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Subject: battle weary Poser eyes question ?


3rdeye ( ) posted Wed, 05 March 2003 at 7:24 PM · edited Sat, 23 November 2024 at 9:55 PM

Content Advisory! This message contains violence

file_48892.jpg

I fought a decent hair trans battle. I kicked eyelashes natural butt. Eyeballs have got me done and I'm tiring fast. I'm using Carrara 2.1 . It seems that I can only get dark or black eyeballs. If I get white eyeballs the whole eye, iris and pupil seem to be covered up by the white. I know this question has been asked before but I could not find an answer . Has anyone had satisfactory results using Carrara with Poser figure eyes ? Any help would be appreciated.Thank You


Jaager ( ) posted Wed, 05 March 2003 at 9:30 PM

There are 4 materials with the Mil figures Pupils - texture (I use slight transparency in Poser to give some depth) Iris - texture EyeWhite - texture (This name varies with the figure I think. Sclera would have been more precise and less ambiguous) EyeBall - 100% transparent - for light reflections only - (This name also varies I think. Cornea would have been better) a texture may affect the quality of the reflection? It is an outer layer over the main eye mesh. You have the sclera with either a black diffuse color or black texture. You have a reflection on the pupil - If you do not have the corena in use, then it is on the pupil texture. If you use the corena layer, you do not need (or really want) the highlights on the main texture.


mateo_sancarlos ( ) posted Wed, 05 March 2003 at 11:44 PM

Jaager, it's almost certain 3rdeye had both white eyeballs and white eyewhites when 3rdeye exported it from Poser. This demonstrates the vast difference in the way Poser and Carrara handle transparency. Poser does it intuitively, but Carrara does it according to the laws of optics. If you search this forum for Antoine Clappier's discussion of transparency, that should help in handling the eyeball problem. My approach is a shortcut - just delete the eyeball material and forget about it - no more worries.


Jaager ( ) posted Thu, 06 March 2003 at 1:56 AM

"If I get white eyeballs the whole eye, iris and pupil seem to be covered up by the white" I know he has all 4 materials. The sentence above demonstrates that. The naming has him confused. Not his fault, the names are ambiguous. He is thinking that Eyeball is a part of the main orb, when it is not. I would think Eyeball would be done very similar to a clear sheet of glass. I get your frustration and why you deleted it. I am thinking that even if the method is different, a result like that in Poser should be possible and the reflective layer over the eyes be retained. If Carrara cannot do this, deleting the material makes sense.


bijouchat ( ) posted Thu, 06 March 2003 at 4:03 AM

I took the shortcut too... look in my gallery at my last two pictures, you'll see accurately ray traced eyeballs... you know what I used... Cake1 real eyes! And delete the middle material in Carrara VM (do this by importing your scene as a vertex primitive, polymesh per material). I have improved the uvmapping and redone their materials, added some useful morphs (closed the annoying hole) eventually I will get the uvs and morphs in free stuff somewhere. Mesh needs to be 2100x bigger resized in the properties menu so the uvs work right on the eyes... I do this globally to a Poser scene, less uv headaches. If you have Blackeyes from Blackhearted (in the Elowen character) they also render out really nice in Carrara. Forget about the Daz figures eyes, the only character that has correctly rendering eyes in Carrara in Poser is V3. Thats it. Nobody else. Use eye props. :)


bijouchat ( ) posted Thu, 06 March 2003 at 4:21 AM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=345215

at the link, you'll see Vina with the Cake1 eyes... the eyes are NOT postworked, they render like that. (with the appropriate shader and the scene being 2100x bigger, of course lol)


3rdeye ( ) posted Thu, 06 March 2003 at 1:51 PM

I don't know whats going on,I have tried to reply twice and I keep getting kicked out to the hame page. Many thanks for all the help. I was unable to find the offending black texture on my eyewhite material.The Blackeyes prop renders fine for me,DNA eyes render with black rings around the iris. I'll try the delete the eyeball material shortcut. bijouchat,I was wondering if everyone was doing postwork on V2 eyes,great render. I'm a hardhead I still believe there is a way to make V2 eyes render correctly, so I'm going to keep plodding away ,obtaining knowledge where I can,giving it the good fight.Thanks again for the info and help.It's good to know I'm not the only one with C2 that has run into this problem.


