How to remove Red grimmer around Pupils or Cornea with Rim (Back ) llight,,

kitakoredazkitakoredaz Posts: 3,526

When I ues Rim light, I found the Red grimmer around pupil,,
(Actually I took too long time, just find which light or shader properties cause the effect ^^;
But now I understand, it should be caused by buck light,,)

My question is,, why back light shine around the pupil? light translucent from back side of the face skin?
Or how ray reflect ?

I tweaked agan and again, many properties of skin shader about each surface,, ><;<br /> but I could not find the way to remove the red circle around eye,,

The pic is to find what cause the red circle around ,,and I adjusted many already,, to remove the effect,,
so that not so glim,,

I know if I weak back light strongneth, I can reduce,, but I need strong back light,,,
because ,,I am now making one scene,, then hoped to outstand the Actor silet,, who
has black hair,, from wall in the gray building,,

I felt ,,almost other setting OK,, but the Actor eye grim too red ><; it is as if she is not human character,,<br /> it is not what I planed,,,,then tried many things, but I could not find correct way..,,

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Post edited by kitakoredaz on

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    To tell clear,, add two Pic,,
    1 is the current light set , already I removed other props or plane etc,,
    (now I use only AoA ambient light, and daz spot light (Rim).
    to clear see the effect,,

    then,,
    2 is the setting of skin etc,, (the skin is Maya Elite ,, I really use the texture often,,
    simply because it seems most fit well and natural for my character race,,
    so that no hope to change the skin preset,,, )

    and Now I feel,, if the opacity map of the Sclera ,,or setting seems
    cause the effect,, but I do not think it is better aproach to remove the texture or adjust the opacity area,,

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    Post edited by kitakoredaz on
  • JaderailJaderail Posts: 0
    edited December 1969

    You Need Shadows On for the Rim Light. Only way I know to correct it.

  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    Hi,, Thank you,,:) I think, to set shadow ofen work well about many case,,
    Actually I did not set the shadow for Rim ,, about current test..

    but ,, when I found the problem, I used AoA sopt light to use flags,,
    and I believe,, I set laytrace shadow for Rim too,,

    then now I test again,, with Ray trace shadow and no shadow,,
    but with or without shadow,, it seems no effect about this problem,,><;</p>

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    Post edited by kitakoredaz on
  • JaderailJaderail Posts: 0
    edited December 1969

    Yes the AoA lights and Flags would work well. I was not thinking of any except default DAZ Studio lighting. They will not flag as you know.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Ah, I see,,, it should work I believe ,, (why I did not use the AoA flag for the purpose ,, purfeclty forgot it
    to find the reason,,, ^^;)

    Now I am trying to apply mask ,, to modify the oppacity area,,, in gimp,,
    may check it too,,

  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    fmm,,, now I tweaked opacity map of sclera,,, it seems reduce the problem as I expected
    ,(but around pupil may need another way,,)

    I may try the AoA sopt light with flag sclera (not elminate) too,,

    but I am afraid,, if the effect was caused by Reflect or tranculcented ray,,(not direclly elimante by the RIm light,,)
    The AoA flag will not work,,,.I do not know,,

    Edit ( Now I test with AoA spot light as Rim light, and flag with Sclera only by ambient strength value as do not illuminate,,
    but it can not work,, it is because the lay effect is not direclty hit the Sclera surface I think,,)

    Then,,, why Rim lay can through out back skin of face,,@@;?
    Will it happen about all skin shader,? (about this case,, OmHumanSurface shader,,)
    Or Is there any ds setting ?

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    Post edited by kitakoredaz on
  • JaderailJaderail Posts: 0
    edited December 1969

    I think the full issue is the light hitting the opacity map, that thin rim has just enough shade to it to catch the light passing through it at the edges. If it can not be flagged, just opacity, I would try a custom map that fell just on the edge of the pupil in size. That's all I can think of that Might work. I'm not saying it will but it might.

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