EnglishBob opened this issue on Aug 23, 2012 · 27 posts
EnglishBob posted Thu, 23 August 2012 at 9:50 AM
I'll be experimenting further myself later on today, but in the meantime I thought this must be something that others have done and there may be some general pointers.
First picture: the character with the glasses made invisible. This is the materials from PDesign's Priscilla for V4, rendered in Poser 7. I should point out straight away that I've tried other commercial V4 materials with the same outcome, but not as yet something simpler. I've also tried simplifying the eye materials by removing nodes other than image maps, again the problem remains. One of the barriers I've encountered is that I don't really understand what V4's eye materials are doing, so I'm not sure where to start.
EnglishBob posted Thu, 23 August 2012 at 9:51 AM
EnglishBob posted Thu, 23 August 2012 at 9:53 AM
EnglishBob posted Thu, 23 August 2012 at 9:54 AM
mysticeagle posted Thu, 23 August 2012 at 10:20 AM
might be a silly thought, but what happens if you flip the image map of the ceiling from uv to vu? it seems like the reflection has reversed itself, so maybe flipping the image will rectify it
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monkeycloud posted Thu, 23 August 2012 at 10:23 AM
What's odd though is it's just her eyeballs... her eyelashes are okay?
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stewer posted Thu, 23 August 2012 at 10:53 AM
My guess would be that the corneas are set up using ray traced refraction - increasing the number of ray bounces should make the eye ball visible then.
meatSim posted Thu, 23 August 2012 at 10:55 AM
what poser version are you using? If using poser 9/pp2012, you could set up a more accurate glass shader for the lenses of the glasses. Using fesnel blend and transparency.
http://www.renderosity.com/mod/gallery/index.php?image_id=2338744&user_id=478758&np&np
millighost posted Thu, 23 August 2012 at 11:19 AM
Just to add: Are your glasses double sided or single sided? That does make a difference with refraction and/or fresnel in particular.
bopperthijs posted Thu, 23 August 2012 at 1:19 PM
Just add more bounces... 3 will do.
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WandW posted Thu, 23 August 2012 at 1:21 PM
IDL dosen't work properly with a refraction node; it sees it as opaque. I don't know about Fresnel...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."meatSim posted Thu, 23 August 2012 at 2:01 PM
if the gasses shader seems to be the problem you could look for BBs thin glass shader as an option
EnglishBob posted Thu, 23 August 2012 at 5:56 PM
I used a material which I've called "BB's 5 node Fresnel" - I think I got it from the RDNA forum - and that works fine.
I'll post back when I know more. I have a rather ghoulish test set-up consisting of a single V4 eyeball sitting in front of a sheet of glass. :)
meatSim posted Fri, 24 August 2012 at 2:23 AM
one thing that was causing problems with some eye shaders for v4 was the extra layer that it has. Both an eye surface and a cornea. Now these problems that I recall came into play in discussions about sss eye shaders and one solution was just to make one or the other completely invisible. Just a thought
EnglishBob posted Fri, 24 August 2012 at 6:09 AM
Yes indeed. My father was an optician, so I'm reasonably familiar with the parts of the eye, and I don't recall EyeSurface ever coming up in conversation. :) I suppose it's supposed to correspond to the tear film.
Time for some tests. Anyone who doesn't like dissected eyeballs should probably leave the thread now.
EnglishBob posted Fri, 24 August 2012 at 6:18 AM
RedPhantom posted Fri, 24 August 2012 at 7:51 AM Online Now! Site Admin
Englishbob, thanks for that picture. It will help those of us struggling to figure out what all those mat-zones are for.
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EnglishBob posted Fri, 24 August 2012 at 8:10 AM
Now to the problem - it's apparently caused when a surface with a transparent material is very close to another surface, and you look at them through a simple Fresnel material. This is Poser 7, by the way, and may not apply in later versions - if anyone can confirm, deny or clarify, please post.
Here's my dissected eyeball with simple materials applied, and the Cornea and EyeSurface at 80-90% transparency. I've annotated four areas, and you can see that where there is a transparent EyeSurface seen through the simple Fresnel material, the problem occurs.
You'll see that the sclera is affected, but the iris is not; that's because the EyeSurface is close to the sclera but further from the iris.
Note 1 indicates where a similar problem exists, caused by the transparent cornea getting close to the iris.
The solution is to use a more complex material for the "lens". Bagginsbill's Five node Fresnel worked for me, and I imagine that later versions of Poser have other options such as the Fresnel blend mentioned earlier. Incidentally, increasing the raytrace bounces doesn't help.
EnglishBob posted Fri, 24 August 2012 at 8:42 AM
Attached Link: http://forum.runtimedna.com/showthread.php?25885-The-Fresnel-Effect-Glass-Paint-Plastic-and-Metal&p=266081&viewfull=1#post266081
The five node Fresnel is at the link, for reference.Blackhearted posted Fri, 24 August 2012 at 9:15 AM
WandW posted Fri, 24 August 2012 at 9:28 AM
Bagginsbill has a set of eyes on his site. I recall that they are mapped for Antonia textures...
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."EnglishBob posted Fri, 24 August 2012 at 9:44 AM
Quote - ... refractions + shadows enabled ended up with really dark splotches from the glass. so i had to separate off the glass into its own separate object so that i could turn off shadows for it.
Yes, this one of the other problems with the simple Fresnel based material. It casts shadows. The glasses in my scene are a figure, not a prop as most glasses are, and the lenses are a separate actor so that shadows can be turned off for them and retained for the frame. That's an acceptable workaround most of the time, but with tinted lenses, light which is supposed to be shining through them doesn't cast a tinted shadow - there is no shadow. The character is lit by a desk lamp in front of her, and in one shot I had to fake the shadow of her lenses in postwork.
When I'm using prop glasses, I've had to do the same thing: separate them into two props, lenses / everything else so I can turn off shadows. My avatar's glasses are made like that.
I think it's time to move away from that material. I only persisted in using it through inertia. There's no penalty in using something more complex, and plenty to gain.
Anthanasius posted Sat, 25 August 2012 at 7:44 AM
Here's what you're looking for ( crappy render ).
For closer props or parts or for a simple glass, i never use refraction, only reflection.
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Anthanasius posted Sat, 25 August 2012 at 7:44 AM
Anthanasius posted Sat, 25 August 2012 at 7:45 AM
Anthanasius posted Sat, 25 August 2012 at 7:45 AM
EnglishBob posted Sat, 25 August 2012 at 11:43 AM
Merci beaucoup, Anthanasius. Those should be useful for people who can use Fresnel_Blend.