What are your Poser units? Inches, feet, pnu, meters? What ever you use; your bump is set to .005 of it. Five one thousandth of an inch is a lot different than five one thousandths of a meter.
My units are set to "feet" at the moment.
Is your bump map prepared for Poser or Studio? They use a different method as regards mid grey.
Well, I made the DS version of him first, so yes, the bump maps are probably qualifying as DS-ready.
If your beard map is grey scale it gets plugged into Gradient_Bump and choose Gradient Bump from the Gradient Mode selection offered. The Bump channel is for legacy .BUM image maps.
Thanks. I will try that. I stopped trying to make use of the Gradient Bump because it just never seemed to have any affect at all. Yes, the bump maps are all greyscale maps.
What image gamma is used in loading the image. 2.2 is normal for RGB images but 1 is used for grey scale data?
This, I have NO idea. Where do I find the gamma setting to look and see what it's currently set at? It doesn't seem to be listed on the palettes at all.
If you actually want a true normal map for your beard then it won't be a straight Firefly shader. A Normal or Tangent Normal image map is mostly blue. Object and World Space maps are rainbow coloured. I can't see your maps so I don't know what they are.
My Normal maps are primarily blue, with some speckles of the rainbow coloring in them. I had plugged them in via the gradient bump node and set it to use Tangent Space. I then tested it with the Object Space mode. The only other option I have in that node is to use it as an actual Gradient Bump instead, which obviously would not be used for normal maps.
The tests basically looked no different than leaving that node with no maps plugged in at all. I made the Normal maps inside of Gimp.
The speckles are probably from the Specular map.
I thought that myself, too, so I completely unplugged the specular maps, but I was still getting the speckles. They go away the lower down I take the bump value, so I was thinking that those were more related to the bump map than the specular map. Maybe I need to just re-make all of the bumps and specs entirely for using in Poser?
Everything can be generated from your main texture image via math and HSV nodes but that may be a bit advanced for this issue.
Yeah... those are way, WAY out of my league still. I was in Poser for many years, but that was only up to about version 7, and I only really was doing very early beginner things in the material room at that point. I ended up migrating over to DS a couple years ago, and while I understand DS' materials just fine, Poser's material room is in a lot of ways still way over my head and I'm frequently stopping work here to look up tutorials and such.
Math nodes and all of that at the moment is outside my range of understanding and skill yet. I'm trying to get this working in Poser for the folks here who prefer that program to render in, but I'm definitely not very skilled with the material room yet.
orry for all the questions but I can't see your maps or the gamma used to load them.
Please, don't be sorry! I really appreciate you trying to help! I tried to answer all of your questions as best I could.