Mon, Oct 21, 4:56 PM CDT

Renderosity Forums / DAZ|Studio



Welcome to the DAZ|Studio Forum

Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d

DAZ|Studio F.A.Q (Last Updated: 2024 Oct 21 3:29 pm)



Subject: Lighting and reflection problem


CrazyDawg ( ) posted Mon, 03 April 2006 at 2:17 AM · edited Thu, 25 July 2024 at 11:37 AM

file_288408.jpg

I'm not sure if the title of this subject is correct but anyways here goes. As you can see by the image i posted i am getting some form of lighting reflection in the models eyes. I have deleted the all lights before i rendered the image and still i get that light reflection. Strange how when i used the old version of D|S i never had this problem.. So if someone would be so kind to explain what this problem is and how i can fix it i will be so grateful. Oh i didn't post this over at Daz because i am more at home here at R'sity plus i find you get better help here than there no mater which forum you visit. CrazyDawg (One sad puppy at the moment)

I have opinions of my own -- strong opinions -- but I don't always agree with them.


 



PickersAngel ( ) posted Mon, 03 April 2006 at 6:20 AM

Check the specularity settings on the corneas. That's usually the culprit when you get "white eye". Glossiness should be in the 90% range, with the color set to black.


CrazyDawg ( ) posted Mon, 03 April 2006 at 10:30 AM

PickersAngel you have made me one happy little puppy again...took some finding of the settings you mentioned but once there i had it fixed in 5 minutes.. Thank you, you are a true Angel

I have opinions of my own -- strong opinions -- but I don't always agree with them.


 



Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.