by OneManVN » Wed Nov 04, 2020 2:59 pm
OneManVN
Wed Nov 04, 2020 2:59 pm
The first thing I would recommend is using Redspec-SSS I'm not sure if you are using it there or not, but if not... I recommend google searching it and downloading it.
Second, if you choose not to use it, it may be a lot harder to get the eyes to shine. Why? Because in order to do that you'll need the additional setting that is added to the eyes from redspec SSS. Things like normal map even for eyes that don't actually have it on DAZs side.
I have personally had this issue for a very long time, in fact, it got to the point where I wasn't going to stop until I figured it out.
Eventually, after days of relentless trial and error fiddling with sliders, I figured something out that worked.
The following has been confirmed to work only with RedspecSSS being used on the character for the additional normal map slot, and the sliders found under specular.
Once installed SSS, use it on your character, with bump mapping if the character doesn't have normal maps at all, or use the sss with normals if it has normals.
Once used, missing -> auto for materials. And fire up the preview.
Select the Iris and scroll until you find the empty normal, it will very likely be empty, especially if the eyes do not even have a normal map, to begin with (daz side) Browse, and then go to another character that does have normals for the eyes and select it to be used. The difference is instantly visible. Alternatively, use a normal map from a face, it works just fine, or create a normal if you fancy wasting time.
Once the normal has been set on the eyes, and possibly on the eye socket to ensure that it doesn't look funky (kind of dark lined without normal) then select the cornea in the materials tab, and look for the "index of refraction" under the reflection setting, which is the very top one. Easy enough to find. Crank it up to anything from 1.4 all the way to 2-2.2 depending heavily on the source of the light used in the scene, as well as the scene itself (outside scene, or night time interior, etc.) Mess around with it and your necessary light source for the scene, and you will eventually find what works for you.
You can then go to the iris in the materials tab, and look for "index refraction" under the specular settings in there. Zoom in to the eye as you have done, and mess around with both settings until you get the best results you can get.
One last time. Step one, find and download redspecSSS for G8s (Which can be used on males as well FYI) should be available for free somewhere since they closed down the site? Step two, use it with bump only if the character does not have normal maps (under DAZ surfaces) or with normals if you are lucky enough to have characters that come with normals. Once you have done that, create auto-materials, and proceed with the normal maps forced on for the eye(s) and whatever else you might want to use them on.