Carnwel opened this issue on Jul 29, 2014 ยท 21 posts
mrfixit002000 posted Mon, 19 December 2022 at 12:57 AM
"White-eye" research. Set "Materials pallet to show eye texture. The cornea diffuse color choice and transparency settings seem to have the most effect. These two settings can control cornea reflection and produce "white eyes" (no color in the irises, can be used to simulate blind characters where white iris and pupil textures do not suffice.).
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PROPERLY ADJUSTED EYES:
Eye Surface:
Diffuse_color:BLACK
Specular_color:"BLOOD" (MS Paint Custom Colors numbers: Hue:230, Saturation:111, Luminosity:32)(BLACK HERE GIVES A DARKER IRIS)
Ambient_color: BLACK
Translucence_color: BLACK
-and-
Transparency # 1.000
Scelera:
Diffuse_color:WHITE
Specular_color: "BLOOD" (MS Paint Custom Colors numbers: Hue:230, Saturation:111, Luminosity:32)
Ambient_color: BLACK
Translucence_color: BLACK
-and-
Transparency #1.000
Eye Pupil:
Diffuse_color:WHITE
Specular_color: "BLOOD" (MS Paint Custom Colors numbers: Hue:230, Saturation:111, Luminosity:32)
Ambient_color: BLACK
Translucence_color: BLACK
-and-
Transparency #0.000
Lacrimal:
Diffuse_color:WHITE
Specular_color: BLACK (WHITE MAY MAKE THEM MORE "FLESH" PINKISH. Gray?))
Ambient_color: BLACK
Translucence_color: BLACK
-and-
Transparency #0.000 - Lacrimals DISAPPEAR WITH TRANSPARENCY #1.000 AND Diffuse_color: BLACK
Iris:
Diffuse_color: WHITE
Specular_color: "BLOOD" (MS Paint Custom Colors numbers: Hue:230, Saturation:111, Luminosity:32)
Ambient_color: BLACK
Translucence_color: BLACK
-and-
Transparency #1.000 OR 0.000, - NOT SENSITIVE TO TRANSPARENCY?
Cornea:
Diffuse_color:**WHITE WITH 0.0 TRANSPARENCY GIVES TEXTURE EYE COLOR, 1.000 TRANSPARENCY GIVES WHITE EYE.
DIFFUSE BLACK WITH 1.000 TRANSPARENCY GIVES TEXTURE EYE COLOR WITH REFLECTION.
DIFFUSE BLACK WITH 0.000 TRANSPARENCY GIVES TEXTURE EYE COLOR WITHOUT REFLECTION.
Specular_color: WHITE
Ambient_color: BLACK
Translucence_color: BLACK
-and-
Transparency #1.000
Tested in Poser 12 with 4 different V4 figures.
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C. Lipe : Pulled up the image map pallet (texture selector) using the "Right click" in gray hatch area of the material pallet to turn on the "Node" access pallet and select "2D Map"to access "Image Map" pallet.
"Image source" is the top choice, and to the left of that we see "None" or the name of what ever texture map Poser has selected.
Click the "None" (or the name of what ever texture map Poser has selected) to get the "Texture Manager" pallet.
Now you can select your texture like Poser 7 let you do (except in later versions of Poser; I found Poser 12 won't always accept my skin texture choice....)
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The phrase "Texture Manager" refers to the above excessively complex, mind-bending procedure to do what used to be an intuitive "two-click" one did by reflex in Poser 7 and earlier versions to find the Texture Manager in the "Simple " Materials pallet.
Took me near two weeks to find the Texture Manager in Poser 12.
White Eye, Learning the basic eyeball anatomy Poser uses for, example, V4:
Learn what the parts of the eyeball are ( do a "eye parts diagram" web search) note the cornea (transparent lens) is not a sclera (most of the eyeball) nor an Iris (the iris has the eye color) or pupil.
The pupil (the black middle dot) is not an iris or a cornea.
Scleras should be white,or beige, possibly bloodshot if V4 or M4 is drunk.
Corneas should be transparent.
Pupils should be black and not transparent, unless your character is blind, which white is what eye looks like.
If Poser has assigned the wrong transparency setting and/or base color to your eyes, they give you the white eye "blind" look.
This will start your research off on the right foot, knowing what eye part is supposed to be colored, what is to be transparent, what can be pure white, and so on.
What ever your Poser is doing to make white eye may start becoming obvious, regardless of version.
Open the "Material" Pallet after loading your next case of "white eye".
Assign a known proper eye texture for your character type.
Poser 12 procedure for texture assignment:
Click one of the white eyes.
Open the "Texture Manager" pallet (see above for Poser 12 procedure for texture pallet access).
Choose a medium blue, green or brown eye texture that has the full, proper eye textures for your general character type (V4, M3, etc.) that has an obvious iris color and tan/pink sclera ( "whites of the eyes") texture you will recognise when it shows up ) Any distinct iris color except light grey, white or black for your character type will do.
Grey or white irises can and will cause confusion.
Black or any dark color at any percentage of transparency can show the white inside the eyeball when you should and would otherwise see any other chosen iris color and thus fool you into thinking you failed when you had actually fixed the problem.
I made this mistake of using a black iris with pure white sclera coloration .
Continuing a procedure for V4:
At the top of the "Material" pallet, you will see your basic character type (i.e.V4) on the left and the "Material" selector on the right.
Click the "Material" dropdown arrow and select "Eye Surface" .
On the "PoserSurface" pallet, set the "Transparency" value for this to 1.00000 (100%).
If this fixes it, stop here.
If not:
Click the concentric, tiny bullseye "target" icon (node connector?) on the upper left of the "Immage Map" pallet and drag a line to the "Diffuse_color" tiny concentric tiny bulls eye on the "PoserSurface" pallet.
If this fixes it, stop here.
Open Notepad and list the names of all Poser color blocks that are colored, the displayed color., and the transparency number for each of the materials that make up the eye.
I have seen five that are direct eye parts and "Lacrimal", that tiny pair of pink buds in most V4 eye textures I used in my white eye research.
i.e:
Diffuse_color:WHITE or BLACK
Specular_color: WHITE or BLACK
Ambient_color: BLACK
Translucency_color: BLACK
-and-
Transparency # (it should be 1.0000 or 0.0000)
Copy this list for each of the six eye variables to be worked with to keep track of what works and what doesn't or you WILL loose track of your changes.
You might do this for a V4 character or two that displays properly, for comparison purposes, to find a difference or two as well.
My white V4 eyes turned to texture colors when the two pallets were linked, for example, but I did not chart my changes nor could I do it again. Thus the scientific procedure and documenting of changes.
I will try other V4 characters to verify this, or see if the symptom has multiple causes.
I fixed all four pairs of eyes successfully.