zorares opened this issue on Dec 22, 2004 ยท 46 posts
face_off posted Thu, 23 December 2004 at 2:50 PM
duanemoody, I think the cornea/iris edge blur is simply achieved by studying the mesh that DAZ has supplied us (for V3) for the eyes. Most eye textures don't actually use the geometery the way it was designed. My reading is that it was ment to be like... EyeWhite - texturemap + bumpmap + specular Pupil - texturemap + bumpmap Iris - texturemap + bumpmap Cornea - transparent + specular (+ refraction?) If you follow the above setup, you get blur (although not as much as I would like). A lot of texturesets seem to paste the texturemap on the Cornea, which is not right. I like your iris adjustment idea. Does having refraction in the cornea address this?
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