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Re: Portrait - Eye material test
Posted: Sat Mar 22, 2014 5:26 am
by xxdanbrowne
Probably resized it badly in photoshop.
Anyways, like the original poster, I can't get a glint on the eye. Probably something basic.

Re: Portrait - Eye material test
Posted: Sat Mar 22, 2014 10:04 am
by birdovous
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.
Re: Portrait - Eye material test
Posted: Sun Mar 23, 2014 10:42 pm
by Stealthworks
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)