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Free Webinar on Poser's Physical Surface Root Node

Dakorillon (IMArts)

Dances with Bees
Contributing Artist
I know this is an old topic, but is there a specific reason to use Physical Surfaces rather than Superfly? Like stone/metal versus skin?
 

Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
I haven't played with the PhysicalSurface Root node much, but I think it's closer to working with the PoserSurface, but allows for Superfly settings you would probably only see when using the CyclesSurface Root node, and then it gets very involved with all the smaller nodes that need to be put together to get what you want.

You probably would get a better answer on the SM Poser forum, as a good many of the folks there are really good working with Superfly, CyclesSurface and PhysicalSurface nodes.
 

Ken1171

Esteemed
Contributing Artist
The Physical Surface root node was introduced to simplify the creation of PBR shaders for Superfly. It's an all-in-one solution, similar to what Blender did with their Principled Shader. You can do almost everything with it, drastically reducing the number of nodes usually necessary to create PBR shaders for Superfly. It was designed to look familiar to the way Firefly shaders look like, and make it easier for us to create PBR materials without having to understand native Cycles nodes. That's it in a nutshell.
 

Ghostman

Adventurous
Contributing Artist
Like Ken said.
Back when the beta started there was a couple of us that used Quixel and Substance and wanted a Root that we could use for to plug in the PBR textures we made, so Stephan who back then was the one who made the superfly engine came up with the PhysicalSurface root. A one way solution more or less for the ready made PBR textures. It's more or less a kind of compound node from the Cycles root and nodes that simplifies the whole processe for us with the ready textures. See it as Plug and Play. LOL
 
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