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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)



Subject: White area appearing around eyes


3DNeo ( ) posted Sat, 04 September 2010 at 9:24 AM · edited Thu, 23 January 2025 at 3:24 PM

I ran into a problem that I am not sure where or how it is happening. On one of my V4 figures, I am seeing a white area that is partially around the eyes. You can see it in the pre-rendered pose area and somewhat less when rendered. After checking my material mats in the Poser Material Room I did not find any problem. Also, there is no reported error for any missing files and everything seems fine except for this area around the eyes.

Just wondering if anyone may have some thoughts on what may be causing this?

Thanks.

Jeff

Development on: Mac Pro 2008, Duel-Boot OS - Snow Leopard 10.6.6 & Windows 7 Ultimate 64bit, 2 x 2.8 GHz Quad-Core Intel Xeon , 10GB 800 MHz DDR2 RAM, NVIDIA GeForce 8800GT.


SamTherapy ( ) posted Sat, 04 September 2010 at 9:36 AM

Not too sure about the materials used in V4's eyes but it may be the Tear or Eye Surface.  You could be seeing the edges of either.

I know things have moved on a lot since the days of V3 but most vendors still have no clue how to set up eye materials, what with them having fake reflections/specularity  baked into the corneas and so on and - my pet hate - leaving Reflect_Lite_Mult checked on all materials.

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3DNeo ( ) posted Sat, 04 September 2010 at 10:41 AM

Quote - Not too sure about the materials used in V4's eyes but it may be the Tear or Eye Surface.  You could be seeing the edges of either.

I know things have moved on a lot since the days of V3 but most vendors still have no clue how to set up eye materials, what with them having fake reflections/specularity  baked into the corneas and so on and - my pet hate - leaving Reflect_Lite_Mult checked on all materials.

Thanks for the reply. I tried to upload an image to show exactly the problem but every time I do Firefox locks up on me. I can post OK and other sites work fine for uploading images so must be something strange going on. Anyway, I should have been more clear, but the area seems to be the top eye lid near the outer corners of both eyes and about half way over on top of the lid. The mat for the eye textures and face look just fine and I checked them in Photoshop too and never saw this before. I am not sure what has changed or why this is showing up at this time.

Do you have any thoughts on the eye lids or what I can check? I don't know what else to do because everything seems fine with no obvious reason for this problem.

Jeff

Development on: Mac Pro 2008, Duel-Boot OS - Snow Leopard 10.6.6 & Windows 7 Ultimate 64bit, 2 x 2.8 GHz Quad-Core Intel Xeon , 10GB 800 MHz DDR2 RAM, NVIDIA GeForce 8800GT.


Medzinatar ( ) posted Sat, 04 September 2010 at 10:52 AM

From what you say, the problem may not be the eyes, but rather the eyelashes.
For differentiate, detach trans map then set eyelash to diffuse = 0 and specularity = 0 and both trans = 1

if goes away, it is lash



SamTherapy ( ) posted Sat, 04 September 2010 at 10:53 AM

Sorry, no.  Maybe if you try another browser, you could post images.  Renders and material settings would be most useful, plus your render settings.

My knowledge of the most recent models, shaders and the newest versions of Poser are scant.  I'm sure someone else will be able to help, though.  Although pics really are essential.

Coppula eam se non posit acceptera jocularum.

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hborre ( ) posted Sat, 04 September 2010 at 11:13 AM

I agree with Sam, a screencap of the material room would be most helpful to pinpoint something you may be overlooking.


ShaaraMuse3D ( ) posted Sat, 04 September 2010 at 11:32 AM

 I head a similar problem just yesterday..

SamTherapy mentioned the Tear surface

With certain lights or certain light angles, the Tear surface gives off a lot of reflections.. What I did was to find the node that causes the specularity (can be different with different skins I think) and turn down the value. The overbrighted stuff disappeared for me.


3DNeo ( ) posted Sat, 04 September 2010 at 11:42 AM

file_458691.jpg

Thanks for the replies. Hopefully I can find the problem and fix it. Any help is appreciated.

Here is an image showing the area I am talking about so you can see. I will also try to post a Material Room screen shot later on today.

Jeff

Development on: Mac Pro 2008, Duel-Boot OS - Snow Leopard 10.6.6 & Windows 7 Ultimate 64bit, 2 x 2.8 GHz Quad-Core Intel Xeon , 10GB 800 MHz DDR2 RAM, NVIDIA GeForce 8800GT.


