3rdeye opened this issue on Mar 05, 2003 ยท 13 posts
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. :)