OcDS Surface Material Filter - Delete Cornea entry
Posted: Sat Jun 27, 2015 3:07 pm
If you are new to OcDS or did a fresh installation deleting all your set preferences make sure to have a look at the
OcDS Surface Material Filter
The Surface Material Filter is located in the OcDS Preferences tab.
Any surface name you enter will not show up in the OcDS render viewport at all.
With Genesis 2 and Genesis 3 figures you may want to make sure that the Cornea surface is not filtered by accident.
- - -
Quick test to illustrate what the filter does:
1) Tint the G3F cornea surface red with opacity set to 1.
If a red cornea does not show up in your render it means the cornea surface is filtered.
2) Check the Surface Material entries in the OcDS Preferences Tab if you can spot an entry called "cornea"
3) Delete the entry cornea in the Surface Material Filter
4) Add the "clear cornea" material from the live DB to the cornea surface zone
5) Check that the EyeMoisture surface does not have a reflection map applied
Based on your preferences you can either hide the EyeMoisture surface or add a custom shader of your choice.
You should now see a physically correct reflection of the scene lights or the used HDR map in all eye related surface zones.
OcDS Surface Material Filter
The Surface Material Filter is located in the OcDS Preferences tab.
Any surface name you enter will not show up in the OcDS render viewport at all.
With Genesis 2 and Genesis 3 figures you may want to make sure that the Cornea surface is not filtered by accident.
- - -
Quick test to illustrate what the filter does:
1) Tint the G3F cornea surface red with opacity set to 1.
If a red cornea does not show up in your render it means the cornea surface is filtered.
2) Check the Surface Material entries in the OcDS Preferences Tab if you can spot an entry called "cornea"
3) Delete the entry cornea in the Surface Material Filter
4) Add the "clear cornea" material from the live DB to the cornea surface zone
5) Check that the EyeMoisture surface does not have a reflection map applied
Based on your preferences you can either hide the EyeMoisture surface or add a custom shader of your choice.
You should now see a physically correct reflection of the scene lights or the used HDR map in all eye related surface zones.