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Re: Eye tex trouble

PostPosted: Sun Feb 17, 2013 10:24 pm
by Tugpsx
Very nice

Re: Eye tex trouble

PostPosted: Wed Mar 13, 2013 6:03 pm
by Ken1171
This was the best I could come up with Octane materials for the eyes, lips, hair, lashes, skin and the teeth. The eyes were probably the most complex because of the many parts. Teeth was also tricky to look right, because it (like the eyes) depended on environment reflections.

Re: Eye tex trouble

PostPosted: Wed Mar 13, 2013 9:36 pm
by Witpapier
Thanx Mr

Re: Eye tex trouble

PostPosted: Wed Mar 13, 2013 9:55 pm
by face_off
Ken, this is extremely good. I'd be tempted to reduce the overall reflections in her eyes, and increase the size (not the intensity) of the bump spots (ie. reduce the "scale" on the procedural bump - I found a scale of about 5 with a turbulence was good).

My latest settings for iris, sclera and pupil on V4 is glossy : roughness 0.001, filmwidth 0, specular (map at power 0.1), bump = turbulence power 0.05, scale = 5, 5, 5.

But I'm sure there are many ways to do it.

Paul

Re: Eye tex trouble

PostPosted: Wed Mar 13, 2013 10:08 pm
by face_off
Interestingly, filmwidth either needs to be 0 or 1 - any other setting colorizes the glances reflections (see red reflection on her left eyewhite).

Re: Eye tex trouble

PostPosted: Wed Mar 13, 2013 10:16 pm
by face_off
This version with a few more samples shows the filmwidth effect a little better....

Re: Eye tex trouble

PostPosted: Wed Mar 13, 2013 10:31 pm
by face_off
Some more comments on eyes.....

For V4, the EyeSurface material is too close to the iris/pupil/eyewhite to use it for reflections (since doing so causes those materials to render darkly due to the vertex positions being too close). For for V4, you really need to set the opacity of the EyeSurface (and cornea) to 0. Then use the eyewhite/iris/pupil for reflections (so they MUST be glossy). The only downside to this setup is that you cannot have SSS (which requires a diffuse material) in the EyeWhite (UNLESS you use ZBrush to move the EyeSurface vertices away from the other eye vertices - would be awesome if someone could do a morph for this).

For non-V4 figures, the above does not generally apply. You can usually use the eye covering for specular and the eyewhite/iris as diffuse/SSS, since the eye covering vertices are a little away from the other eye geometry.

Paul