Portrait - Eye material test

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xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

Probably resized it badly in photoshop.

Anyways, like the original poster, I can't get a glint on the eye. Probably something basic.

Image
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birdovous
Licensed Customer
Posts: 155
Joined: Tue Jul 23, 2013 5:33 pm

Did some experiments with the materials this morning and I also created a custom cornea object which actually has some depth and here are some comparison images.

Same scene and light/camera setup, PMC kernel and 10k s/px. Default DAZ Victoria 4 figure was used with default maps. Sclera map is default so it lacks details (it just has my custom glossy mat attached to it but the diffuse channel in it is default texture) as I focused on the cornea/iris/pupil. Free Topanga Forrest HDR map was used for the atmosphere plus one ring mesh light (I know I suck at putting lights to the scene) ;)

The custom cornea gives more of the lens effect to the iris and with the mix material it can get sharper reflections. The default cornea with the mix material gets sharper reflections too but there is no lens effect on the iris.

Adjusting the glossy material in the mix (opacity) affects the wash/desaturation effect on the iris.

I would say that if no extreme closeups are required then the default cornea with the spec+glossy mix material give best results. And for very high resolution images/extreme closeups then adjusted eye geometry is also required - where all this applies to the DAZ Generation 4 figures. I did not try it with Genesis or Genesis 2 but I suspect the results to be quite similar.
Attachments
eye_cc_spgl_adj.jpg
eye_cc_spgl.jpg
eye_cc.jpg
eye_de_smgl.jpg
eye_de_sm.jpg
Birdovous
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Stealthworks
Licensed Customer
Posts: 51
Joined: Fri Nov 11, 2011 8:57 am

birdovous wrote:Did some experiments with the materials this morning and I also created a custom cornea object which actually has some depth and here are some comparison images.

Same scene and light/camera setup, PMC kernel and 10k s/px. Default DAZ Victoria 4 figure was used with default maps. Sclera map is default so it lacks details (it just has my custom glossy mat attached to it but the diffuse channel in it is default texture) as I focused on the cornea/iris/pupil. Free Topanga Forrest HDR map was used for the atmosphere plus one ring mesh light (I know I suck at putting lights to the scene) ;)

The custom cornea gives more of the lens effect to the iris and with the mix material it can get sharper reflections. The default cornea with the mix material gets sharper reflections too but there is no lens effect on the iris.

Adjusting the glossy material in the mix (opacity) affects the wash/desaturation effect on the iris.

I would say that if no extreme closeups are required then the default cornea with the spec+glossy mix material give best results. And for very high resolution images/extreme closeups then adjusted eye geometry is also required - where all this applies to the DAZ Generation 4 figures. I did not try it with Genesis or Genesis 2 but I suspect the results to be quite similar.

Hi, Have a look at the image I've just posted here
http://render.otoy.com/forum/viewtopic.php?f=5&t=38876
I too couldn't figure out how to get the glint but after a lot of testing I discovered that if you apply a Fake Glass Falloff material (from the LiveDB) to the ReflectionMap node on the Genesis 2 figure, you'll not only get that glint in the eye but also a true reflection of the surroundings (if using an HDR map)
Attachments
Voila_Capture 2014-03-23_10-36-37_pm.png
Voila_Capture 2014-03-23_10-36-37_pm.png (14.1 KiB) Viewed 1180 times
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