 2025 - #4497586

This is the bone shader I created:

The Diffuse node that is part of the AO setup has a dark brown color chip to simulate dirt in cracks & crevices, as well as the deep recesses of the object. The Ambient Occlusion node Distance channel is set high to capture more shadow detail away from the surface, almost simulating a remnant of skin tissue. Its color chip was set to green to also enhance details, but any color would do. Throughout the shader, the RGBRamps control the intensities and details from their associated texture nodes.

Thanks for sharing.


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RedPhantom ( ) posted Sat, 05 July 2025 at 9:30 PM Β· edited Thu, 12 February 2026 at 3:02 PM
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Y-Phil posted at 4:43 PM Sat, 5 July 2025 - #4497599

Wow... thank you hborre. This skull has never looked so cool



That looks great


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Check out my store here or my free stuff here
I use Poser 13 and win 10


Y-Phil ( ) posted Sun, 06 July 2025 at 1:22 PM Β· edited Thu, 12 February 2026 at 3:02 PM

I'm loving it yq1ZP4WBKvRVQNLo7nl5HPTFwRKTIWcVcdnVPAbI.png

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hborre ( ) posted Sat, 12 July 2025 at 2:07 PM Β· edited Thu, 12 February 2026 at 3:02 PM

I have been experimenting with ambient occlusion in P13, rendering with the Superfly engine and using Cycles to enhance the shader textures. With the addition of the RGBRamp node, the process has become easier to apply to all different types of textures. The images below illustrate how adding AO makes the render appear more realistic with shadows filling in the corners, crevices, and between closely placed objects that are lacking with multiple lights and HDR lighting. This is perhaps the most annoying thing I see in many gallery renders: characters floating above the ground.

No ambient occlusion

YRJfpRZMANzUHHhGBzxlRQb2VtWoGc5MH7wHHtU0.png

With Ambient Occlusion

ehz9QWjhrPXN0P6j4P6KkghtxuyUZYzS2cFxjAKh.png

I have also worked out creating a master dial in the Parameters panel to switch AO on and off for multiple material zones. It's more work to animate all the necessary dials, but it saves work switching between the Pose and Material Room.

                                                                                                                            nsofHbaUV92F327xNHmXDhtdpmsv3hZIciaxyjBI.png

 


Thalek ( ) posted Sun, 13 July 2025 at 12:38 AM Β· edited Thu, 12 February 2026 at 3:02 PM
hborre posted at 2:07 PM Sat, 12 July 2025 - #4497785

I have been experimenting with ambient occlusion in P13, rendering with the Superfly engine and using Cycles to enhance the shader textures. With the addition of the RGBRamp node, the process has become easier to apply to all different types of textures. The images below illustrate how adding AO makes the render appear more realistic with shadows filling in the corners, crevices, and between closely placed objects that are lacking with multiple lights and HDR lighting. This is perhaps the most annoying thing I see in many gallery renders: characters floating above the ground.

I know what you mean.  I once teased a friend, saying that his ninjas were so stealthy, they didn't even cast a shadow.  Beautiful work!

I have also worked out creating a master dial in the Parameters panel to switch AO on and off for multiple material zones. It's more work to animate all the necessary dials, but it saves work switching between the Pose and Material Room.

                                                                                                                            nsofHbaUV92F327xNHmXDhtdpmsv3hZIciaxyjBI.png

 

There's a useful tool!


Y-Phil ( ) posted Sun, 13 July 2025 at 9:51 AM
hborre posted at 2:07 PM Sat, 12 July 2025 - #4497785

I have been experimenting with ambient occlusion in P13, rendering with the Superfly engine and using Cycles to enhance the shader textures. With the addition of the RGBRamp node, the process has become easier to apply to all different types of textures. The images below illustrate how adding AO makes the render appear more realistic with shadows filling in the corners, crevices, and between closely placed objects that are lacking with multiple lights and HDR lighting. This is perhaps the most annoying thing I see in many gallery renders: characters floating above the ground.

Impressive, wow.


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ChromeStar ( ) posted Sun, 13 July 2025 at 1:09 PM Β· edited Thu, 12 February 2026 at 3:02 PM
hborre posted at 7:27 PM Fri, 4 July 2025 - #4497585

Before I post the actual procedural bone shader, I will show you the ambient occlusion shader node setup for your material. I recreated the shader from Blender tutorials with Cycle nodes recently introduced into Poser; otherwise, it would be almost impossible to reproduce. Below is the setup:

9DswjYsLzKiQ56vJMEZDvjRlRfsYFcHhXJDTK7T1.png

This arrangement is becoming part of my standard setup for all my shader reconstructions. It is self-explanatory, but if you have questions, please ask.

