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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Eye specular highlights


sheedee3d ( ) posted Wed, 04 June 2014 at 3:46 PM · edited Tue, 07 January 2025 at 8:18 PM

file_504759.jpg

For as long as i can remember i have had this issue when rendering characters in poser.

If you look closely at her eyes you can see that those highlights are way too big...and also they are somewhat in the wrong position on the eye surface.

I dont know how to get this right.

The character is London and i used IDL Studio as lighting rig.  Added one specular light and one infinite right...all included with IDL Studio.

I have seen many renders done with IDL Studio...and people always get the eye highlights in the right position...why its not working for me...i have no clue!...

I have tried rotating the specular light on its y-axis...so that it matches the y-rotation of my characters posing position...but that has not really done the trick either...

 

Any help and/or tips would be greatly appreciated!...thx for viewing.

Please open image at full screen for eye details.

 

 

Poser Pro 2014 64-bit

 

 

 

 


Medzinatar ( ) posted Wed, 04 June 2014 at 6:13 PM

In this case, there is a glossy node fed directly into transparency slot of Eye_Surface material.

You can disconnect it and feed glossy into alt_specular, or just find a different shader for eyes that doesn't have this problem



bagginsbill ( ) posted Wed, 04 June 2014 at 8:29 PM · edited Wed, 04 June 2014 at 8:31 PM

file_504763.jpg

The Glossy node's job is to react to Poser lights and treat them as if they were disks or spheres, instead of pinpoints of light. The size of the highlight is related to whatever fiction you want to create about how big that imaginary bulb or disk is. You control it with the roughness parameter - bigger makes bigger highlights. If you want a smaller circle, then decrease the roughness parameter.

As for its position, it is in the right place. I'm not sure what you're expecting.

However, if you're really after realism and you're dealing with a simulation of a light source that is neither a point, nor a circle - then you drop that entire path.

Instead, you set up glowing objects with real shapes, or a glowing environment sphere with real shapes embedded in its image (either works fine).

Then you set up the eye surface to implement realistic Fresnel reflections.

Then you make sure you're using gamma correction.

And you use IDL.

Put it all together, and it looks like this.

Look at the light source reflected in the eyes. It's not a dot - nor is it a circle. It's actually a beautiful window.

This image was rendered by the light of that window and nothing else. There are no Poser lights in the scene.


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bagginsbill ( ) posted Wed, 04 June 2014 at 8:32 PM

file_504764.jpg

From the back ...


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Wed, 04 June 2014 at 8:40 PM

file_504765.jpg

Another thing that I'm not sure about but I'll say anyway - I think V4's cornea bulge is not anatomically correct. I think it is too flat - not enough curvature.

When a surface curves more, it reflects to you a larger part of the world. This means that more of the world fits into the same space. In other words, as curvature increases, reflected things look smaller.

Perhaps you want to override V4's limit of 1 on the cornea bulge, and instead set it to 2 as I've done here. It makes the highlights smaller. This is the same window, but look now - it's a tiny reflection on the curved cornea.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Latexluv ( ) posted Wed, 04 June 2014 at 10:38 PM

What panoramic is that? Got a link?

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Vaskania ( ) posted Thu, 05 June 2014 at 2:08 AM

Quote - This image was rendered by the light of that window and nothing else. There are no Poser lights in the scene.

Did you just crank the ambient on the window glass?

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Daz, Blender, Affinity, Substance, Unity, Python, C#


Sheedee ( ) posted Thu, 05 June 2014 at 4:28 AM

Quote - Instead, you set up glowing objects with real shapes, or a glowing environment sphere with real shapes embedded in its image (either works fine).

Then you set up the eye surface to implement realistic Fresnel reflections.

Then you make sure you're using gamma correction.

And you use IDL.

 

That is exactly the look i am aiming for...yes i am after realism.  As usual BB input is invaluable!...he also explains the steps to achieve this look. He talks about setting up glowing objects with real shapes or a glowing env sphere with shapes embedded. And then he says that the eye surface has to be set up to use fresnel reflections. He also says that no lights were used in his render...the only light source was the light of the window.

