How to get rid of glossy white alien eyes from EZSkin3
jura11 last edited by
Please have look on my eyes settings and maybe these settings would help you
Hope this helps
The eye shaders I use are derived from my uber shader. I made sure they work for a variety of lighting situations. The only part that is reflective is the "eye surface," on this V4 model.
If these are acceptable I'll upload them to Share CG minus the texture maps.
englishbob last edited by
...no matter what I do to the Eyes settings...
Do you mean the settings in EZSkin3, or the materials that were on the eyes before you ran the script?
I've experienced a similar problem when the eye surface had a peculiar node set-up attached to it, and EZSkin was understandably unable to cope with it. If I remove that before running EZSKin, all is fine. This was with V4, but may be worth looking at if you haven't already.
You can often help by simplifying the starting materials, since EZSkin will dismantle a lot of them anyway. It can't always work out what to keep and what to throw away if the materials were designed by the 'apply random nodes and render, repeat until it looks right to me' method.
Thanks All!! Some very good responses here, so I'm going to be taking notes (and saving screenshots) so I can play with them. I knew it wasn't necessarily going to be a one tweak fixes all, but I was ready to give up because I didn't have a clue where to start.
I'll be playing with this the next few days and let you guys know how successful I am. ~wink~
@Boni Hey Boni, the Zip file you uploaded doesn't look as if it completely uploaded, because it's not a live link. It says Uploading 100%, but then I think the link would be live, unless it's something to do with the forum.
raven last edited by
@ghostship That's some mighty fine looking eyes there.
Let me do a drop box for you. Eye Core
@Boni OK, I went to the dropbox link, but I don't think that's the Eye Core zip you were planning to give me. ~wink~
@ghostship Those eyes look great ghostship. I'd sure like to see how you set those up.
Eye materials for Poser 11 Superfly and Daz V4,M4,K4 A4 etc. Does not contain texture maps. You need to use your own texture maps in the shader. It's important to note that to get the best, most realistic look you need to have a sclera texture with the dark, outer edge of the iris showing at the inner part of the map. This will help blend the two zones into one and make the eye more believable. There is a transparency map included to blend the sclera with the iris. Now the the trick for you is to experiment with various maps to see what looks good. Also, using a sclera map with a bit of the iris is going to make the irises too big (unless you like that) so you'll need to make the irises and pupils smaller (set to -.5 each)
@ghostship Thank you muchly. Downloaded, and will definitely play with them. ~smile~
@ghostship The set up I use has a sclera mask that does what you've shown here. It's similar to the one that actually comes with V4. I've feathered it a little more to soften it. I will work with your set-up as well since I know what an amazing shader-master you are ... I just wanted to show my approach too.
Here is a sample of my set up.
And for those who want it the sclera mask that just plugs into the transparency channel in the PoserSurface root node:
Again, I respect you ghostship, I just wanted to share the way I've done it.
@Boni looks good!
For those who have not seen this before: The reason we do the mask is to make that transition from iris to sclera a little blurred and soft. Take a look at your own eye in the mirror. The tissue doesn't have an abrupt, sharp transition between those two parts of your eye.
Pauline's eyes are one texture so you should not have to worry about that so much. Dawn 1.0 had some issues with eye geometry that made it difficult to fix with maps but they have since made some morphs that help a lot.
With my textures I want to be able use a variety of iris textures with the same sclera on every model because I know will get a good result from that one sclera texture. If you have a sclera texture that you'd like to use but it comes out looking too bright you can add a HSV node between the texture map and the main plug in and experiment with the value setting to get the right brightness out of the sclera.
shvrdavid last edited by
I do basically the same thing mixing iris's, but I use wave nodes to do it.
Glitterati3D last edited by
MissB, before you go re-creating your eye textures, try something for me.
Most of the time white eyes, fingernails, etc. are not from texture settings but because of specular values. The first thing I would tell you is to go to Materials>The Construct and set the Construct to Blackout. This will determine if your eye reflections are simply reflecting the stark white Construct which is the default in Poser 11 (fingernails, toenails, lips, too).
If that doesn't resolve the white out eyes, then check Alt Spec settings. If they are turned way up, you'll get too much specular. Remember that a PBR uses specular by default, so when you bump up specular settings, you really are doubling them.
Just try those experiments and see if that helps.
@Glitterati3D I've been making notes more than anything today, so will try most things out tomorrow.
As far as The Construct goes, I don't use it, as for some reason my version of PP11 did NOT come with it as the default "ground". I have the old Ground Plane that earlier versions of Poser had as their new scene default. In fact, until someone mentioned The Construct as being the default in their PP11, I didn't know it was supposed to be.
The Construct can be found in the Primitives folder of the Props library, but I've tried adding that, hiding the Ground plane, setting it to all white, and rendering, and I kept getting grid lines like it looks in Preview mode. I think Ken1171 at HW said I shouldn't be seeing that, and I figured out how to get it to render properly. In the Scenes library there is a Poser 11 Environments folder, and that contains an Alternate Construct scene, that will actually "replace" the old Ground Plane, so I suspect that most folks got their versions of PP11 with new scenes set up that way. Not sure why mine wasn't, but I'm not the only one, as I know of at least one other person at HW that has the same setup.
That said, I doubt I'd use it, as I happen to like BB's EnvSphere, and now with Snarly's EZDome setup, and some nice HDRi images I've downloaded, I don't really need to use The Construct. Of course, EnvSphere comes set with a white background, and if SuperFly did shadow catching, I would use the Ground Plane set to white, so yes what you mention could be the problem because I had no problem with DuskSE's eyes in my Strolling The Beach render, which was done with HDRi lighting.
I'll be adding your comments to my notes, and hopefully I'll be able to get a handle on this, at least to the point where I know the process I need to do to make sure my character's eyes come out more natural looking, as I'm not really into rendering aliens. ~wink~
Glitterati3D last edited by
@Miss-B Keep in mind that the reflections may be the actual lights, and/or the surrounding environment.
@Glitterati3D Very true. I've got a render cooking, and I think, at least for this time, I figured out how to get a real eye rather than the alien eyes I was getting last night.
In this case there's no Alternate Specular for the Iris and Pupil, but there is for the Eye (I think the "Surface" ghostship was talking about) and the Corona, and it turns out the Eye/Surface is fine, it's the Corona that was causing the problem.
At first I just played with the settings, which helped, but it was still rendering with a white cast, not solid white, but not natural looking. I disconnected the Specular node for the Corona material, and now I have real eyes. ~smile~ Whether this will work all the time, or just for DawnSE (which is the character I'm trying to render this time) remains to be seen. I'm definitely going to play with the Specular Mask Boni provided, as I think that will help a lot.
OK I'll be back with a render soon as it's finished.
OK, here's the render I just did, and it's a rather quick render, so could probably use some more samples, as her skin doesn't look quite as clear as I'd like.
Now the eyes look much better, but when I rendered the eyes up close, I didn't like the materials. Not surprising as the character morph is a freebie, so I think I'll try one of my other Dawn character eye materials, and see what I get. I did tweak her lips, fingernails and toenails because they were coming out white, which isn't what I wanted.