How is this different from using the Color output of the AO node, with the PrincipledBSDF node plugged into the AO's input? I understand you are mixing with black to a degree specified by the AO output, but isn't that what AO's color output already does?


hborre ( ) posted Sun, 13 July 2025 at 3:02 PM Β· edited Sun, 13 July 2025 at 3:06 PM

Yes, but by adding the Diffuse node, you can connect grunge maps to that chip, as well as changing the color of the occlusion. For example, you have a figure covered in mud; change the chip color to brown, or whatever color the mud is. That occlusion will no longer be black.  If you look closely at my skull render, the occlusion is dark brown with the deepest recesses of the model shadowed in black, where light is not entering, but the shallow areas show brown.


ChromeStar ( ) posted Mon, 14 July 2025 at 11:08 AM

Thanks for clarifying that. I can see how that would be useful, and also when the extra nodes could be safely omitted.


hborre ( ) posted Wed, 16 July 2025 at 7:38 PM Β· edited Thu, 12 February 2026 at 3:02 PM

I've recently completed this rendered scene with props obtained from RenderHub and Poly Haven. The morphing skull is from DAZ. PBR textures were used throughout all the items, which includes ambient occlusion that I have been experimenting with for some time. I used Poser's Superfly Paramount lights, which I converted to Blackbody, 4100 degrees Kelvin.

tSx8gXicUU7ZDoRTGx09ZDksLHwGmOXGtFrWY5eH.png


Y-Phil ( ) posted Thu, 17 July 2025 at 9:08 AM

Just... magic! HR7hgeOszFDumLDn6Pi3qzeO5mA9WwVLQtzKaYCh.gif

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RedPhantom ( ) posted Thu, 17 July 2025 at 9:38 AM Β· edited Thu, 12 February 2026 at 3:02 PM
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hborre posted at 7:38 PM Wed, 16 July 2025 - #4497869

I've recently completed this rendered scene with props obtained from RenderHub and Poly Haven. The morphing skull is from DAZ. PBR textures were used throughout all the items, which includes ambient occlusion that I have been experimenting with for some time. I used Poser's Superfly Paramount lights, which I converted to Blackbody, 4100 degrees Kelvin.


This looks awesome


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Check out my store here or my free stuff here
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RedPhantom ( ) posted Thu, 17 July 2025 at 10:34 AM Β· edited Thu, 12 February 2026 at 3:02 PM
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I had to try it myself.

Now to populate it. And maybe fix the leaves in the one tree so they don't look like they're glowing


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
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hborre ( ) posted Thu, 17 July 2025 at 2:50 PM

Looks good, so far.


RedPhantom ( ) posted Fri, 18 July 2025 at 6:01 PM Β· edited Thu, 12 February 2026 at 3:02 PM
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So here it is with some people.


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Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


hborre ( ) posted Fri, 18 July 2025 at 7:26 PM

Cool


Y-Phil ( ) posted Sat, 19 July 2025 at 3:57 PM Β· edited Sat, 19 July 2025 at 3:58 PM

RedPhantom 

It looks cool, indeed.
And for the leaves, a few year ago, Caisson published a thread concerning the PrincipledBSDF node.
And here https://www.renderosity.com/forums/comments/4405027/permalink hs starts with the flowers, the leaves, and the trunk.
Just in case.

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Y-Phil ( ) posted Sat, 26 July 2025 at 3:34 PM Β· edited Thu, 12 February 2026 at 3:02 PM

I must say that the use of the Ambient Occlusion node leaves me speechless.
I'm still experimenting but I'm finding the result surprisingly interesting:

With the AO node on the skin on the left, without on the right:

bKm7L8BPRkWmW2FmcBFj5OVmLt6R3UTl9d4zn38e.png

Ignore the material of the dress: I shouldn't have changed it for the comparison OoR1vn2Xs2dRSlgA2cgN8IwBq4TeigIG3YGHnNHh.gif

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hborre ( ) posted Sat, 26 July 2025 at 3:52 PM

Yep, it makes a huge difference, in my opinion. Recently, I have been creating PBR textures from free sites, and I have included ambient occlusion in all the materials.


Rhia474 ( ) posted Sat, 26 July 2025 at 5:48 PM

Stupid question (you should have gotten used to it by now from me): is the AO a layer you add, or not? If not, how do you attach to your materials you already have?


hborre ( ) posted Sat, 26 July 2025 at 6:51 PM Β· edited Thu, 12 February 2026 at 3:02 PM

This is the image I posted above. The basic Cycles node arrangement is highlighted within the yellow box.

