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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 18 5:11 pm)



Subject: Help needed with V4 eyes


AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 5:59 PM · edited Wed, 19 February 2025 at 5:06 PM

file_498459.jpg

Poser 2012, IDL lighting, EZSkin2 applied to all, BB EnvSphere. Rim light to left, spot light in the foreground, pointed at face (intensity reduced to 10 here on this render) middle gray color. 

 The texture map for the eyes are very realistic, but does have burned in specularity, as does the bump. I've used EZskin 2 to set the eyes with different settings, and have used other eye sets (just as supplied by vendor) with similiar results (and not processed through EZSkin 2)

The eyes are killing this render. Anyone have any tips on what I can do?

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andolaurina ( ) posted Mon, 23 September 2013 at 6:15 PM

Do you still get that with raytracing turned off? I'm guessing you have a reflect node in the cornea or eye surface.

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hborre ( ) posted Mon, 23 September 2013 at 6:35 PM

Post a screencap of the EZSkin shader zone for the eyes, you may need to substitute a different zone.


AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 7:09 PM

file_498461.jpg

Andolaurina;

Quote - Do you still get that with raytracing turned off? I'm guessing you have a reflect node in the cornea or eye surface.

Changed all lights to Depth Map, with these results:

I've just noticed that I have a light emitting box in front of her gaze. Will re-render without it.

 

...Insert some witty or thought provoking comment here...


AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 7:19 PM

file_498462.jpg

And render without light emitter box in her line of sight. Darkened scene considerably, and still very white whites

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andolaurina ( ) posted Mon, 23 September 2013 at 7:21 PM

Sorry, I should have been clearer. I mean to to turn off the raytracing in your render settings to see if there was a "real" reflection on the eyes.

On the advanced material room tab, look at the cornea, eye surface and iris. In any of those, do you see a node called "Reflect" directly or indirectly plugging into the Reflection_Color or Reflection_Value?

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 7:24 PM

file_498463.jpg

hborre;

Quote - Post a screencap of the EZSkin shader zone for the eyes, you may need to substitute a different zone.

One of several material zones. 

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TrekkieGrrrl ( ) posted Mon, 23 September 2013 at 7:27 PM

In EZSkin you have the option to use Real Reflections of the cornea. Try turning that off.

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andolaurina ( ) posted Mon, 23 September 2013 at 7:43 PM · edited Mon, 23 September 2013 at 7:46 PM

Agreed with TG.  However, it looks like you have a reflection on the sclera, too. (and likely iris & pupil)

To edit what you have, plug your Alternate Diffuse straight into the node there called "scatter". I'd imagine you'll have to do that for the iris & pupil as well as sclera.

What do your cornea & eye surface look like?

 

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 7:49 PM

file_498464.jpg

Andolaurina;

Hope I understand your instructions as you intended. I reverted back to original render settings. I'm using Dimension3D Renderfirefly, and turned off Raytracing to get this result.

Will post screengrab of render settings if needed

I do appreciate your help with this. Been pulling myhair out with this.

Quote - Sorry, I should have been clearer. I mean to to turn off the raytracing in your render settings to see if there was a "real" reflection on the eyes.

On the advanced material room tab, look at the cornea, eye surface and iris. In any of those, do you see a node called "Reflect" directly or indirectly plugging into the Reflection_Color or Reflection_Value?

...Insert some witty or thought provoking comment here...


AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 7:56 PM

file_498465.jpg

TrekkieGrrrl/Andolaurina;

Current EZSkin Eye settings. (have not changed any settings for these renders)

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:03 PM

file_498466.png

TrekkieGrrrl/Andolaurina;

Went to "Reflection Map or nothing" for this one. Now working on connecting scatter node, and screen grabs for other eye materials.

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:09 PM

file_498467.png

Andolaurina;

As from EZSkin 2

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:11 PM

file_498468.png

Andolaurina;

Cornea

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:12 PM

file_498469.png

Eyesurface

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:13 PM

file_498470.png

Sorry, that last one probably not too useful without knowing the settings...

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:20 PM

file_498471.png

Reverted back to original, plugged alternate diffuse into scatter

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AboranTouristCouncil ( ) posted Mon, 23 September 2013 at 8:27 PM

file_498472.png

and my render settings...

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andolaurina ( ) posted Mon, 23 September 2013 at 8:39 PM

On the cornea, disconnect the nodes from the Reflection_Color. Change Reflection_Value to 0.

Re-render & let's see that.

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hborre ( ) posted Mon, 23 September 2013 at 9:42 PM

I'm wondering why you are not using gamma correction in the render settings, just tone mapping.  

Have you tried gamma set to 2.2 in the D3D Firefly settings?


AboranTouristCouncil ( ) posted Tue, 24 September 2013 at 4:17 AM

file_498473.png

andolaurina;

Reverted back to original, disconnected node and value reset to zer automatically.