bijouchat ( ) posted Thu, 06 March 2003 at 2:37 PM

Thanks for the complements on my render... I am determined to use C2 for rendering lol, I am sick of dealing with Poser 4 quirks and don't want to deal with P5 either. g I am in love with all I can do with C2, its a wonderful program! What you need to do to fix the eyewhite material is move the eyewhite in the vertex modeller. Its not black... its too close to the transparent cornea and its not rendering correctly... if you import V2 as a vertex primitive with polymesh per material checked on obj import, you can access parts of V2 materials in the Vertex Modeller of Carrara without messing up the uvmapping, select the eyewhite material under named polymeshes in VM, then shift the eyeball back away from the cornea... :) that should do it. How large is the mesh in the assemble room btw? The meshes have to be upsized about 2100 percent or the uvmapping gets royally messed up. (I'm sure you know that by now, seeing that your eyelashes are rendering right) I can fool with it later on (not tonight, its late in Europe now...), but basically it should be the same problem as was described on the Cast Iron Flamingo Carrara/Grouper tutorial page regarding rendering poser figures and eyes in Carrara... your eyewhite and your cornea are too close together I think, and the transparent part of the cornea is intersecting your eyewhite and turning it black. Mateo is right... Carrara renders according to optics... and eye props that are modelled after a real eye structure are going to look more realistic. :)I don't even like the default eyes on V2 even in Poser... that's why I went to using the Cake1 eyes... don't want to even bother with the RDNA eyes because a figure is overkill and they are only really designed for P4... I just need a simple prop with a correct anatomical eye structure, not a complicated figure. I reuvmapped and fixed the Cake1 eye so they work better for me now anyway. :)


mateo_sancarlos ( ) posted Thu, 06 March 2003 at 3:03 PM

Just one more tip - Litst did a tutorial on creating an anatomically correct eye for Carrara. I think it may be in the archive, but I couldn't open the archive just now to check.


bijouchat ( ) posted Thu, 06 March 2003 at 4:29 PM

Attached Link: http://www.chez.com/litst/eng/tut-head2/tut-eye.htm

thats the tutorial... but I use Cake1's because I can use them with any figure... and its got a ton of animal pupil and iris morphs, saves time if I need an eye replacement in any sort of animal :)


bijouchat ( ) posted Thu, 06 March 2003 at 4:37 PM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=839268

this guy got it going with V2's eyes, hope this helps you.


3rdeye ( ) posted Sun, 09 March 2003 at 5:59 PM

file_48893.jpg

bijouchat, many thanks for going out your way, taking me to school. I used the tutorial to greatly improve both my hair and eyelash transparency.The fix on the eyes was easy once I understood what the problem was.After a lot of messing around, at a distance you can't tell if the eyeball layer is there or not.I'll probably use the shortcut and just delete the eyeball mesh from now on.Anyway here is what I did to get rid of the blackeyes in case someone needs it in the future. Carrara 2 Blackeyes in Victoria 2 fix Import object as a vertex primitive create a polymesh per material In the Vertex Modeler under the Selection drop down choose Select By Name in the popup choose the eyewhite polymesh under the Selection drop down choose Move in the Move Vertices popup set "Y"= -0.001 this nudge will move the eyewhite mesh back away from the eyeball mesh eliminating the black in the eye caused by the two meshes intersection . Jaager,Mateo,Bijouchat many thanks for helping out a newbie.


Jaager ( ) posted Mon, 10 March 2003 at 3:55 AM

If you do delete the corena, but still wish to have a reflective layer, you can do what was done for P4NF before Vic came out - and was probably where the idea for the cornea came from. That is - use a prop - a hemisphere primative - that is transparent. As a separate object, it can be moved rather than morphed.


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