anupaum opened this issue on Nov 10, 2019 ยท 34 posts
anupaum posted Sun, 10 November 2019 at 11:46 PM
I've had this problem before and I know the fix was simple, but I can't remember what it was. Now that the SmithMicro knowledge base is gone, I can't look it up, either.
Does anyone here remember how to fix this problem with a blue cornea when using IBL in Poser?
If I render with an environment sphere, the eyes have a glassy look. This is the appearance without the sphere.
Please advise.
ghostship2 posted Mon, 11 November 2019 at 12:11 AM
if this is V4 just download my free eye shaders and your problem should be fixed. If not V4, you can still apply the shaders to the eye parts manually and replace the V4 maps with appropriate ones. FYI the blue parts are coming from SSS in the eye whites that, IMO, is totally unnecessary for the eye whites to look correct. The glassinyness is prbably too much reflect. https://sharecg.com/v/88803/gallery/6/Texture/Ghostship-Eyes-REV2
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ghostship2 posted Mon, 11 November 2019 at 12:17 AM
here is an example with the included maps.
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anupaum posted Mon, 11 November 2019 at 12:13 PM
For this character I've been using texture maps from Sabby. The eyes are beautiful in Firefly, but I don't use Firefly anymore . . .
So, I went to Share CG and downloaded your revision. When I hit the "Gen 4 Eyes All," selection, the whole eye went white. Using just the cornea selection gave me this.
:)
Rhia474 posted Mon, 11 November 2019 at 12:20 PM
The eyes are white in the preview, yes. They render correctly. I usually replace the texture maps manually with the texture maps I use and they give great results.
ghostship2 posted Mon, 11 November 2019 at 12:20 PM
There are no preview textures for Cycles/Superfly nodes that is why the eyes turned white in your preview. They render out fine in Superfly.
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ghostship2 posted Mon, 11 November 2019 at 12:22 PM
be sure to make a bump map for your iris textures if they are not included with the ones you use. The bump is pretty important to reflecting light from the iris.
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anupaum posted Mon, 11 November 2019 at 12:24 PM
I need to see the eyes in preview so I know where they're pointing. Just replacing the cornea map made a huge difference. Bronwyn looks normal now.
Thank you! Bless you!
:)
anupaum posted Mon, 11 November 2019 at 12:40 PM
Here she is with all the materials replaced. (Note: the hair in this render has not gone through the VWD script, hence the texture weirdness visible in the previous image.) I am grateful for your assistance. Thank you!
anupaum posted Mon, 11 November 2019 at 1:30 PM
Here's a "before" and "after" set. In the first image, I couldn't figure out how to get rid of the excess reflections in the lower tear section of Brenna's eyes. In the "after" image, I'd applied the maps you gave me. What a difference!
ghostship2 posted Mon, 11 November 2019 at 3:10 PM
@anupaum watch for how bright or dark your sclera textures are. if they are too white the eyes will glow and if they are too dark the eyes wont be bright enough. you can mix and match eye whites with different iris textures but also keep in mind that two maps takes up twice the space one map would with regard to your GPU (if you use it) so find the combinations you like and paste them together is Photoshop or GIMP for efficient GPU memory use.
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anupaum posted Mon, 11 November 2019 at 3:18 PM
You think her eyes are too dark here?
ghostship2 posted Mon, 11 November 2019 at 4:46 PM
anupaum posted at 3:46PM Mon, 11 November 2019 - #4369882
You think her eyes are too dark here?
can you do a closeup of just herface/eyes and post it?
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anupaum posted Mon, 11 November 2019 at 5:04 PM
I've got something else rendering right now, but afterward, I will do so.
:)
anupaum posted Mon, 11 November 2019 at 6:59 PM
ghostship2 posted Mon, 11 November 2019 at 8:32 PM
yeah, those eye whites are too dark and also get rid of the fake speculars.
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ghostship2 posted Mon, 11 November 2019 at 8:39 PM
I just spotted a problem with my eye shader. The sclera is set too dark. this should help a little but you may still need to change out your eye white map.
