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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: Vickie's Eyeballs


MikeJ ( ) posted Fri, 19 January 2001 at 12:33 PM · edited Tue, 26 November 2024 at 4:11 AM

Hi, This may sound ridiculous, but is it possible for me to remove, I mean COMPLETELY remove the "eyeballl" from the Vickie .obj file, or at least from the .cr2? I'm talking about that outer, transparent one, and not the inner parts. See, I don't render in Poser. I only use it for Posing and setting up characters for rendering in Vue, and that transparent layer just really irritates the hell out of me, when I'm trying to get the eyes right, etc., and I don't want to have to render the whole scene every 30 seconds. I mean, whatever it takes, I'll do it---text editors, going through a .obj or .cr2 file and deleting every line necessary, etc....I just don't know where to start. I thought maybe it could be done with UV Mapper, but I failed at that. Thanks! Mike



MikeJ ( ) posted Fri, 19 January 2001 at 12:44 PM

Or how about a morph target? can I morph it into non-existence, making it smaller than the rest of the eye? hmmm...think I'm gonna try that now...



Marque ( ) posted Fri, 19 January 2001 at 12:55 PM

Can you just move it behind the eye by using the trans? Or hide it? Marque


Paul Hafeli ( ) posted Fri, 19 January 2001 at 1:05 PM

Move the eye portion of the Texture map to the outer eye. Check the Vickie wire frame map and on the top right side you will see the area for the out eyeball, just copy paste the eye texture to this location and you are all set. No need to remave it. Paul Hafeli


MikeJ ( ) posted Fri, 19 January 2001 at 1:12 PM

No, Marque, those controls move the entire eyeball. I just want to get rid of the outer layer, which is labelled as "eyeball". The eye itself has four parts, i.e., eyeball, eye white, iris, and pupil. The outermost layer, "eyeball", is set by default at 100% transparency, and it's purpose is for glassy or reflective effects, but even so, just like any other material in Poser, you can still see all those tiny dots, even when it's set to 100% transparency. And since it's not one of the things in the object grouping, it can't be made truly invisible through the object properties selection. It really gets in the way when i'm tring to see the subtleties of the eye textures I've been working on. I don't exactly know the nature of it, whether it's an actual object parented to the rest of the eye, or if it's a material, separate from the rest of the eye, or either or both. All I know is I wish it was gone, seeya later-bye, whether gone from the .obj in geometries, or deleted from the cr2---I care not. I think it would really be oh-so-swell of Zygote to give us options for these sort of things. Not all of us render in Poser, and though it's useful in Vue too, it's just an annoyance to me when posing the gal. I could use the "no-eyeball" character to set up my textures and poses and then apply those poses and textures to another which still has the eyeball obj/mat, if I choose to do so, prior to export. --Mike



MikeJ ( ) posted Fri, 19 January 2001 at 1:21 PM

Paul, Thank you, but I'm not so sure I understand what you mean. Are you talking about the UV Map or the texture map itself? Thanks! Mike



wyrwulf ( ) posted Fri, 19 January 2001 at 1:40 PM

The eye is one group, with separate materials set for eyeballs, pupil, eyewhites, and iris. The eyeball is mapped to the upper right of the head map. The rest are mapped below the face. Open the head wire frame template in your 2D editor, and set the head texture as a layer. Copy the eyes below the face and paste them over the eyeball sphere. If you don't have the templates, you can download them from DAZ on the Victoria page.


Paul Hafeli ( ) posted Fri, 19 January 2001 at 1:43 PM

file_143116.JPG

Mike: The inner eye is mapped below the face, the outer eye is mapped to the right of the head. If you copy the inner eye to the outer eye, Then the outer eye will show the inner eye map. Trust me on this one, make a test head map for Vic and just cut and past the eyes. Then go ahead and do what you normally do in Vue and see how it works.


