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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Nov 17 7:07 pm)
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can you post a sample of what you are talking about? And also your shader for the Cornea and other possible surfaces that might cover the iris?
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I use Poser 13 and win 10
Yes, post the Material Room shaders for the cornea, iris, and sclera, if those material zones exist. Catching lights from existing studio lights is easy, provided that the eye shaders are reflective enough. If you are intending to reflect bright images on the eyes, then you need a background, or backdrop, in the scene. In past Poser versions, this was hacked into the material shaders by actually connecting a distorted, reflective image map to the root node. However, upon close-up rendering, you could see that the reflected image never matched the actual surrounding environment.
Well, wow. More information than I know what to do with.
RedPhanton, what sorts of sample, other than the resulting image? What I've done for that image was to put a large Point Light behind the camera. Dim, but it shows up in the eyes. My shaders are standard, off the shelf, whatever came with the model Pauline. It never occurred to me to look in that area.
hborre, the only material room shaders for this model are cornea and eye. I shall play with reflectivity for those and see what I get.
My wish is to do this in a manner mimicing what happens in a Physical Studio, where catch lights are frequently just a small "catch light" placed behind the camera, more or less. And now I'm thinking of a "catch light" *plus* tweaking the cornea and/or eye reflectivity settings.
Thank you both!
I can post the shaders if needed, but I'm thinking that you guys have already given me everything I need on this one!
Hmm. Upon looking at Cornea and Eyes, I'm unclear about how to tweak reflectivity.
Here's Cornea:
And here's Eyes:
It looks suspiciously to me like there's an attempt at built-in sparkle for the eyes.
Soooo -- I'm gonna try tweaking Specular, maybe Roughness too. Maybe even read the manual a bit?
Any suggestions from here?
I don't know for the character you are using but as explained by Ghostship, last year I think, on Vic4's:
- the cornea is made invisible
- the reflection are handled on the "5_EyeSurface" material, using this trick:
The first time he showed us the trick, the GlossyBsdf was used, then he suggested the Blinn so that we could see the Point lights as well (if I remember correctly)
Example:
Anf both LaFemme and LaFemme2 have the EyeSurface (not tested yet)
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That seems to do the trick on LaFemme 2: Afrodite Ohki's Anuli, using my skin setup and the trick on the Eye Surface
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(っ◔◡◔)っ
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Pauline only has 2 eye shaders that present a problem with accurate realism with Superfly rendering. There is no pupil, sclera, or iris layer for shader refinement. I do agree that substituting the GlossyBsdf node for the Blinn node improves environmental reflectivity but I also notice that we lose that reflectiveness in the eye whites. The screencap below illustrates what I came up with to correct that problem.
Adjust the blend value lower on the Layerweight Node.
The render below is an extreme closeup of Pauline's eye and I am using an HDR image for lighting, no default Poser lights.
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I'm trying to get "catch lights" in the eyes. Trivial in a physical studio. Not seeming as easy in Poser.
Any suggestions?