I have never set up glowing objects with real shapes in poser...so i have no idea how this is done...can some one please exsplain to me how to do this?...

The whole idea is that all my characters get this realistic look on their eye surface!...and this can be achieved following the procedure described above...but as i said before...i have never done this in poser...

Any tutorial  on setting up glowing objects in poser?...i am sure that this is very easy for seasoned poser users...but i am still learning...so bear with me.

 

Thanks for reading.

 

 

 

 

 


bagginsbill ( ) posted Thu, 05 June 2014 at 7:42 PM

Quote - What panoramic is that? Got a link?

 

On this page:

http://gl.ict.usc.edu/Data/HighResProbes/

It's the Dining room of the Ennis-Brown House, Los Angeles, California


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 05 June 2014 at 7:43 PM · edited Thu, 05 June 2014 at 7:47 PM

Quote - can some one please exsplain to me how to do this?...

See my signature with link to my free stuff web site? (My free stuff - http://sites.google.com/site/bagginsbill/free-stuff )

On my web site, get the EnvSphere. Look at the demos (which are really old!) Read the explanation of how to use the built-in shader, how to get images, links to images, etc.

If that fails, try downloading a prepared quick-start scene. If you still have trouble, come back and ask more specific questions.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 05 June 2014 at 7:51 PM

For shader, an eye surface shader, follow this link and learn to use that (and all the other shaders I posted in that thread for lots of other materials).


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 05 June 2014 at 7:52 PM · edited Thu, 05 June 2014 at 7:57 PM

If you want to know more about specular reflection simulations in Poser, go here

By the way, LL, I gave you the link to the Ennis HDR in that thread as well.

Did you forget?


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Latexluv ( ) posted Thu, 05 June 2014 at 8:24 PM

Yes, I didn't recognize the image off the bat. I do have both HDR and EXR versions. You've used a few other HDRs in demos recently that I don't recognize where they came from. I'm still recovering things from when my HP laptop gave up the ghost. I lost a lot of Panoramics and a lot of shaders you've given to us since P2012 came out.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


Latexluv ( ) posted Thu, 05 June 2014 at 8:45 PM

Yes, I see what you were saying about the Ennis HDR being so bright! I'm not sure how you did those demo pics in this thread then.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


bagginsbill ( ) posted Thu, 05 June 2014 at 9:50 PM · edited Thu, 05 June 2014 at 9:53 PM

file_504798.jpg

Set the HSV value to .32

But if you use my light meter you can figure such things out on your own!


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Latexluv ( ) posted Thu, 05 June 2014 at 10:19 PM

Ah, okay, I'll give that a try. You have it connected into Ambient or Alt Diffuse? I usually don't use HDRs on the EnvSphere. I've got a couple of LDR jpg panogramics that I use for my studio rendering.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


bagginsbill ( ) posted Thu, 05 June 2014 at 11:22 PM · edited Thu, 05 June 2014 at 11:23 PM

Quote - You have it connected into Ambient or Alt Diffuse?

You should know by now that they are the same.

If you use the Ambient_Color, then you have a value dial to go with it in Ambient_Value.

Or you could plug it into an HSV node and then into Alternate_Difffuse. The HSV will give you Value, Saturation, and Hue controls. I find that more useful.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 05 June 2014 at 11:25 PM · edited Thu, 05 June 2014 at 11:29 PM

The first "no lights" thread and render I ever did was December 2006 and it was with the Ennis HDR. Technically it had a light - an IBL. But back then, using dozens of spot lights was the usual technique. Also, Poser couldn't deal with HDR images then, so it's a little flat, even though I made an attempt to boost the dynamic range.

http://forum.runtimedna.com/showthread.php?25435-Not-your-average-IBL-image


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 05 June 2014 at 11:28 PM

file_504799.jpg

Poser does a better (and easier!) job with this now.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


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