MikeJ ( ) posted Fri, 19 January 2001 at 2:21 PM

OK thanks guys, I really appreciate it. :) I'll give it a try, but this sounds like something I'll have to do with every texture I have, right? Since we're talking texture templatres here as opposed to geometry or cr2 files, that is. Is there no way to remove that outer layer from the eye in the model itself, or is it not an object which CAN be removed? I would really prefer to be able to remove the entire material itself, so it never shows up in Poser, rather than having to redo all my textures. Or are you saying I load the .obj into UV Mapper, and make the adjustments there and then save the new model? But nevertheless, I will do as you say. Thank you! :) MIke



MikeJ ( ) posted Fri, 19 January 2001 at 2:23 PM

Hey you know I just realized, if I do as you say above, and then make sure it's the same size as my existing textures, I can simply clone the existing texture over the new map, so assuming it works, I guess I have my answer. Thank you again, Mike



Paul Hafeli ( ) posted Fri, 19 January 2001 at 2:34 PM

Mike: I think you got it now. Just put the eyes on a layer and paste them to all your maps or make a macro for it. Paul Hafeli


momodot ( ) posted Fri, 19 January 2001 at 3:40 PM

JustMike had the right idea. Make a magnet for the eye, set it to apply only to the outer eye material and then scale that down into the middle of the eye and spawn a morph... that is how I made my no-eyelashes morph... took just a second.



MikeJ ( ) posted Fri, 19 January 2001 at 3:48 PM

I've been trying it in Rhino, but I'm still pretty new to Rhino. Got distracted though and ended up making morphs for larger irises, LOL Really, they turned out pretty good...anyone want to see them?



momodot ( ) posted Fri, 19 January 2001 at 4:09 PM

Yeah, can you show? Making morphs with magnets is seriously easy and amazingly powerful... I feel magnet based morphs transition into the surrounding mesh better then modeled morphs a lot of times.



Jaager ( ) posted Fri, 19 January 2001 at 10:02 PM

You only need to do it on one map. Just use that map for that material on every version of Vicki.


Jaager ( ) posted Fri, 19 January 2001 at 10:03 PM

Provided you want the same eye color on every one. Just do one for every eye color.


wyrwulf ( ) posted Fri, 19 January 2001 at 10:53 PM

I experimented with UVMapper for this. Back up the original blMilWom.obj. Load blMilWom.obj into UVMapper. Select by material "Eyeballs". Assign to group "New Group". Save the obj. Put it where the original blMilWom.obj was and delete the blMilWom.rsr. The eyeballs material is still there, but doesn't show on the character.


MikeJ ( ) posted Sat, 20 January 2001 at 6:57 AM

file_143117.JPG

Wyrwulf, you hit it right on the head, so to speak. I KNEW it could be done in UV Mapper, but just HOW was a different story. Let's just say that I'm not going to win any UV Mapping awards anytime soon. ;) Well, I read what you said earlier this morning, but somehow I missed the part about deleting the .rsr file, and of course for that reason it didn't work. And then I accidentally deleted the .rsr file while I was in the geometries folder, and all of a sudden my eyeball-less Vickie worked. I thought to myself, "Whaaaaatt?!", but after a few minutes I realized what I had done. Chalk yet another one up to the merits of careful reading, LOL.... Anyway, thank you all for your time and help. matbe I didn't explain clearly what it was I wanted to do. See, what was REALLY getting to me is that Vickie, when imported to either Bryce or Vue, has this sphere, the "eyeball" surrounding the rest of the eye proper. And it can be selected and moved, too, just like you would move an actual object. So I was thinking, what the hell IS that anyway? Is it a material? An object? What? It wouldn't show up in any other programs either. That is, for the 3D programs I have that will import .obj, it ewas only one solid thing. I thought maybe I could remove it with Rhino or 3D exploration, and save the eyeball-less bmilwoman.obj into the Zygote People folder, but of course I was never able to isolate ONLY the eyball stuff to be able to do that. I really don't understand teh relationship between materials and geometries, I suppose, but one good thing came out of it, and that is that I now understand UV mapper a little better, and I'll never again forget about the influence a .rsr file has over the .obj file, another thing I don't understand yet, BTW. Oh and of course I now have my new Vickie without that irratating transparency stuff over her eyes, as evidenced by the picture here which is only a screenshot and was not rendered. So thank you all very much. It took a while to get to the answer I was actually looking for, but I learned alot along the way. :) And yes I DID save a copy of the original, just for when I want the transparecy effect. I haven't tried it much in Bryce, really, but that outer eyeball material when rendered in Vue with a glassy material attached to it can look VERY good. :) PS Later today, maybe soon, I will upload my "Larger Iris" morph targets to the Free Stuff, in case anyone's interested. They're different from the "Anime" morphs in that only the iris itself is enlarged, and not the entire eye.



wyrwulf ( ) posted Sat, 20 January 2001 at 7:51 AM

I'm glad I could help. I wasn't sure if it would work before I tried it. I'm still not sure about the whole thing of geometries, groups, and materials yet, either. I like playing with UVMapper. Every time I open it up, I learn a little more. I'm really looking forward to Steve Cox finishing UVMapper Pro. That's going to be full of even more possibilities.