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anupaum posted Mon, 11 November 2019 at 9:07 PM
Your shader is based on cycles, and is MUCH simpler than the EZ Skin 3 version I've been using. Here's a comparison. The first one is the stock shader. The second is yours, with the modification you recommended. I'm rendering a sample now.
anupaum posted Mon, 11 November 2019 at 9:15 PM
This is her iris map. I don't see the fake speculars. Where would those be?
ghostship2 posted Mon, 11 November 2019 at 9:28 PM
might be your cornea maps. I leave the cornea and tears totally invisible on my renders and just use the eye surface for eye reflections. Maybe it is a real reflection??? here is what I'm getting with my shader applied to V4 and only changing the sclera HSV.
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anupaum posted Mon, 11 November 2019 at 9:45 PM
The cornea in your image looks very similar to what I'm rendering right now, except I'm using different lights and I DO get light source reflections in her eyes. I will usually point the IBL straight at the character's face, then offset the sun to get whatever lighting effect I'm trying to achieve. That's part of the reason why I got those heavy reflections in the initial render of Brenna sitting in a chair. In the render below, I'm using a lot more light than is typical for me.
Most of the time she renders beautifully in Superfly just as she is, and Bronwyn (the heavyset girl with the brown hair whose blue-tinted cornea started this discussion) is more problematic because she's not a custom character, but rather, one I patched together from various resources in order to get close to the look I wanted.
ghostship2 posted Mon, 11 November 2019 at 11:41 PM
what ligts are you using and are they all set to inverse square falloff?
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AmethystPendant posted Tue, 12 November 2019 at 6:45 AM
I used Ghostships shader but I added a firefly version simply for preview and then saved out just the eye mats to the library, I then replace the default iris map with whatever map I've chosen and that usually works well
anupaum posted Tue, 12 November 2019 at 8:18 AM
Lights? In the case above, one IBL and one infinite because I was in a hurry. Typically, I'll use an IBL and a point or area light set to inverse linear fall off. Just so you can see that the reflections are not burned into the image, I moved the infinite light to the other side and turned everything down a bit.
Boni posted Tue, 12 November 2019 at 3:08 PM
Tip on the White in Preview. Switch between OpenGL and Sree ... that way you know where the eyes are looking and other texture points in Sree and OpenGL to get more realistic shadow emulation.
Boni
"Be Hero to Yourself" -- Peter Tork
anupaum posted Tue, 12 November 2019 at 5:57 PM
Thank you!
:)
Snarlygribbly posted Thu, 14 November 2019 at 4:32 PM
I made Ghostship's eye shader into an EZSkin 4 plugin. Now it works for all figures :)
Free stuff @ https://poser.cobrablade.net/
Rhia474 posted Thu, 14 November 2019 at 5:40 PM
Oh how lovely; looking forward to it!
Miss B posted Thu, 14 November 2019 at 7:15 PM
ghostship2 posted Thu, 14 November 2019 at 7:53 PM
that's cool!
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ghostship2 posted Thu, 14 November 2019 at 7:57 PM
Snarlygribbly posted at 6:56PM Thu, 14 November 2019 - #4370210
I made Ghostship's eye shader into an EZSkin 4 plugin. Now it works for all figures :)
hope this includes the sclera mask.
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movida posted Thu, 14 November 2019 at 8:07 PM
thank you so much :)
bwldrd posted Thu, 14 November 2019 at 8:51 PM
@snarlygribbly .. You tease! Hurry up and finsh those new scripts already. Lol. :)
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Consider me insane if you wish, but is your reality any better?
Snarlygribbly posted Fri, 15 November 2019 at 3:16 AM
ghostship2 posted at 9:06AM Fri, 15 November 2019 - #4370234
hope this includes the sclera mask.
It doesn't include any masks, but it will use a transparency mask if it finds one, or create one procedurally if it doesn't. For example, here is a LaFemme mask generated procedurally:
Free stuff @ https://poser.cobrablade.net/