Scott's Eyes... how do they work?
gerterasmus
Posts: 287
in Art Studio
Can anyone please help me? I load up scott, apply the iray henesis 2 male shaders, and no matter what I do, his eyes remain black. Tried making them all other colours, but when I render it, it stays black. And his lower lashes look like eyeliner.
Any help, tips or advice would be greatl appreciated.
Thanks.
EYES!!! HELP..jpg
3000 x 3429 - 1M
Comments
It it were me, first, the lighting should be tested- Create a spotlight and make its location your camera (when the popup appears, if you are Camera 1 view out in the viewport, select Camera 1) It will default at 100 percent for brightness, leave it that way.
The other thing- have you got IRAY selected as the renderer over in Render pane?
That isn't the lower lashes, that's the Tear surface around the bottom curve of the eyes. It looks like the Iray materials are reacting badly to whatever your lighting setup is; which is odd, I've never seen them do that before. Did you check after applying the Iray Optimised shader that the materials did actually change to Iray?
That blackness is the shadow, in the gap... Is the light an "iray" light? Looks like it is ray-tracing. No "light volume", set by the disk-type and disk-size, or whatever setting on that lighting you are using, which controls the "hard-edges" or light-volume/shadow-softness.
As for the Iris... It may be Iray, but the water-coating on the eyes may not be... It may be casting a shadow, which is making the iris black. Just because it is setup for iray, doesn't mean it is complete, or setup correctly. Check the surface of the eyes, the bulge settings. It may not have setup those options correctly, and the Iris.
If it is setup to "reflect the HDRI" or use that environment lighting, and you don't have it on... then you have to turn it on. Or use standard materials, or iray lights, which it is looking to reflect. It will not reflect the Delight lights, or the DAZ lights, if it is expecting to calculate the environment lighting or iray-lights. It may reflect something, as I see it is... but it may not light-up, because those non-existent lights values are default to ZERO, so they don't interfere with the other lights rendering.
That light is rather low... and dim... Does it have the "Photometrics" setting turned-on? If so, you will need to adjust those, in addition to the non-photometric values for the light. (It is a balancing act of conflicting values and stacked values, until they pick one or the other to use. One will dominate the other, and both will disturb the other settings.
Also note... those discolored patches... it wasn't finished rendering. The eyes may have been part of the last phase, for the shader. (Try a spot-render, and let it finish... Use the iray-render for the viewport while "tweaking" to see what it will look like... But focus on the eyeball itself, not the whole model, to make it faster to test.)
And if they did, what is the IOR value, if any?
It should be 1.33 for water...
using iray lights. had one render to 100% and it still did that. have iray set as renderer.
JD_Mortal... i'm stil learning. could you please translate what you said to english? that's all greek to me. Where's the disk type/size settings and shadow softness settings and reflect hdri settings?
this pic went to 100% and the yes were still wrong.
the ones in this gallery were all fine, even with low light.. it's just Scott giving me issues.
Using the exact scene and lighting, I loded up Derek, applied the iray materials and changed his eye colour to the one I want. cornea and tear are still the same, tough, but it rendered the eye coor right.
loaded up scott again, same settings, just changed the cornea to thin water and fiddled with the refraction. That looks better now, but the iris is still black, along with tear, not fully rendered, but you can already see the problem, and that the corea reflects better.