arcady opened this issue on Apr 23, 2000 ยท 5 posts
arcady posted Sun, 23 April 2000 at 10:18 PM
Truth has no value without backing by unfounded belief.
Renderosity
Gallery
arcady posted Sun, 23 April 2000 at 10:20 PM
Oh, while I'm here... what's up with those lashes? I'm using a transmap for them but it seems to end up a little odd...
Truth has no value without backing by unfounded belief.
Renderosity
Gallery
AzChip posted Mon, 24 April 2000 at 1:42 PM
The lashes look like the transparency map is backwards. Can you turn the map's orientation around 180 degrees? I think that'd make them look long and full, just like Sarah Michelle Gellar on her non-Buffy make-up commercials.
capsces posted Tue, 25 April 2000 at 10:09 PM
Below is a work around I found for eye problems (specifically, white eyes and black or transparent eye whites) with Victoria in Carrara. The process below assumes only colors are assigned, but you should be able to use the default maps. However, you will need to ensure the outer eyebrows and lashes are adjusted so that transparent areas are colored black and you will probably need a black and white map in the transparency channel to define the lashes and the eyebrows (I haven't played with this one yet). And, don't forget to check Light through transparency in the Render Room properties. Maybe this process will work for you. Beth Once posed, export the figure as OBJ, deselecting left and right eye in the hierarchy. Export again selecting only the left and right eye. In Carrara, import Vicky's body deselecting Auto Position and selecting Disable Auto-scaling in the OBJ Import Options dialog. Leave Facet Meshes selected and select Create only one object unless you need separate pieces. Prior to doing anything else, import the eyes deselecting Auto position and selecting Disable Auto-scaling. Under Create Carrara Object as, select Vertex Primitives and select Create only one under Grouping. Click OK. Open Sequencer Tray at bottom. Select Vicky and shift select her eyes, press CTRL+G to group. Under Motion/Transform in right-hand Properties tray, scale the group to about 2600% (I'm not sure what this should be in Carrara so just adjust to fit). Select the eyes and enter the Texture room. Clicking the arrows, open the Parametric Mapping Shader which corresponds to the Outer Eyeball (should be the top shader). Make sure the color is black with transparency set to 100. Return to the Assemble room, open the Properties tray and deselect Casts Shadows in the General Properties. The whites of the eyes will now be transparent. Double click the eyes to enter the Vertex Modeler. From the dropdown menus, choose Selection, Select by Name > Polymeshes. Select Eyeballs and click OK. With the Move tool (arrow), move the selection forward very slightly. Switch back to the Assemble room. The whites should show now. If not they need to be moved forward a little more.
dethblud posted Mon, 08 May 2000 at 9:10 AM
Also you might want to simply invert the transmap for the eyelashes. it looks like black is where white should be and vice versa.