Welcome to the Community Forums at HiveWire 3D! Please note that our store and forum are on two separate servers so you will require a separate login for each. The store will ask you for your Real Name (WILL NOT BE displayed to the public) and the forum will ask you for a User Name (WILL BE displayed to the public). You may use the same email address and password for both.
I am halfway through and realised it is more complicated to explain than I thought but I am getting there. May not be ready for Monday but I will keep at it until done. It should really give a better insight in how to use the Iray shader and get more out of it as the info can be spread right down the shader tree part for SSS. That would need a tut on it's own and many still struggle with it, me included. I have a basic understanding but man it is touchy.
This is what I am using a base, one Cube made in Blender, uv unwrapped, subdivided a lot, exported as OBJ.
Import in to DS, (Poser settings), Apply Sub-D level 2.
This is a really simple set up.
One texture (Albedo) map
displacement map hence the dense mesh
a Metalicity Weight map (See attached White = Metal, Black = nonmetal)
a plain block colour Roughness map
and finally a Top Coat Layer Weight Map to limit the Top Coat effect to just the logo.
This is what you get with the above with just adding one more map a Glossy Roughness Map and a Normal Map for the scratches. All maps made in Photoshop, Normal Map made in GIMP using a Greyscale image.
Glossy Roughness Map
Results. See how the Roughness maps have made the scratches more matte
it would do the same thing all depends on the effect you want. It all about the weight and roughness maps and grayscale levels.
What I am showing here is the basic principle on what Substance Painter is built on. The Iray shader I am using it pretty much what Substance Painter and Unreal 4 use in terms of the maps.
It is cool to think that just adjusting the roughness the scratches change colour enough to show and they are not part of the diffuse map (albedo)...this is PBR in action. The Normal Maps ads more weight in the illusion of having scratches.
It is cool when you do include scratches in the albedo map and use more maps to separate the metal underneath, red paint from the logo. 3 different surfaces on one map all been controlled by grayscale maps.
PS Albedo map means having no lighting, shadows and highlights etc on the diffuse map.
OK, in Poser it's called Diffuse as well. Now I'm wondering if it's used "instead of" a Diffuse map, which is usually the texture map. Then again, if this is used in Iray, it most likely can be used in SuperFly in PoserPro11. I'm going to have to check that out.
Of course, Poser has a BlenderNode option, with 2 inputs and a Blending amount, so if there were a Diffuse map, that could possibly plug into one input, and the Albedo map plug into the second input, and then the BlenderNode gets plugged into the Diffuse node on the PoserSurface palette.
OK, now I've got something to play with.
Edited to Add: Now that I think about it, the Albedo is probably used "instead of" a Diffuse/Texture map. I'm definitely going to have to play with this and see the difference.
Albedo maps are diffuse texture maps with no lighting information, shadows, highlights and AO. This is why procedural made maps that FilterForge and Substance Designer make are most often better than photographed made maps.