Daz model topo and SSS - funny issue
Posted: Thu Jan 15, 2015 6:05 pm
I've been playing around a lot with shaders latetely, and I've been having trouble with eye shaders looking really weird in my tests. I finally figured out why:

This is how it looks, dusk daylight an emitter just behind the head and TonySculptor 2.0 applied to the head and face. Notice the weird glowing eye? This is caused by the DAZ model topology. As the DAZ models have no eye sockete geometry and the eyes have no back sides, light transmitted thought the back of the head shines out through the eye lenses
Problem more or less goes away when you apply hair, as this blocks most of the light from the rear source:

This may also be why SSS shaders are a bit hard to work with sometimes, as they prefer a closed mesh.
Once geografting is fixed, I'm going to fix that by grafting eye-sockets in there I think.
Nothing terrible, just a fun little finding that can be quite confusing

This is how it looks, dusk daylight an emitter just behind the head and TonySculptor 2.0 applied to the head and face. Notice the weird glowing eye? This is caused by the DAZ model topology. As the DAZ models have no eye sockete geometry and the eyes have no back sides, light transmitted thought the back of the head shines out through the eye lenses

Problem more or less goes away when you apply hair, as this blocks most of the light from the rear source:

This may also be why SSS shaders are a bit hard to work with sometimes, as they prefer a closed mesh.
Once geografting is fixed, I'm going to fix that by grafting eye-sockets in there I think.
Nothing terrible, just a fun little finding that can be quite confusing
