Some of my upcoming products are now coming with PBR materials for Superfly (Cycles shaders), and I have noticed not even my beta-testers are being able to make the best out of them because, until recently, PBR was not part of the Poser pipeline. Without proper scene setup, photo-realistic PBR materials simply look flat and ugly - actually worse than Firefly materials, and that worries me.
Another issue with Cycles shader nodes in Poser is that most of them show as solid black in OpenGL previews, which can cause confusion. For example, my upcoming scifi outfit will ship with over 70 shader presets, but they all display as black in previews. So you imagine you apply the orange theme, and it still shows as black. We don't know what color they are until we render. So far my solution was to switch back to Firefly while loading materials, so I can see what color they are, and then switch back to Superfly when it's time to render. I have realized how confusing this can be when my beta-tester claimed the default color was black, when in reality it was red.
But the most concerning issue is that Poser has no HDRI automatically added to the scene when we render with PBR, like it is with DS. As a result, all metals and glass will render as flat colors, which defeat their purpose in the first place. This makes me wonder how many who buy the outfit will know how to properly set HDRI in Poser when rendering with SF?
When it comes to PBR shaders, HDRI serves a triple purpose - it can be used to add a backdrop to the scene, to light it, and also to give something for shaders to reflect in renders. This might be one reason why some people came to believe I-ray renders look better than those from Superfly - because DS creates a proper HDRI environment automatically, even if the users don't know it's there. In Poser we have to do it manually, to include matching the camera focus distance to match whatever HDRI map is loaded, and controlling the emissive light intensity. One or more additional lights might be needed to add contrast and highlights - this is not a trivial process. Here again, DS automatically adds an extra light if there is none in the scene, even if the users don't know it's there (though attaching it to the camera was not the brightest idea).
The bottom line is that lighting a scene for FF is a different process than doing the same for SF. Poser won't hold your hand in the process like DS does, and I personally prefer it that way, but it took me years to learn the lighting process. It's not an exact science, and it's certainly an art on its own right.
Why am I saying all this? Because I want my upcoming PBR-ready products to look great in customer's renders. I am considering making a PBR lighting tutorial for Poser, but keep in mind Cycles is only available in Poser 11.
Now comes the question - how many of you who have read this far believe you KNOW how to light and render PBR materials in Poser 11?