MikeJ ( ) posted Sat, 20 January 2001 at 8:59 AM

If nothing else, I'd like to see UV Mapper Pro have the ability to delete materials from a model, which essentially would have given me the same result, I suppose, but would have been alot quicker. That's actually the first thing I ever tried, was to delete the eyeball material, but if there is a way to do it with the current version of UV Mapper, I don't know what it would be. I know ALOT of people are waiting for UV Mapper Pro to be released, and I bet the moment it's available, it goes gold, so to speak. He's gonna make a fortune off of it, I bet! --Mike



MikeJ ( ) posted Sat, 20 January 2001 at 1:57 PM

No. The eyeball is a material, and not an object. Yes, you could select the eye and make it invisible, but that would make the ENTIRE eye invisible. The material labelled "eyeball", is actually an external coating which covers the entire eye, and again, is not a solid, moveable object. It's a Vickie thing. --Mike



Jaager ( ) posted Sat, 20 January 2001 at 5:17 PM

Mike, Wyrwulf gives you a start. If you still get an effect of the cornea mesh in a render, even if it is not textured then: In UVMapper, you can select the material and assign it to a unique group, keep the material also, then maneuver with hide to name the left and right sides as different groups. Open the CR2 and add the new actors in all the necessary places, and duplicate the sections for the left and right eyes in the CR2 and make them for your new actors. Then you can use the Z trans dial to move the group out of your way. You loose all of your eye morphs, but this happens when your assign the material to a new group anyway.


MikeJ ( ) posted Sat, 20 January 2001 at 5:35 PM

Yeah. Damn if everything in life isn't a trade off of something or other. I just noticed that a few hours ago, that I lost the eye morph for the larger irises I had made. I guess I'm gonna have to either just live with it, or do without the MT,s eh? I suppose I need to do some studying of UV Mapper too--tthis has gone on long enough, me not knowing squat about UV Mapper, that is, LOL. Ah, I guess the "problem" with the eyes isn't that bad anyway, and actually, I'd hate to get a pose just right, and then export the "wrong" version of Vickie into Vue and then decide I want to put a litle glassy reflection on her eyes, but not be able to do so after all. What do you mean by "maneuver with hide", by the way? Thanks Jaager... MIke



Jaager ( ) posted Sat, 20 January 2001 at 10:41 PM

In UVMapper, there are several ways to select specific facets. The marque tool, and the "select group" and select "select material" are the ones I most often use. There is no "invert selection" function that I can see, but with CTRL, multiple materials/groups can be choosen. Choose the facets that you do not wish to work with at the moment and hit "[" . the "hide" key. When you want them back, use the "]" key. To use a layer function, there is an option when you save the template to exclude hidden facets, by the way.


MikeJ ( ) posted Sat, 20 January 2001 at 10:52 PM

Yeah I've been fooling around in UV Mapper for a few hours now, and I have to say I never realised just how complex the program is. I had been wondering how people managed to isolate parts of the Victoria map.



Rose ( ) posted Sun, 04 February 2001 at 10:56 PM

Attached Link: http://members.aol.com/Roseb44170/home.html

Is it possible to be able to capture parts of a model that are shaped other than squares? (Can you tell I'm a newbie) Or are you using Rhino to isolate certain parts?


MikeJ ( ) posted Sun, 04 February 2001 at 11:05 PM

In UV Mapper? I suppose you'd have to select many small square sections and assign them all to the same group, same material. In Rhino, there's a lasso tool which you use to draw a little ring around the area you want to select, but you can also do ctrl+click to select every individual polygon one at a time, or in combination with the lasso. It would be great if UV Mapper had such a feature, but UV Mapper Pro might, I suppose. What are you trying to do, Rose? --Mike



wyrwulf ( ) posted Sun, 04 February 2001 at 11:07 PM

Rose, it depends on how you have your model set up. What are you trying to do?


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