XYtD6mBELHmVvEGhTcOui22Hg31X9Jgt5cRtbixI.png

The PrincipledBsdf node is the most convenient way to set up using Cycles, although the conventional Cycles without it still works fine. This is a set of additional nodes to introduce ambient occlusion, not a separate layer. I copied this straight from Blender and reproduced it in Poser. If you only use Cycles without the PoserSurface or PhysicalSurface nodes present and connected to an image map, the preview will appear black because of the ambient occlusion node. It will render fine in Superfly. I introduced an on/off switch in one of my setups, but it didn't affect the preview display; everything remained black. My suggestion: set up your scene without ambient occlusion connected, then activate it afterwards. Otherwise, keep the PoserSurface root node with an image map connected in the materials and activate the Cycles Superfly root when ready to render. If you have any questions or problems, let me know.


Rhia474 ( ) posted Sat, 26 July 2025 at 9:13 PM

I'm sorry to be so dense. I still don't understand where to put the actual ahader/ material I already have say, for a table or a platform. Whete are all these nodes you show above go?


hborre ( ) posted Sun, 27 July 2025 at 5:34 AM

Are you familiar with Cycles in Poser? I can upload a simplified Material Room screencap later today as an example of what is necessary and how to arrange the nodes.


Rhia474 ( ) posted Sun, 27 July 2025 at 9:53 AM

I am barely fluent in Physical Surface, but I'm trying and willing to learn. I can't think I am the only one. Much appreciated. 


hborre ( ) posted Sun, 27 July 2025 at 10:59 AM

I get it. It has taken me countless Blender YouTube tutorials to understand the Cycles node structure and arrangements so that I may apply it to Poser. The PhysicalSurface node is just a better replacement for the PoserSurface node, except it is simplified and better suited to handle both Firefly and Superfly render engines. You would be better off using the PhysicalSurface root for everything; however, there is no convenient way to convert them automatically from the PoserSurface node. Honestly, the original PoserSurface node has outlived its purpose; it is time for individuals to gravitate to the PhysicalSurface node, which is better suited for physically based rendering.

Before I post a mini-tutorial on Cycles AO, I am running some tests with the PhysicalSurface and Cycles Ambient Occlusion nodes to verify their functionality in Superfly. This puzzled me for some time, but I think I am having some success with the outcomes. I'll be posting in a few.


hborre ( ) posted Sun, 27 July 2025 at 11:56 AM Β· edited Thu, 12 February 2026 at 3:02 PM

For demonstration purposes, I will be posting a series of images that will include Superfly renders and their corresponding material room node arrangements. I will cover all three root nodes, PoserSurface, PhysicalSurface, and Cycles nodes, although the PoserSurface node is not well suited for Superfly rendering. The model I am using is a table from DM's Dark Shrine set, and I added an HSV node to brighten the textures.

Superfly render, without AO, traditional arrangement.

t7qz4DXZa3csMPOZyWCg3yeDWUjk5Ffg4SPeN1fI.png

Material Room

d2lau38AXTISJnECTiVOqPa7Nqd5haeaQasaQqGI.png


hborre ( ) posted Sun, 27 July 2025 at 12:01 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Excuse the change in render images, I needed to reboot Poser. Now, I elected not to post ambient occlusion with the PoserSurface node because it is misbehaving and refuses to work with Superfly. The images below show Superfly renders with the PhysicalSurface root node without AO.

j3oksi5USRmhvA4dob96zcXWSjrUcr9MTjMGcaeX.png


Material Room

jPkqWf9JoBDAjbe9s8B2y8yAfXzpfLV2MhcYKtrN.png


hborre ( ) posted Sun, 27 July 2025 at 12:16 PM Β· edited Thu, 12 February 2026 at 3:02 PM

The next set of images demonstrates ambient occlusion with the PhysicalSurface root node. Observe, there is texture surface and shadow darkening, which is why I applied an HSV node to elevate texture brightness. Please note the point where the table intersects the ground plane, deeper shadows, simulating the area light doesn't reach. If you increase the Distance dial on the AO node, you should be able to extend the shadows.

3vlo9FXQ0GI7cfq3lpa6NwzkpfIlxgNg2JpxCbvQ.png


kmjii2FkQ6iXIVKmVYKpORm9o3jJyGQ5UPy203Fu.png

Also note, any changes applied to the table were also applied to the ground plane.


hborre ( ) posted Sun, 27 July 2025 at 12:22 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Cycles, PrincipledBDSF node, no AO.

