renderclipps opened this issue on Jun 18, 2004 ยท 16 posts
Lyrra posted Fri, 18 June 2004 at 1:10 PM
.... um ... generally I don't bother actually. I don't do up close portraits, so its not neccasary. Just the Corneal highlights do nicely for midrange to distant shots. These settings should be built into the eye texture MAT files in most cases. in most mil figures the eyes are lCornea, rCornea, lIris, rIris, lPupil and rPupil. Eye texture is applied to the iris, pupil doebn't need one (diffuse set to black) lCornea & rCornea are these spheres that cover the eyes for the mil figures from 1 up. (v1, v2, milkids, m1, m2, v3, m3, etc etc ad nauseum) Theye were developed to add reactive highlights to the eyes, that would not be affected by the textures, and were easily changed. material settings should be something like this: across the top - white, black, black, white highlight 100 both middle trans sliders at 100 and that should work in most cases (Bryce users can set these to glass1 for good effect) for a reflection map, well really whatever you like. A picture, a simple shape like a lit window, whatever. apply that to the reflection map in the middle right. Experiment with different maps to see how things look. This is very reactive to your lighting angle and the colour of both the refl image and the iris underneath. Needless to say dark eye colors tend to show highlights more strongly.