ShaaraMuse3D ( ) posted Sat, 04 September 2010 at 11:52 AM

 Looks like the wrong texture on the eyelid.

Have you tried reloading the skin, and choose the same or a different makeup version again?

Could also be an error in the material, where you should check that the eyelid actually uses the texture map from the face, and not from something else.


Medzinatar ( ) posted Sat, 04 September 2010 at 11:58 AM

This makes problem clearer.  It appears to be eyeball occluding lid.
Try adjusting morph for cornea bulge, iris bulge and other.
Also possible x,y,z translations of actual eyeball, but tricky because small increment needed



ShaaraMuse3D ( ) posted Sat, 04 September 2010 at 11:59 AM

 Oh yeah, I didn't think of that.  Medzinatar is probably more on it than I am. :)


Kendra ( ) posted Sat, 04 September 2010 at 12:05 PM

Yeah, looks like poke through from the eyeball.

...... Kendra


Medzinatar ( ) posted Sat, 04 September 2010 at 12:08 PM

Forgot this,  to help adjust eye, select it and go to "Display-->Element Style-->Hidden Line" and the mesh will show (also Shift+Ctrl+4)



SamTherapy ( ) posted Sat, 04 September 2010 at 12:18 PM · edited Sat, 04 September 2010 at 12:19 PM

Echoing the above, the eyes are totally out of position.  Look at the huge gap between the eyeball and the lacrimal area. 

As a side note, the eye also has one of those horrible baked in reflection things I mentioned earlier.

Coppula eam se non posit acceptera jocularum.

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lesbentley ( ) posted Sat, 04 September 2010 at 6:56 PM

Yes, the eyes are out of position relative to the eye sockets, and are poking through the lids. Since this is V4, the translation dials for the eyes will be hidden. You can use my freebie "UNIVERSAL Move Both Eyes at Once" from sharecg (need to log-in) to translate the eyes.


hborre ( ) posted Sat, 04 September 2010 at 7:52 PM

Looks like we are all in agreement.


3DNeo ( ) posted Sat, 04 September 2010 at 8:22 PM · edited Sat, 04 September 2010 at 8:24 PM

file_458709.jpg

Thanks for the help on this as I had no idea what was causing it and knew the texture maps were OK. I worked on this using the ""[**UNIVERSAL Move Both Eyes at Once**](http://www.sharecg.com/v/34232/Poser/UNIVERSAL-Move-Both-Eyes-at-Once)" package and got them a lot closer I think.

I am posting an image of it fixed better, but still seems to be a gap in the eye corner area. The eye poke through is fixed though on top of the lash area. Not sure how to fix the gap because I tried the adjustment morphs above and could not get them closer with the X, Y and Z translate. Playing with the other dials distorted the eyes too much and changed how they looked.

Does anyone have any advice on this new image for correction or is that as close as you can get at times? I can try something else if you think it would help.

Thanks again for the replies, this is one of the first times I have had so much trouble adjusting the eye placements.

Jeff

Development on: Mac Pro 2008, Duel-Boot OS - Snow Leopard 10.6.6 & Windows 7 Ultimate 64bit, 2 x 2.8 GHz Quad-Core Intel Xeon , 10GB 800 MHz DDR2 RAM, NVIDIA GeForce 8800GT.


ShawnDriscoll ( ) posted Sat, 04 September 2010 at 8:54 PM

I'm figuring out that whenever I randomly morph a face, I should save the eyes with the head.  Because the eyes need to move/adjust with the new morphed eye sockets.

www.youtube.com/user/ShawnDriscollCG


lesbentley ( ) posted Sat, 04 September 2010 at 10:42 PM

Quote - Does anyone have any advice on this new image for correction or is that as close as you can get at times? I can try something else if you think it would help.

If you can't get fine enough adjustment using the dials, you can type numbers into the numeric fields, which will give you very fine adjustment. If translation alone does not do the job, adjusting the scale may help. Try scaling the eyes up and moving them backwards slightly to compensate for the bigger scale, also try scaling the eyes down and moving them forwards slightly, one of these strategies may help, though it's not possible to say which in advance.

Even with translation and scale as good as you can get, the shape of the eye sockets may not fit the eyes. In that case you would need to adjust the shape of the sockets themselves, you can do that in Poser by using magnets. PhilC has a good video tutorial on using magnets "An introduction to Poser Magnets", there is also a text version. You can cut down on the amount of work by using my "MirrorMags" to fix both sockets at the same time.


lesbentley ( ) posted Sat, 04 September 2010 at 11:23 PM

@ ShawnDriscoll,

You might like to have a look at this thread "Morph problem".