Mq8yknXg8qNRZdnLY3VnMDvXUAJK18yChbQYZ69R.png

fwFL46ar8syaaxlQe458HOsXupEBY201wSTSIjq0.png


hborre ( ) posted Sun, 27 July 2025 at 12:25 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Cycles with ambient occlusion

785eVMkB915qhqffubg4bWBKBXp59ohFIYqRErYd.png

xY8yoLd97GFw1g7HOM9Iu8Bq57CjV5e7cRF96DaJ.png


hborre ( ) posted Sun, 27 July 2025 at 12:28 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Side-by-side comparison of untextured models  pXkx92tY4qdtIqc8wUHPCDNi6o5fYnxMpbT8MjSA.png                                     NQ0ZKAit8H2tfCTx9jLS2MOr7MKK1dWVA593vcyc.png


Y-Phil ( ) posted Sun, 27 July 2025 at 2:58 PM

Interesting, thank you hborre.

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Rhia474 ( ) posted Sun, 27 July 2025 at 4:28 PM

Fascinating! May I ask you what is your scene setup? Background, lights etc? Have you tested it with different backgrounds and lights?  I can see how it helps with the Physical Surface with a simple object where there is only two, maybe two materials but for an end user it is just way too much work without some sort of automated application for the AO setup.


hborre ( ) posted Sun, 27 July 2025 at 5:28 PM

I wish there were a way to automate the entire process to add the nodes to all content within a scene, but alas! Although it is time-consuming, I tend to work on my sets a piece at a time, saving each one after completion as a partial scene and then importing them back into Poser for the final render. It helps to save chunks of nodes in the Materials tab for easy application and build on those with the different texture maps. Everything becomes routine after that.

Since I only render in Superfly and use PBR/procedural textures, I've modified all my lighting to use the Blackbody node. By adjusting the Kelvin temperature on that node, I can simulate any natural lighting condition.

In testing the ambient occlusion node with the PhysicalSurface node, I found that there are limitations to the effect. I can't make the shadows grow beyond a certain, and trying to use the RGBramp node with it is next to impossible. There are some problems with the RGBramp node, which I reported to tech support. Under certain conditions, the color slider would shift randomly for no apparent reason. More annoying.


hborre ( ) posted Sun, 27 July 2025 at 5:31 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Content Advisory! This message contains nudity

Below are 2 images I created. The first is the original render, the second is the enhancement with AO introduced to all the content in the scene.

rcRIaEqFcexoSzgkYh5AucGWCoDm4fVuWoQHMYMT.png
Adult Image Blocked
Image blocked according to your Max Maturity Rating : Safe


MGZJK9cy0V9GA8fghKj75XCoZ2mqz2hanfIpCesj.png
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Image blocked according to your Max Maturity Rating : Safe


hborre ( ) posted Sun, 27 July 2025 at 9:15 PM Β· edited Thu, 12 February 2026 at 3:02 PM

This is a WIP. The FBX model was obtained from CGAxis.com, imported into Poser 13, and converted to an OBJ, welding all the separate parts into one file. This is a Cycles/Superfly render with all original textures optimized for PBR. Two Blackbody lights illuminate the stage. Again, this is a WIP with more content to be added later.

Xw2NLIJo6lWv4UDvaHpib6007ewSlixsmtLfwDhO.png


Y-Phil ( ) posted Mon, 28 July 2025 at 1:50 PM Β· edited Thu, 12 February 2026 at 3:02 PM

Wow... and Wow 

29FZyGUVUNFLxPOBkgNzGx02GK8QikQ5o0bfGSPQ.png

π’«π’½π“Žπ“


(っ◔◑◔)っ

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hborre ( ) posted Sat, 02 August 2025 at 4:52 PM Β· edited Thu, 12 February 2026 at 3:02 PM

I found some untextured free models at Renderhub and I decided to download a few of them to test my hand at PBR texturing in Poser. The image below is an FBX model imported into Poser and using the grouping tool, I applied procedural textures and rendered it in Superfly. I will be converting it into a prop for Poser. Next, I need to amass a vast collection of architectural PBR textures and accessories to customize the models.

5JRkiQrtgRTxkEO7qxGyz7ldToMa3vaUW8rgGtS4.png 


Y-Phil ( ) posted Sun, 03 August 2025 at 10:32 AM
Wow, amazing hborre!

π’«π’½π“Žπ“


(っ◔◑◔)っ

πŸ‘ΏΒ Win11 on i9-13900K@5GHz, 64GB, RoG Strix B760F Gaming, Asus Tuf Gaming RTX 4070 OC Edition, 1+2 TB SSD's, 6+4TB HD
πŸ‘ΏΒ Mac Mini M2, Tahoe 26.5, 16GB, 500GB SSD
πŸ‘ΏΒ Nas 10TB
πŸ‘ΏΒ Poser 13 and 14 ❀️

π‘€π“Ž π’’π’Άπ“π“π‘’π“‡π“Ž


RedPhantom ( ) posted Sun, 03 August 2025 at 11:38 AM
Site Admin

That looks very good


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