shorterbus opened this issue on Feb 10, 2012 · 13 posts
shorterbus posted Fri, 10 February 2012 at 5:50 PM
I've seen lots of pics where the character's eyes really stand out - sparkle. How is that done? Poser Pro 2012. Thanks.
RobynsVeil posted Fri, 10 February 2012 at 7:10 PM
Two methods: one real, one fake. Burnt-in reflections almost always look fake.
Real? For V4, you want the cornea, eye surface and tear materials to reflect lights in the scene. There are heaps of shaders here and on RDNA that show how this is done.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
SamTherapy posted Fri, 10 February 2012 at 7:12 PM
Now I can't get that horrible Art Garfunkel song out of my head.
Briiiyeeeeeeet eyyyyyyyes burning like fiyer!
Aaaaaaaagh!
Coppula eam se non posit acceptera jocularum.
shorterbus posted Sat, 11 February 2012 at 8:25 AM
Robynsveil, sorry, I should have specified I speak only English.
lesbentley posted Sat, 11 February 2012 at 10:39 AM
What RobynsVeil said sounds like perfectly comprehensible English to me, but if it needs spelling out... When character's eyes "stand out - sparkle", mostly this is due to reflections in the eyes. There are essentially three ways to get reflections in the eyes.
Highlights created by the first two methods are often referred to as "Burnt-in" by analogy to the photographic technique of the same name. Unless you are a skilled painter, it is usually much easier to achieve realistic reflections via the last method. Reflections created via the first method almost never look natural.
So to sum up. Good lighting, attention to the environment, good shaders for the eye materials, and often a certain amount of post-work, are elements that go to making the eyes look good.
basicwiz posted Sat, 11 February 2012 at 10:48 AM
A good shortcut (used by Hollywood for years) is something called an "eye light."
Create a point light. Set it at about 20% of what your main light is set. Turn on Raytrace.
Position it very near your camera.
Parent it to the camera so it will move if you move the camera.
Turn on Raytrace in the render settings.
Render.
AMAZING bright eyes!
hornet3d posted Sat, 11 February 2012 at 12:11 PM
Quote - A good shortcut (used by Hollywood for years) is something called an "eye light."
Create a point light. Set it at about 20% of what your main light is set. Turn on Raytrace.
Position it very near your camera.
Parent it to the camera so it will move if you move the camera.
Turn on Raytrace in the render settings.
Render.
AMAZING bright eyes!
I also set the specular colour to black in all lights but the 'eye light' so that you don't get multiple reflections unless there is one large reflection and a much smaller one so in that case black specular on all lights but two. May be a personal thing but I find too many refections distracting.
I use Poser 13 on Windows 11 - For Scene set up I use a Geekcom A5 - Ryzen 9 5900HX, with 64 gig ram and 3 TB storage, mini PC with final rendering done on normal sized desktop using an AMD Ryzen Threadipper 1950X CPU, Corsair Hydro H100i CPU cooler, 3XS EVGA GTX 1080i SC with 11g Ram, 4 X 16gig Corsair DDR4 Ram and a Corsair RM 100 PSU . The desktop is in a remote location with rendering done via Queue Manager which gives me a clearer desktop and quieter computer room.
shorterbus posted Sat, 11 February 2012 at 5:03 PM
Basicwiz, how do I position this light by the camera - or better, where is the camera?
RobynsVeil posted Sat, 11 February 2012 at 6:16 PM
Thanks, Les. Well explained!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
shorterbus posted Sat, 11 February 2012 at 7:03 PM
Sorry, reading my comment back, I do sound flippant. Such was not my intent and I apologize. It's just that I thought a shader was something you used to give an object texture and the way Robynsveil used the term, it is more like a tutorial. The link she provided took me to a discussion way, way over my head. If I knew enough to follow that discussion I probably would never have had to ask the question in the first place, that was where my remark about English came in. When I asked, I was looking for an answer like Basicwiz gave (step 1, Step 2...), not how it works in theory. Again, very, very sorry. I stand corrected and humiliated.
basicwiz posted Sat, 11 February 2012 at 7:07 PM
Select Main Camera or whichever you are using. Look in the properties window under transform. There are the Dollyx,y,z coordinates. Create your light and set it to those coordinates. Raise the y about .5 so it doesn't spill light directly into the lens.
RobynsVeil posted Sat, 11 February 2012 at 7:18 PM
Quote - Sorry, reading my comment back, I do sound flippant. Such was not my intent and I apologize. It's just that I thought a shader was something you used to give an object texture and the way Robynsveil used the term, it is more like a tutorial. The link she provided took me to a discussion way, way over my head. If I knew enough to follow that discussion I probably would never have had to ask the question in the first place, that was where my remark about English came in. When I asked, I was looking for an answer like Basicwiz gave (step 1, Step 2...), not how it works in theory. Again, very, very sorry. I stand corrected and humiliated.
Please don't apologise, SB - no reason to: people take different approaches to learning. I learn best from pdfs and written material. Some prefer videos. And BasicWiz's method is indeed the best when you just want a quick dot-point approach (which I like as well, tbh).
Les did explain it well, better than I did. Sometimes pointing you to the Gray's Anatomy book when all you want to know is why your elbow aches isn't quite the right approach (and which can be easily construed as being flippant as well - analogous to RTFM, which i loathe).
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
drifterlee posted Sun, 12 February 2012 at 11:23 AM
I just find a light set that reflects the eyes nicely. I like DNA Dramatic Shadows free over at RDNA.