
Eyes didn't work out too bad this time
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
Looks good render wise, the eyes do feel life like so congrats on that! If you're having issue with getting eyes looking good there is a method where you can model an anatomy correct eye (for the most part) and rendering it like that.
You may need to adjust the surfaces for the eye. Here is a quick go.
Win 11 64GB | NVIDIA RTX3060 12GB
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
Thanks for the comments and crits guys.
@Tugs: I love the specular and glossiness on your version of the eyes. Would you mind posting a screenshot of your node setup and values to take a peek?
What I did in mine was add a second eye sphere and scale it to 1.01X and then put on the cornea material. Obviously mine is not anywhere as realistic as those of others. Still much to figure out.
@Tugs: I love the specular and glossiness on your version of the eyes. Would you mind posting a screenshot of your node setup and values to take a peek?
What I did in mine was add a second eye sphere and scale it to 1.01X and then put on the cornea material. Obviously mine is not anywhere as realistic as those of others. Still much to figure out.
Here we are the settings and a longer cook in OC1.24
Win 11 64GB | NVIDIA RTX3060 12GB
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
subdivide the mesh 1-2 times and render it with a hdri map of some sort, and you will see a great difference, right now it's missing proper reflections.
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
Cool. Thanks for the tip.kayze wrote:subdivide the mesh 1-2 times and render it with a hdri map of some sort, and you will see a great difference, right now it's missing proper reflections.
It's funny the large number of little things you have to pick up along the way that make a big difference. It never would have occured to me to increase the polycount.
And lighting: yup that's something I've only realized in the last month has a massive effect on things. Though it's probably obvious to the experts...