Poser 11 introduced SuperFly, an integration of the Cycles engine from the Blender Foundation, a necessary upgrade as a 3d character creator program. We worked to make SuperFly as compatible as possible with existing Poser materials. That was just to make existing scenes easier to render in the new engine. To really harness the power we need Physically based materials too. So, what makes a material "physical"? Well, with SuperFly often times it's actually simplicity. SuperFly is a Physically based render engine. It knows how to make things look real. Most of the time we just need to let it do its job, the good old "less is more" idea. For example, to make metal all you need is the Physical Surface root node and to set the "metallic" dial to 1. Ta-da! Shiny metal! Of course, that's just the tip of the iceberg, (Hint: Use the glass material included with Poser 11 to make ice, just give it a blue tint).
When you want to get serious with Physically Based Materials you will probably need appropriate texture maps. One place to get these is Allegorithmic Substance Painter. Substance Painter can create maps that plug directly into Poser's Physical Surface Root node. There's even a template included so you can see where all the maps are supposed to connect, just look for "SuperFly Tileable" in your material library. With these, all you need to do is choose your texture maps created in Substance Painter or any Physically Based material editor and hit render. That Physically Based Render engine makes the rest happen.
To purchase Allegorithmic's Substance Painter 2, click here.
Rendering texture maps created in Substance Painter.