ShawnDriscoll ( ) posted Sat, 04 September 2010 at 11:33 PM

Thanks.  That was going to be my next question.

www.youtube.com/user/ShawnDriscollCG


3DNeo ( ) posted Wed, 08 September 2010 at 6:50 AM

file_458838.jpg

I have spent some time trying to get the eyes better using the advice and tool links provided. However, I am still very far off because even when I try magnets to adjust the eyes just don't look correct. In the image posted, that is about as good as I got them with the translate tools and magnets. I spent quite a while doing precise adjustments too.

The issues I now have is the eyes just don't look like they should, too big and there is just something about them that is not real looking any more. I did not try to "link" my pose for the eyes since I don't have a good result yet. However, the eyes move way out of place when any of my poses or store bought poses are used.

I am posting another picture showing how far I got. At this point I am not sure what to do because I have tried what I can using the translate and magnets. Any advice to get this down is appreciated. I just have not had this much trouble before with the eyes and don't know how custom character vendors here get them corrected.

Thanks for the help

Jeff

Development on: Mac Pro 2008, Duel-Boot OS - Snow Leopard 10.6.6 & Windows 7 Ultimate 64bit, 2 x 2.8 GHz Quad-Core Intel Xeon , 10GB 800 MHz DDR2 RAM, NVIDIA GeForce 8800GT.


SamTherapy ( ) posted Wed, 08 September 2010 at 11:14 AM

The iris area looks too big IMO.  Not by much but enough to make them look off to me.

Most custom character vendors use a modelling app to create the morphs and reposition the eyes.  A dial spin character would use the available morphs so there wouldn't be a problem with the eye position.

I really would lose that baked on reflection if I was you, though.  :) 

Coppula eam se non posit acceptera jocularum.

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3DNeo ( ) posted Wed, 08 September 2010 at 11:41 PM

Quote - The iris area looks too big IMO.  Not by much but enough to make them look off to me.

Most custom character vendors use a modelling app to create the morphs and reposition the eyes.  A dial spin character would use the available morphs so there wouldn't be a problem with the eye position.

I really would lose that baked on reflection if I was you, though.  :) 

OK, can you tell me how to get rid of the "baked on reflection"? I am not sure how except to maybe use another eye package. Is it a setting I can adjust in the "material room" to change this?

Also, you said most use a modeling program and I was wondering though how they load the eyes in with the head. I understand how to export and import the head as an OBJ but not sure how to do both the head and the eyes at the same time. Would that be a custom pose file where you click on it to load the character morph it loads the custom head OBJ and custom eyes at the same time? In other words you would hand edit the pose file to load your head OBJ and eyes both left and right as an OBJ too all at the same time?

Why does that NOT mess up other poses from vendors since the eyes are moved? Say I  have a bought character and it has a custom head morph, eyes moved, etc. as mentioned above. The poses from other like DM for example all work OK on that bought character and the eyes line up properly. Yet if I load in a custom head and eyes OBJ that have been properly adjusted the pose files don't work for the eyes because of their adjustments?

Just trying to figure all of this out. Thanks

Jeff

Development on: Mac Pro 2008, Duel-Boot OS - Snow Leopard 10.6.6 & Windows 7 Ultimate 64bit, 2 x 2.8 GHz Quad-Core Intel Xeon , 10GB 800 MHz DDR2 RAM, NVIDIA GeForce 8800GT.


SamTherapy ( ) posted Thu, 09 September 2010 at 4:59 AM

Don't know about how to accommodate the eye movement in a custom character, unfortunately.  That's one thing I haven't tried in a modelling package.  Or rather, I know how to move the eyes around (that's simple enough) in Wings and the like, just not how I'd then implement that back into Poser.

You can export more than one body part at a time in Poser, however; select them from the dialog box when choosing the export option.

As for the reflection on the eye, you'll find an image map attached to the Cornea or Eye_Surface material (or whatever they are called on V4).  That's the thing you need to delete.  I believe BagginsBill has some much better eye materials, which you'll most likely find in the big Material Room discussion thread at the top of the forum.  Failing that, someone will point you in the right direction.

Coppula eam se non posit acceptera jocularum.

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