Poser 8 Revealed: Creating and Applying Materials - Part 2
• Highlight Size. Defines how sharp or fuzzy the highlight is. Shiny surfaces have smaller, sharper highlights and rough surfaces have larger highlights.
• Ambient Color. Defines the ambient color for the scene. This color shades all objects in the scene including shadows.
• Ambient Value. Defines the strength of the ambient color.
• Transparency. Defines the amount of transparency of the material. A value of 1 is fully transparent and a value of 0 is fully opaque.
• Transparency Edge. Defines the amount of transparency applied to the edges of the object.
• Transparency Falloff. Defines how quickly the transparency fades as you approach the object edge.
• Translucence Color. Defines the color of light passing through a transparent object.
• Translucence Value. Defines the strength of the translucence.
Most of the remaining material attributes have no value, but can be connected to other nodes such as a texture or variable node.
• Reflection Color. Defines a color reflected off the surface.
• Reflection Value. Defines the strength of the reflection color or texture.
• Refraction Color. Defines a color refracted or bent through a transparent surface.
• Refraction Value. Defines the strength of the refraction color.
• Bump. Defines a Bump Map that is applied to the material.
• Displacement. Defines a displacement that is applied to the material to change its geometry.
• Alternate Diffuse. An alternative attribute for applying diffuse colors and/or textures. It applies the texture without any shading as a flat texture.
• Alternate Specular. An alternative attribute for applying specular highlights.
• Reflection Lite Mult. An option to multiply the lighting effects into the reflection map.
• Reflection KD Mult. An option to tint the reflection map by the diffuse color.
• Gradient Bump. An attribute to use gradient maps as Bump Maps. This attribute isn’t used by the current renderer and is only included for backwards compatibility.
• Gradient Mode. An attribute to specify whether the Bump Map is a normal Bump Map (Gradient Bump) or a Normal Map (tangent space or object space).
• Shadow Catch Only. An option to make all transparent surfaces appear opaque for shadows. The result is to cast a shadow onto a transparent surface such as shadow puppets on a sheet.
• ToonID. When rendering using the cartoon shader, each edge is outlined. By giving each separate material a different ID, multiple outlines will not be applied to a single object.
• Normals Forward. An option to align all the surface normals to point forward.
All values assigned in the Simple Material panel are automatically transferred to the material in the Advanced Material panel.