Forum: Poser - OFFICIAL


Subject: Eye specular highlights

sheedee3d opened this issue on Jun 04, 2014 ยท 19 posts


bagginsbill posted Wed, 04 June 2014 at 8:29 PM

The Glossy node's job is to react to Poser lights and treat them as if they were disks or spheres, instead of pinpoints of light. The size of the highlight is related to whatever fiction you want to create about how big that imaginary bulb or disk is. You control it with the roughness parameter - bigger makes bigger highlights. If you want a smaller circle, then decrease the roughness parameter.

As for its position, it is in the right place. I'm not sure what you're expecting.

However, if you're really after realism and you're dealing with a simulation of a light source that is neither a point, nor a circle - then you drop that entire path.

Instead, you set up glowing objects with real shapes, or a glowing environment sphere with real shapes embedded in its image (either works fine).

Then you set up the eye surface to implement realistic Fresnel reflections.

Then you make sure you're using gamma correction.

And you use IDL.

Put it all together, and it looks like this.

Look at the light source reflected in the eyes. It's not a dot - nor is it a circle. It's actually a beautiful window.

This image was rendered by the light of that window and nothing else. There are no Poser lights in the scene.


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