True eye reflection with lights? [how?]

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jimgale
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This is the one thing I cannot figure out [after reading all the other posts which point at texture emissions].

LIGHT:
I've set up texture emissions, but in no combination (HDR+Path, No-Environment+PMC, etc) can I get a primitive to be a light. Please detail that out for me a bit.

EYES:
(I have an animated face-closeup... with eyes moving). With fake reflections, the light move. I want them to reflect the (to-be-working) lights. How? [exactly] Set up the cornea as a glossy with some kind of low opacity but high reflectivity? [that didn't seem to work btw].

I'm sure I'm just missing a step or two... thanks to those of you who know these details.
-Jim
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PAQUITO
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Try to enclose the eyeball into a glass sphere, that use to do the trick. I will try to find something visual you can check.
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t_3
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jimgale wrote:LIGHT:
I've set up texture emissions, but in no combination (HDR+Path, No-Environment+PMC, etc) can I get a primitive to be a light. Please detail that out for me a bit.
you need a diffuse material and connect a blackbody or texture emitter; like here: http://vimeo.com/60253899#t=38
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badmilk69
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jimgale
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Ok -first, thanks for the quick comments...

1. I finally got the lights working... seems that it didn't work when I was remoting into my desktop, but on-premises, works. I'll have to figure that out sometime.

2. Eyes -> still no real joy... I did everything with the eye surface and cornea - and enclosed a glass sphere. However, with the glass, it has to have some opacity to reflect - and that opacity reduces the light to the eye. Anything less causes the reflection to be barely there. [I want the real shape of the lights reflected (windows? ceiling lights?), not a diffused ghosted version of it].

What am I missing? .

Thanks,
gordonrobb
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Is it possible your doing the clear bit wrong? Are you using a Specularity material? You don't make it clear by using opacity?

A simple Specularity material should be able to be completely clear and reflect so much that you'll have to turn the reflections down.
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wlebrun
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gordonrobb wrote:Is it possible your doing the clear bit wrong? Are you using a Specularity material? You don't make it clear by using opacity?

A simple Specularity material should be able to be completely clear and reflect so much that you'll have to turn the reflections down.

jimgale wrote:This may not apply... but... at least in the Daz plugin, there's the "rayepsilon" which (sometimes) looks like 0.0000 but may be 0.00001. Anything other than zero can cause this. Try setting it to 0.01 then to 0.00 to see if that helps.


I noticed this post when looking for a fix with the black eyes.

I have tried this but it has yet to fix my problem.
Perhaps its is due to using !EYEris-Shaders etc but I'm not sure about trying the methods in the links but i will. Still learning the ins and outs of The Daz Plugin.

Any assistance would be greatly appreciated.
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wlebrun
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Trying different material turned the skin a different color for some reason.. but alteast that is a different fix give and take.
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wlebrun
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The odd thing is i got my skin back just by adding the M5 Phillip Material and then undoing because the material could not correspond with the morphs..
IN doing hte eyes come back but are grey perhaps without and skin or shader.

I thinks it great to have such a forum to keep up with the little snags here and there with new software... I will keep it up. Just in case i get stuck on other projects. 8-)
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wlebrun
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and fixed by using interfjections.
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