Eye Reflections and Normal displacement

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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SimonWM
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t_3 wrote:
SimonWM wrote:I tried giving a zero opacity to the cornea, loading an IBL light (From Reality) creating a spotlight and pointing at Genesis face but so far cannot get any reflections.
,
sorry but this is a bit hard to explain in just a few words;

if you work without the cornea: you need the iris as a glossy material - at least. specular/glossy mix might give better results, or specular/diffuse mix. if the iris mat is a diffuse type, of course no reflections will be visible.
I'm back using the "clear cornea" material from the Live DB.
t_3 wrote:but if you see some reflection at all, from a single additional light source, depends on the size of the light source, power, and if the reflection directs to the camera. a rule of thumb: if the light source alone (= environment set to no/null) won't light up the scenery enough, you will not get much eye reflection from it also.
Is that the keep _environment - OFF button?
t_3 wrote:having the type of material you currently use for the cornea might also help (of course not with zero opacity, rather in the range of 0.5), but again, the light source needs to be big enough and bright enough. and the word "cornea" needs to be excluded from the surface filter (have you checked it? sorry if repeating myself, but you didn't mention it)..
I suspect this is very simple and I weill show my ignorance but here it goes: How do I know if the word "cornea" is excluded from the surface filter?
t_3 wrote:using the fake reflection map (which is clearly visible in the ds viewport), and mixing it to the iris material is most probably the fastest way; plus using a glossy type with medium roughness for the iris also...
I'm going to show my ignorance again but how do you reset the cornea material assign in DSOctane so it uses DAZ default.
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t_3
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SimonWM wrote:Is that the keep _environment - OFF button?
no, just head over to the "lights" tab and select "no environment" from the topmost dropdown box where you currently switch between other environments.
SimonWM wrote:I suspect this is very simple and I weill show my ignorance but here it goes: How do I know if the word "cornea" is excluded from the surface filter?
you open the common tab, and somewhere in the middle there is a single line text box called "surfaces filter"; every word (comma separated) that is entered will be used to filter surfaces out (using wildcard style & case independent, so "cornea" filters out something like 5_Cornea). this is needed, since it is not possible to hide individual bones of a figure. click the "set" button, to immediately apply the filter (changes in the box are saved as soon as typed).
SimonWM wrote:I'm going to show my ignorance again but how do you reset the cornea material assign in DSOctane so it uses DAZ default.
you are welcome :) right click the cornea surface entry in the right tree (daz surfaces), and click "create as new" - it'll create a new auto material for that single daz surface and will unlink the current octane material. you can do this for 1-n selected daz surfaces. if you have more than one selected, and use "create as..." it will also apply mat grouping if needed...
The obvious is that which is never seen until someone expresses it simply

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linvanchene
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Last edited by linvanchene on Sat Sep 06, 2014 11:51 pm, edited 2 times in total.
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SimonWM
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t_3 wrote:
SimonWM wrote:I suspect this is very simple and I well show my ignorance but here it goes: How do I know if the word "cornea" is excluded from the surface filter?
you open the common tab, and somewhere in the middle there is a single line text box called "surfaces filter"; every word (comma separated) that is entered will be used to filter surfaces out (using wildcard style & case independent, so "cornea" filters out something like 5_Cornea). this is needed, since it is not possible to hide individual bones of a figure. click the "set" button, to immediately apply the filter (changes in the box are saved as soon as typed).

I'm going crazy trying to find where the "common" tab is. I have Preferences, Render Settings, Lights, Materials, Animation, System and Octane Live but nothing sounds familiar, are those the tabs you are refering to?


:oops: Nevermind, FOUND IT!!! its on the Preferences tab and right now it has "cornea,eyesurface and eyebrow"
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SimonWM
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WOOHOO!! That took care of the eyes finally!!! Thank you!!! Now I need to know how to have the normal maps show the veins in the body cause it is not showing up.
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t_3
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SimonWM wrote: :oops: Nevermind, FOUND IT!!! its on the Preferences tab and right now it has "cornea,eyesurface and eyebrow"
sorry!

i renamed it, imo right after the release, because "common" seemed to be not very clear (even if it is some sort of common naming in the other plugins) - was used to refer to it as "common tab" for quite a bunch of months now, and had totally forgotten about this :oops: :oops: :oops:
The obvious is that which is never seen until someone expresses it simply

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t_3
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SimonWM wrote:WOOHOO!! That took care of the eyes finally!!! Thank you!!! Now I need to know how to have the normal maps show the veins in the body cause it is not showing up.
normally, the normal map (lol) should go into the normal pin (lol, again) of the sclera material... maybe post a screenshot of the nge view (right hand pane), how this currently looks.'

note: octane uses only normal OR bump map; if both is applied only the normal map is used; to have both, a mix material would be needed...
The obvious is that which is never seen until someone expresses it simply

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SimonWM
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Sorry, maybe I should have done another thread for my normal map question. The normal map I refer is the one that shows the veins on the body, not the eyes. The one that goes on the torso, limbs and face maps.
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t_3
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SimonWM wrote:Sorry, maybe I should have done another thread for my normal map question. The normal map I refer is the one that shows the veins on the body, not the eyes. The one that goes on the torso, limbs and face maps.
well, it's the same rule, just different mats; maybe it could be of help to test the normal map on a sphere so you get a feeling for it; still true: bump + normal would need a mix material; what might work good for skin (at least if you want to keep it simple), is to use a glossy / diffuse mix mat, with high roughness for the glossy mat, apply the normal in the glossy mat and bump in the diffuse mat; since they are mixed, of course with higher power values than usually.

don't forget, that you can drag out pin nodes (like the diffuse mat) by hovering over a pin in a node (in the nge of course) and click + alt + drag; so you can fast create a mix material using maps for both material nodes. you can also right click anywhere in an empty space in the nge and select "import all current maps", and there will be new image nodes created, with _all_ maps that the currently linked daz materials uses...
The obvious is that which is never seen until someone expresses it simply

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SimonWM
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I've connected the normal map to the torso but I don't think my normal maps are doing anything. The mesh looks exactly as it did before plus cranking up the power to 1 doesn't shows a difference.
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