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The skeleton is now conformed to the Ryan figure so that posing the Ryan figure makes the skeleton follow along. You can load Poser materials, like many other facets of Poser, from the Library palette or create them by hand using the controls found in the Material Room. Within the Material Room is the Shader Window, which includes two different interface panels. The Simple panel includes only basic material properties such as Diffuse Color, Highlights, Ambient, Reflection, Bump, and Transparency. The Advanced panel includes an interface for compositing nodes to create multi-layer materials. 5. Click the color swatch beneath the Diffuse Color title in the Simple panel of the Shader Window and select a yellow color from the pop-up color palette. The Amount value is measured in real-world units based on the type of units set in the Preferences dialog box. If the units are set to meters or feet, this value will be fairly small. 2. Click the Material tab to access the Material Room. 2. 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This icon indicates that some additional parameter values are available for this property that can only be accessed from within the Advanced panel. The Shader Window is divided into two separate panels, each opened with the corresponding tab. The Simple Material panel includes the most basic materials and offers a quick and easy way to build and apply materials. The materials included on the Simple Material panel include Diffuse Color, Ambient, Highlight, Reflection, Bump, and Transparency along with all the controls to define and edit these properties. The panel also includes a Material Preview pane, which displays a rendered example of the designated material. Early versions of Poser applied Bump Maps using a gradient image format with the BUM extension. You can use the BUM files if you add an Image Map node with the BUM file loaded and connect it to the Gradient attribute. Highlights are surface areas where the reflected light is most intense. 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You can use the Transparency value to make your entire material transparent. Transparency means that you can see through the material, like glass, to the objects behind it. The Edge value sets how transparent the edges of the material are and the Falloff value causes the areas closer to the edges to become less transparent. You can also select a texture map to define the areas where the material is transparent with light areas being transparent and dark areas, opaque (or non-transparent). Figure 8-15 shows a transparent material applied to the skin material group of a figure. This creates an eerie invisible man effect. Notice how you can see the interior objects like the eyes and teeth through the semi-transparent skin. If you have selected the OpenGL Display option for the Document Window, you can preview actual shader nodes within the preview window. This is a huge help because it lets you see your advanced materials without waiting for the image to be rendered. 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Of these two methods, the Spherical Map method renders much quicker, but the Ray Trace Reflection method results in higher quality reflections. You can multiply the reflected image with the Lights and the Object Color by enabling the options under the Reflection texture image. These options will tint the reflected image with the object color and dim the reflected image due to the direct lighting applied to the reflection. Figure 8-12 shows a rendering of a simple ball object that has a reflected material applied to it. 3. Click on the frog’s skin with the Material Select Tool. 6. Click on the Bump texture and replace it with the Cells.tif texture file or another texture file. Set the Map Strength to 50% and the Amount to 0.007. 'Poser 8 Revealed': Creating and Applying Materials - Part 1. Load Material from the Library 1. Open Poser with the default mannequin figure loaded. 3. Select the Figure 1 object from the Object List at the top of the Shader Window. 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