TheAnimaGemini opened this issue on Nov 20, 2020 ยท 882 posts
odf posted Sun, 12 June 2022 at 10:06 PM Online Now!
Here is my latest render, as usual based on an older scene that I tweaked the heck out of, because apparently that's how I roll and/or learn. The version in my gallery is topless, but I thought for the forums she might as well dress up a little. :-)
Two things of note here: first and foremost, for the longest time I've been struggling with pure Cycles eye shading. In principle it should be easy, just use a Glass BSDF with default IOR for the cornea to get a plausible lens refraction and reflection. But my irises always ended up way too dark, pretty much black. So last night I decided to finally debug the problem properly. It was actually a whole mess of things I got wrong:
- Refractive caustics need to be turned on in the render settings. Sometimes I remember, sometimes I forget.
- The default color for the Glass BSDF node is a very light gray. It needs to be set to a perfect white for a fully transparent lens.
- I had a bump map on the iris that was way too strong. Antonia's eyes are not ready for a closeup, anyway, so no point in using the bump map, at all.
- With all these things fixed, there is still some loss of brightness due to surface reflections, so the iris texture needs to be quite a bit brighter than one wants it to appear in the render. I found that an HSV node with the value set to 2 does a good job, but YMMV.
Number two is the displacement map on the beanie. I'm using a weave texture here that at first I simply plugged into the normal, but that didn't look that great, especially in closeup. So then I plugged it into the displacement, but of course I had to crank the subdivision all the way up to get a decent effect. Totally worth it, though, I think.
-- I'm not mad at you, just Westphalian.