Acadia asked for orb materials (shiny decorative glass) so here ya go.
For a number of reasons the Poser hi-res sphere is non-ideal, so I made my own orb prop.
The zip file, (see attachments below) BagginsOrb.zip, contains a Poser runtime folder structure. There is an Orb prop, and 20 Orb Shaders in the Materials Folder.
There may be additional materials posted in the future.
If you want to see the development sequence, or post a comment, or ask a question, here's the Orb thread at the Node Cult at RuntimeDNA
The Orb prop is a 2-inch diameter (1-inch radius) ball, meant to be used as a decoration. Fill a bowl with them, put one on the end of a wizard staff - whatever. You can scale the prop to be larger. 150% would be three inches in diameter. 200% would be four inches.
Some of the shaders use displacement, so you'll want to enable Displacement in your render options. If you scale the prop larger, you may need to go into the shader and increase the displacement amount in proportion. Make sure you pay attention to the sign of the displacement! Many are negative (depressions) - so if it says -.05 and you double the scale, change that to -.1.
All of these are meant to look like glass, and require ray-tracing - make sure you enable it in your render options. You'll want 6 bounces so you get multiple internal reflections!
If you're using Poser Pro with built-in gamma correction, these might not work too well. The reason is I already built gamma correction into these shaders. In each shader, there is a node labelled PM:Gamma. The value is 2.2. If you want to use Poser's gamma correction instead, change that value to a 1. Then it becomes linear. A "PM" node is for Parmatic. If you have my Parmatic script, you can adjust the Gamma using a parameter dial.
You can change the colors. Open a shader in the mat room. Look in the upper left area. Most have a SimpleColor - change that or plug stuff into it and make it white. Others use patterns, and you'll find one or two EdgeBlend(s) with two colors in it, or sometimes a Clouds node with two colors. The default color is that carnation-red. Where you see that, you'll know that's what to change. Several of the shaders mix that red with white or black. You can change the white or black, too, in most cases.
I used an Index of Refraction of 1.54 in all these shaders. This corresponds to a light glass, like you'd find in a cheap bauble, not heavy lead crystal. If you would like a different IOR, let me know. There's a lot of math involved, but I can change it in a heartbeat.