
Eye Reflections and Normal displacement
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I'm trying to setup my character in Octanerender with some eye reflections and veins via normal maps like it shows in 3Delight. I used the Clear Cornea Material from the Live DB but I cannot see any difference. The character is DAZ Freak 5 modified with my product SWOLE and I have loaded the default DAZ normal maps for the Freak 5 veins but Octanerender is not showing anything. 

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@badmilk69 - thanks!
... plus this one: http://render.otoy.com/forum/viewtopic.php?f=44&t=30362
and there is indeed a little more to tell, regarding where to put what maps and if you do really want to apply fake reflections (possible) or not... i'll get back to this a little later... 1.13 sdk is out... need to put it in
... plus this one: http://render.otoy.com/forum/viewtopic.php?f=44&t=30362
and there is indeed a little more to tell, regarding where to put what maps and if you do really want to apply fake reflections (possible) or not... i'll get back to this a little later... 1.13 sdk is out... need to put it in

„The obvious is that which is never seen until someone expresses it simply ‟
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But this is Genesis. There isn't an eye surface like in Generation 4 Michael & Victoria.
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please explain. ps: as long as it consists of coplanar layers, the same limitations will apply....SimonWM wrote:But this is Genesis. There isn't an eye surface like in Generation 4 Michael & Victoria.
„The obvious is that which is never seen until someone expresses it simply ‟
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and moreover, the same rules apply regarding the surface filter (which also filters the cornea by default).
in addition, you need to decide if you want fake reflections or real reflections. using a glass material on the cornea _might_ give real reflections (depends on the cornea geometry), but there needs to be something to reflect - like a hdri environment, additional light sources, just some surrounding environment.
if you just want fake reflections, you need to apply the map in question where it usually needs to be, and make sure, that the specific surface is not included in the surfaces filter...
in addition, you need to decide if you want fake reflections or real reflections. using a glass material on the cornea _might_ give real reflections (depends on the cornea geometry), but there needs to be something to reflect - like a hdri environment, additional light sources, just some surrounding environment.
if you just want fake reflections, you need to apply the map in question where it usually needs to be, and make sure, that the specific surface is not included in the surfaces filter...
„The obvious is that which is never seen until someone expresses it simply ‟
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Thanks for your response T3. Right now I just want a fast way to get some glint in the eye, doesn't has to be real reflections, just a way to make the eyes look more real. I thought when you guys mention eye surface you refer to the almost spherical mesh that used to encapsulate the eyes of generation 4 figures.
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for one, yes. but in fact the cornea is the same type of thing - a coplanar surface modeled to cover the iris plus has a lens bulge; this means it won't work nicely with glass materials, at least if you want to look through it (what you usually want, since the iris lays behind).SimonWM wrote:Thanks for your response T3. Right now I just want a fast way to get some glint in the eye, doesn't has to be real reflections, just a way to make the eyes look more real. I thought when you guys mention eye surface you refer to the almost spherical mesh that used to encapsulate the eyes of generation 4 figures.
the eyesurface is indeed gone with genesis - afaik lots of v4 materials used it to apply a fake reflection; don't know how they are usually used on a genesis eye; but not matter how, it depends of course if it is part of the iris map or not; if not, imo the fastest way would be to mix it to the iris material using a multiply or mix texture; if it is somehow meant to go to the cornea, then you need to take the cornea out of the surfaces filter (in the common tab) and use the cornea mat...
„The obvious is that which is never seen until someone expresses it simply ‟
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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.
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CoolerMaster Haf 912, CPU Cooler Master Evo fan, Windows 7 Pro SP2, Corsair AX1200 PSU, EVGA GTX 580 3GB Classified Ultra, EVGA GTX 580 3GB Classified
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,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.
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.
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).
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...
„The obvious is that which is never seen until someone expresses it simply ‟
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