Page 3 of 3

Re: Eye Reflections and Normal displacement

Posted: Fri Apr 19, 2013 9:13 pm
by t_3
SimonWM wrote: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.
that's actually easy ;) normal maps need to be color (aka "image") nodes - i can see, you have used the import function... if it imports normal maps as grayscale, this is a small bug of course; just switch the node type from floatimage to image - it'll keep the map...

Re: Eye Reflections and Normal displacement

Posted: Fri Apr 19, 2013 9:34 pm
by SimonWM
t_3 wrote:
SimonWM wrote: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.
that's actually easy ;) normal maps need to be color (aka "image") nodes - i can see, you have used the import function... if it imports normal maps as grayscale, this is a small bug of course; just switch the node type from floatimage to image - it'll keep the map...
Thanks again T3. Now after changing from floatimage to image the veins are visible but they look kind of just painted, I cannot see much, if any, depth. I've left the button next to power as "floattexture".

Re: Eye Reflections and Normal displacement

Posted: Fri Apr 19, 2013 9:51 pm
by t_3
SimonWM wrote:Thanks again T3. Now after changing from floatimage to image the veins are visible but they look kind of just painted, I cannot see much, if any, depth. I've left the button next to power as "floattexture".
power as floattexture is ok. it means it'll just control the strenght; using i.e. rgbspecturm would in fact colorize the map by the power node.

ok; now, apparently the normal map does not provide enough depth info (=~color contrast); what you can try:
- look if you get more depth by changing the map gamma (in the image node);
- add a multiply node and connect the output of the image map to both inputs - this will enhance the contrast
- maybe play with both, or even add additional multiply nodes
- edit the map with an image editor of you choice (most probably the best way to get along)...

Re: Eye Reflections and Normal displacement

Posted: Fri Apr 19, 2013 10:16 pm
by SimonWM
t_3 wrote: - add a multiply node and connect the output of the image map to both inputs - this will enhance the contrast
I might be doing something wrong. The Multiply node got rid of the veins or made them much faded.

Re: Eye Reflections and Normal displacement

Posted: Sun Apr 21, 2013 8:29 pm
by t_3
SimonWM wrote:I might be doing something wrong. The Multiply node got rid of the veins or made them much faded.
sorry, the multiply node was just guessing - in theory multiplying an image with itself should raise color contrast - hope you got it in the meanwhile (i.e. edting the normal map outside octane).

btw, i have add a texture preview option to my todo list - currently it is obviously a bit hard to judge how a mapping node (or a chain of them) will affect a texture, since one can't see the result but in the rendering. having a texture preview will allow to see the result at any point of the chain...

Re: Eye Reflections and Normal displacement

Posted: Mon Apr 22, 2013 10:05 pm
by itou31
t_3 wrote:
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...
Hello, I'm facing the same issue for the eyes, and i'm not go in deep searching. Could you tell me the simple way to have fake reflection ? and what to filter or not for V4 ? Ok and V5 also.
Thanks

Re: Eye Reflections and Normal displacement

Posted: Tue Apr 23, 2013 7:22 am
by t_3
itou31 wrote:Hello, I'm facing the same issue for the eyes, and i'm not go in deep searching. Could you tell me the simple way to have fake reflection ? and what to filter or not for V4 ? Ok and V5 also.
Thanks
if you take out "eyesurface" (v4 only) and "cornea" out of the filter, it will most probably get you those - still it depends on how the daz material is actually built; i have tested it with a bunch of different sets on genesis, and got fake reflections right away with only auto mats...

Re: Eye Reflections and Normal displacement

Posted: Tue Apr 23, 2013 11:47 am
by itou31
Hi t_3,
Thanks, I recheck this filter with new figure and it works (V4 and V5). I loaded my previous figure, reload, but nothing. In fact material have changed and saved, so I think that I will remap in DS and reload again. will test tonight.
Ah, and waiting for the 1.13 integration (for sun size to make shadows softer)... ;)

Re: Eye Reflections and Normal displacement

Posted: Tue Apr 23, 2013 12:15 pm
by SimonWM
itou31 wrote:
t_3 wrote:
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...
Hello, I'm facing the same issue for the eyes, and i'm not go in deep searching. Could you tell me the simple way to have fake reflection ? and what to filter or not for V4 ? Ok and V5 also.
Thanks
Uh? Sorry, I thought I had replied to this post last night, I hit reply and left. seems like the forum didn't take my message. Anyways I'm glad T_3 answered your question.

Re: Eye Reflections and Normal displacement

Posted: Wed Apr 24, 2013 1:19 pm
by sqjam
Cornea settings
Try this
Image
For strong reflection - opacity set up to 0,2 - of course if have what reflect.

@t_3
Please, don't hide "Cornea mat" by default - this mistake.