PBR-EMULATOR for Poser Firefly Materials By BYTEFACTORY3D, 2017 Available as 'SINGLE USER LICENSE' or as 'EXTENDED LICENSE: MERCHANT RESOURCE' Thank you for purchasing our product. If desired, please contact BYTEFACTORY3D via RENDEROSITY site mail. Please find your installed products in the following locations (see also detailed list of files at the end of this document): documentation:Bytefactory3D:PBR-Emulator:PBR-Emulator_UsersGuide.pdf - a comprehensive users guide with tutorial and trouble shooting runtime:libraries:props:Bytefactory3D:BF3D_SamplePublicPhone.pp2 - a sample prop 'Public Phone' for tutorial with 2 PBR texture sets runtime:libraries:materials:Bytefactory3D:PBR-Emulator.mt5 - a template for a universal PBR-Emulator HYBRID material, applicable in any Poser 9+ and any POSER render engine runtime:textures:Bytefactory3D:PBR-Emulator: - two different sets of sample PBR textures (metal/roughness workflow) for the 'Public Phone' prop ======================================================================================================== PRODUCT DESCRIPTION The PBR-EMULATOR is a Poser plugin, designed to enable the POSER render engine FIREFLY to use standard PBR texture sets (metal/roughness workflow) without any manual adjustment in Poser versions 9+. It also allows for easy creation of 'HYBRID' materials, which can be used in any Poser 9+ version and which use (without any manual change or adjustment in the material room) either FIREFLY or equally SUPERFLY in any of these Poser 9+ versions. Targeted customers: =================== SINGLE USERS are enabled to ============ - use modern 'Next Generation' content with PBR textures in FIREFLY (even if they don't have Poser 11+) without manual adjustment in the POSER Material Room - use game content .obj or .fbx, which is often delivered with PBR textures for UNITY or UNREAL ENGINE in Poser 9+ - create their own hyperrealistic textures (in a separate application, i.e. QUIXEL, SUBSTANCE PAINTER, BLACKSMITH3D or PHOTOSHOP/PAINTSHOP) and apply these easily to Poser FIREFLY (just plug and use, no manual adjustment in the material room needed) - POSER 11 users can use the PBR-EMULATOR to easily create HYBRID materials which work in either render engine, be it FIREFLY or SUPERFLY, so they don't need to switch materials when going back and forth between their different render engines. VENDORS (EXTENDED LICENSE:MERCHANT RESOURCE) can ============================================ - use the PBR-Emulator to create HYBRID textures for their own content in one single go, which will automatically work for all customers in any Poser 9+ version and in any render engine SUPERFLY or FIREFLY; no more double work creating separate materials for older or newer Poser versions or render engines - be enabled to easily using hyperrealistic PBR textures with all their advantages (like scratches, dust, surface roughness and other hyperrealistic effects) also for their FIREFLY customers, giving huge advantage over 'traditional' FIREFLY textures with complex, sophisticated and intensive manual adjustments - hence benefit from the possibility to drastically reduce material zones in their props and figures, often even down to one single material which covers the entire prop (like in the sample 'Public Phone' which is included with the PBR-Emulator), letting the PBR coded properties in the texture sets do the amazing magic even in FIREFLY. Reduces both workload for texture creation in dozens if not a hundred different POSER materials, as well as reduces workload on customers computers during rendering. ======================================================================================================== All promotional images have been done in POSER 2012, 2014, 11 (with FIREFLY or SUPERFLY), with ordinary 'traditional' POSER lighting (a skydome plus one single infinite light), with IDL and raytracing engaged. The recommended render settings can be found as screenshots in the products documentation folder and in the Users Guide. No postwork has been done on any of the promo images, apart from assembling them and adding the texts and signatures. All textures are shown undoctored and exactly like they were created with the PBR-EMULATOR. ====================================================================================================== COMPATIBILITY The PBR-EMULATOR is a product for POSER 9 (which is POSER 2012) or HIGHER. It is compatible with both render engines, either SUPERFLY or FIREFLY. The product will NOT work and is NOT designed for DAZStudio. It may NOT work correctly either in former Poser versions prior to POSER 9, because it needs some functionality which had only been introduced with POSER 9. KNOWN ISSUES: Sometimes textures containing the PBR-Emulator may show black in the Poser 9 preview (but not so in Poser 10/2014 and Poser 11+). This happens due to a limited capability of the preview renderer in this older Poser version, and we cannot be held responsible for it. It is not a malfunction in our product, and it does not affect/disturb the functionality of the PBR-EMULATOR during FIREFLY rendering. As a workaround we suggest that Poser 2012 users should do the scene building and posing with simple materials applied (like a simple color, so to make them visible in the preview for repositioning and posing), and then for the final render apply the PBR-EMULATOR textures. These may show black only in the preview, but