Eye tex trouble

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Eye tex trouble

Postby fallen21 » Mon Feb 11, 2013 7:40 pm

fallen21 Mon Feb 11, 2013 7:40 pm
Hello,

Since the beginning i've some trouble with eyes textures, see the file attached for a better view.
So if you noticed eyes are not clear, and i would like to have eyes in Octane like i've did before in Poser.
Or maybe i haven't let enough render time (26 minutes, 12k/12k) & so there is some tips to quick the render time of this part or anything that can improve this part ?

Thanks in advance :).
Attachments
Sans-titre-1.jpg
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Re: Eye tex trouble

Postby face_off » Mon Feb 11, 2013 8:34 pm

face_off Mon Feb 11, 2013 8:34 pm
Which figure are you using?

The "dark eye" issue is caused by the specular eye covering vertices being in the exact same position as the eye surface vertices. It can be address by moving the eye covering away from the eyeball surface, decreasing rayepsilon, using PMC and reduce direct_light_importance. But there are some other fixes for particular figures.

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Re: Eye tex trouble

Postby fallen21 » Mon Feb 11, 2013 8:48 pm

fallen21 Mon Feb 11, 2013 8:48 pm
I mainly work with V4 & i'm using Pathtracing for my renders.
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Re: Eye tex trouble

Postby badmilk69 » Mon Feb 11, 2013 8:51 pm

badmilk69 Mon Feb 11, 2013 8:51 pm
I use to hide (opacity=0) EyeSurface mesh.
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Re: Eye tex trouble

Postby fallen21 » Mon Feb 11, 2013 8:58 pm

fallen21 Mon Feb 11, 2013 8:58 pm
Yes but Opacity = 0 mean 0 reflections & i want to keep the reflections for more realism :).

Ray-epsilon reduce a bit the effect but nothing significant in Pathtracing.
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Re: Eye tex trouble

Postby mlru » Mon Feb 11, 2013 9:36 pm

mlru Mon Feb 11, 2013 9:36 pm
I usually
  • hide the surface
  • use specular on the cornea and pupil (IOR for Cornea = 1.38, Pupil = 1.41)
  • glossy for the sclera (with little roughness and SSS)
  • and diffuse for the iris
And of course you'll need something the eyes can reflect, a light and/or a HDRI
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Re: Eye tex trouble

Postby face_off » Mon Feb 11, 2013 10:44 pm

face_off Mon Feb 11, 2013 10:44 pm
On V4 there are a number of different approaches...but my preferred setup is....

5_Cornea - change to specular, transmission 1, opacity 1. Optionally set bump = turbulence (scale 10, power 0.01)
7_EyeSurface - opacity 0.

This setup gets all your reflections from the cornea (there are none from the non-cornea area, but not really noticeable (since the eyeball is white anyway). If you want reflections on the eyewhite too, simple convert the 5_Sclera from "diffuse" to "glossy".

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Re: Eye tex trouble

Postby fallen21 » Tue Feb 12, 2013 9:11 pm

fallen21 Tue Feb 12, 2013 9:11 pm
I've found (with your help) a good settings for one type of eyes textures.
Sclera no need to touch it seems to be already with "right" settings.
Cornea (already in specular) change in glossy, added bump turbulence, change the diffuse color (white).
Like this my eyes looks "better" :).
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Re: Eye tex trouble

Postby Witpapier » Sat Feb 16, 2013 8:25 am

Witpapier Sat Feb 16, 2013 8:25 am
I found that by siply changing the Eye surface only gets a nice result too. Eye surface = Specular. Reflection 1. Transmission 1. Index 8. Bump 0. Normal 0. Opacity 0.25 smooth enabled. roughness 0. playing around with the opacity seems to get the perfect result everytime

That gives me quite a good reflection.
Attachments
Eye Surface3.jpg
Eye Surface2.jpg
Eye Surface.jpg
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Re: Eye tex trouble

Postby face_off » Sun Feb 17, 2013 8:32 pm

face_off Sun Feb 17, 2013 8:32 pm
They look good Witpapier. Maybe reduce the reflections a touch, and add a turbulence to the bump map (settings given previously in this thread) to make the eyes look a little watery.

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