Eye tex trouble
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Very nice
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Thanx Mr
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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
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
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Interestingly, filmwidth either needs to be 0 or 1 - any other setting colorizes the glances reflections (see red reflection on her left eyewhite).
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This version with a few more samples shows the filmwidth effect a little better....
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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
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
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