Quote - On the cornea, disconnect the nodes from the Reflection_Color. Change Reflection_Value to 0.

Re-render & let's see that.

...Insert some witty or thought provoking comment here...


AboranTouristCouncil ( ) posted Tue, 24 September 2013 at 4:23 AM

file_498474.png

hborre;

Quote - I'm wondering why you are not using gamma correction in the render settings, just tone mapping.  

Have you tried gamma set to 2.2 in the D3D Firefly settings?

tone mapping disabled, gamma set to 2.2 in render settings.

(took a bit longer to render)

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AboranTouristCouncil ( ) posted Tue, 24 September 2013 at 5:07 AM

file_498476.png

Turned off all reflectivity in the various settings for eyes. 

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shuy ( ) posted Tue, 24 September 2013 at 5:48 AM

I think that you have only V4 in your scene and grey background shader reflect in corneas. Change background color on black or add imagemap to reflection node.


hborre ( ) posted Tue, 24 September 2013 at 1:35 PM

Adding an image to the reflection node defeats the purpose of naturally occurring reflected objects in the scene.

I did notice in the cornea shader post that the reflectivity on the blinn node is set to 5 which would mean a specular reflection of 500%.  Try reducing that value to 100 or lower.


Snarlygribbly ( ) posted Tue, 24 September 2013 at 1:50 PM

You said the problem occurs even if you use texture sets that have not been processed via EZSkin, so i'm not at all sure that changing settings in EZSkin will provide the answer.

However, try this:

In the Editor tab of EZSkin, make sure the 5_Sclera material is set to use the 'simplesclera' shader. See if that makes a difference.

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AboranTouristCouncil ( ) posted Thu, 26 September 2013 at 6:43 PM

file_498518.jpg

I finally had such a mess I started this scene from scratch again.

Poser 2012, BB EcoSphere using the HDR image from Poser 2012 library as shown in the tutorial. EZ skin with Standard preset settings, Dimension 3D Render Firefly settings set to BB Settings. One prop in her line of vision. Rim Light (Raytraced Shadows), 2 spot lights point at head (rayraced shadows, off white color)

resulted in these renders:

 

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AboranTouristCouncil ( ) posted Thu, 26 September 2013 at 6:44 PM

file_498519.png

and Face

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AboranTouristCouncil ( ) posted Thu, 26 September 2013 at 6:53 PM · edited Thu, 26 September 2013 at 6:59 PM

and front of face (camera rotated in scene)

Darn it, its not letting me attach another image... Let me try another image I was using with a different HDR image on the EcoSphere....

Now that I have a good baseline, how can I improve the eyes for added realism? There is a prop she is looking at (DM Free Roman Tomb) for some contrast, and a light pointed into her face next to the prop.

I've gone through Andy Staples Tutorial on how Subsurface scattering works and why EZSkin is set up like it is, but I really wish he had finished it and discussed how he got the eyes to look so good, such as the tear line shine. 

In this set of renders, I used eye textures that do not have highlight spots, and a fairly bloodhshot eye white.

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AboranTouristCouncil ( ) posted Thu, 26 September 2013 at 7:00 PM

file_498522.jpg

here we go...

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AboranTouristCouncil ( ) posted Thu, 26 September 2013 at 7:05 PM

file_498523.jpg

Snarly, 

Thanks for the response. I did try as you suggested, and there was a difference, but not enough. I think the culprit was the light emitter that was in front of her, once I got rid of that (and an attached light) the faded washed out look went away, but I'm still left trying to figure out how to get a realistic look to the eyes.

So I ditched the whole scene, and started over, with my current renders as shown above.

 

Quote - You said the problem occurs even if you use texture sets that have not been processed via EZSkin, so i'm not at all sure that changing settings in EZSkin will provide the answer.

However, try this:

In the Editor tab of EZSkin, make sure the 5_Sclera material is set to use the 'simplesclera' shader. See if that makes a difference.

...Insert some witty or thought provoking comment here...


AboranTouristCouncil ( ) posted Thu, 26 September 2013 at 7:18 PM

file_498524.png

and how the eyes currently look

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bobbesch ( ) posted Fri, 27 September 2013 at 8:14 AM

file_498533.jpg

For the eyes to look "real", there has to be some reflection of light in it. Since the cornea is curved, all lightsources render a rather small reflection, think of a christmas bauble. So the anticipated reflection differs from inward scenes, where there is a reflection of the window or the softbox of a photo studio, to the reflection of the whole sky in outdoor shots. You will see reflections only if the source is bright enough. Your new scene looks rahter dark, so there is not much to reflect.

The picture attached has no lightsource except BB envirosphere, the shaders are from EzSin2 with 40% reflection on the cornea. You shouldn't use texture maps for the iris with burnt in reflections.


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