will render perfectly well in FIREFLY. The issue appeared only sometimes in POSER 2012, and never in POSER 2014 or POSER 11 which have an improved preview render engine. However, content developers/vendors should be warned and are recommended to add this remark to their products readme files, in case the issue happens to their customers when using PBR-Emulator based textures in POSER 2012. =================================================================================================== QUICK TROUBLE SHOOT CHECKLIST (see more details and assistance in the USERS GUIDE) * Have you loaded the correct images in the correct slots? Check in the materials room. * Have you set all 'Base_Color' image nodes for Gamma Correction to use '˜Render Settings' or to a 'Custom Value' of 2.2? And have you set all other image nodes to a Gamma Correction value of 1.0? * Have you equally enabled Gamma Correction in the Render Settings, and set it to a value of 2.2 (which is the standard)? * Have you enabled IDL in the Render Settings, to values like in the recommendations mentioned in the Users Guide (see screenshot on page 12)? * Have you enabled 'Raytracing' in the Render Settings? A value of 1 is the absolute minimum, but when reflecting surfaces neighbor each other, then the value should be set to 2 or even higher if mirrors are involved. * Does your scene lighting use 'raytrace' shadows (and NOT shadow maps!)? We know that raytracing is a bit slower, but REALLY, are you still using the vintage shadow maps from a century ago??? ;-) * If your PBR texture images don't seem to load properly, have you checked they have different names (not only different locations)? POSER is very stubborn with this ;-) * In case of a material appearing strange, have you checked its individual PBR texture maps for errors? Is the declaration of 'metallicity' correct in the 'Metallic_Map'? Has the PBR texture set REALLY a 'METALL/ROUGHNESS' workflow, and not a 'SPEC/GLOSS' workflow? * When issues of unwanted bumpiness or blurring appear, have you made sure to set the filtering to 'none' in all image nodes? Post-processing of PBR images (like 'crisp' or 'quality' or others) can create such artifacts. * Is the normal map you are using in the PBR-Emulator a DirectX type normal map, and NOT an OpenGL type? If you have chosen to use no normal map at all, have you set the 'Gradient Bump' in the Poser Surface Node to zero, like recommended? =================================================================================================== =================================================================================================== FINAL REMARKS The PBR-Emulator has been developed over several months of intensive work and testing, with hundreds of test- and reference renders, and with more than 50 different PBR-materials tested. We hope you enjoy our PBR-Emulator just as much as we did after we could finally use it in our products. It makes creation of amazing highly detailed and versatile surfaces as easy as snapping your fingers, and faster than you could probably spell the word 'PBR-Emulator' ;-) We are planning to further develop and update the PBR-Emulator. When you use the PBR-Emulator in your images, or with the EXTENDED LICENSE version in your products as a vendor, Bytefactory3D would kindly like to ask for giving credit and mentioning the PBR-Emulator in your image or product description and readme file, and of course to see your images in the PBR-Emulator shop gallery. Thank you again for using our product, and 'happy renderings' Charlie @ Bytefactory3D RENDEROSITY ======================================================= ======================================================= LIST OF FILES documentation\Bytefactory3D\PBR-Emulator ------------------------------------------------------- PBR-Emulator_README.txt PBR-Emulator_UsersGuide.pdf PromoSettingsBetter.png PromoSettingsModerate.png RenderosityLicense.txt ------------------------------------------------------- runtime\geometries\Bytefactory3D\BF3DSamplePublicPhone ------------------------------------------------------- BF3DSamplePublicPhone.obj ------------------------------------------------------- runtime\libraries\materials\Bytefactory3D\PBR-Emulator ------------------------------------------------------- PBR-Emulator14.mt5 PBR-Emulator14.png ------------------------------------------------------- runtime\libraries\materials\Bytefactory3D\SamplePublicPhone ------------------------------------------------------- PublicPhoneBlue.mc6 PublicPhoneBlue.png PublicPhoneRed.mc6 PublicPhoneRed.png ------------------------------------------------------- runtime\libraries\props\Bytefactory3D ------------------------------------------------------- BF3D_SamplePublicPhone.png BF3D_SamplePublicPhone.pp2 BlankPublicPhone.png BlankPublicPhone.pp2 ------------------------------------------------------- runtime\textures\Bytefactory3D\PBR-Emulator ------------------------------------------------------- NoAO_Map.jpg NoHeight_Map.jpg ------------------------------------------------------- runtime\textures\Bytefactory3D\SampleObjectPublicPhone ------------------------------------------------------- Phone1_Base_Color.jpg Phone1_Height.jpg Phone1_Metallic.jpg Phone1_Mixed_AO.jpg Phone1_Normal_DirectX.jpg Phone1_Roughness.jpg Phone2_Base_Color.jpg Phone2_Height.jpg Phone2_Metallic.jpg Phone2_Mixed_AO.jpg Phone2_Normal_DirectX.jpg Phone2_Roughness.jpg