V6 WIP Render: Eyes Issue - SOLVED

DaremoK3DaremoK3 Posts: 798
edited July 2014 in The Commons

Hi all...

First, I tried to search the forums for this, but search only yielded the wonderful Gen2F/V6 render thread, and I did not want to sully that great thread with my miserable WIP.

I tried every possible eye shader attribute I could for several hours, and I just can't get rid of this whiteout effect. I thought it might have something to do with the reflection mat settings, but nothing I tried worked.

Not to mention, that these newer generation figures have a dizzying amount of different shader attributes that I find way to over complicated, compounded with the fact that I have barely touched this figure, or even try any realistic(esque) type renders (I usually render toon/cel style).

V6 eyes do not exhibit this behavior with ToonyCamPro renders set to ID, or at least I am seeing iris/pupil outlines. This will eventually be a cel render, but I would also like to produce a high-settings render such as this.

Any help, suggestions welcome.

Thank you...
Ken

V6Girl001_WIP01a.jpg
820 x 1024 - 115K
Post edited by DaremoK3 on

Comments

  • DustRiderDustRider Posts: 2,739
    edited December 1969

    This is just a guess, but it looks like the opacity of the Cornea and EyeReflection are too high. Try setting both to zero, hopefully that will help.

  • DaremoK3DaremoK3 Posts: 798
    edited July 2014

    Thank you for posting, dustrider.

    I tried both those, and even sought out possible missing opacity maps that I thought might work in conjunction with the opacity settings.

    I even messed with the on/off switches of all those attributes, and changing color settings, all to no avail.

    It's been try this, render... nope. Try this, render... nope. Try this, render... nope. Over, and over again, and it became frustrating, so I sought out help.

    This is leaving me not wanting to continue using Gen2 figures, and just go back to Genesis with the simple V4/M4 shader attributes that I can decipher.

    Thanks again for trying. I appreciate it.


    Anyone else know of a possible solution, or maybe of some written documentation on the Gen2 figure shaders?

    Also, just for clarity; I am using the tutorial lighting (ubersurface turned off, but rendered with on just the same) from the DAZ Studio 4.6.x series included Gen2 Female tut, V6 base, default 3Dlight render settings, and DS 4.6.3.50.

    Post edited by DaremoK3 on
  • nemesis10nemesis10 Posts: 3,417
    edited December 1969

    I am going to try a wild guess and ask what are your max ray depth settings since the eyes generally have a reflection and if the setting is wrong, artifacts may show up....

  • DaremoK3DaremoK3 Posts: 798
    edited December 1969

    Thank you, nemesis10.

    You got me checking the render attributes, and it turned out that it wasn't set at default.

    Somehow, the settings were changed from the default, but I don't mess with them. I have used some presets from the tutorials, so maybe that is how they were changed.

    The max ray depth setting was at 1.

    Anyways, I found the solution. It was the Specular Color in the EyeReflection MAT. Setting it to pure black RGB 0,0,0 got rid of the whiteout, and adjusting the RGB up through 40,40,40 gave me some play if I wanted a hint of reflection.

  • ben98120000ben98120000 Posts: 469
    edited July 2014

    Put specular 1 and 2 strength to 0 (or turn them off) for template 5 and 7 (eyes and eye reflection) to see if that helps. Check opacity strength for eye reflection. Default V6 material have a map and opacity strength at 15 so it shows something even if reflection strength is 0 or off.

    edit: ah, found it already, nice.;-)

    Post edited by ben98120000 on
  • DaremoK3DaremoK3 Posts: 798
    edited December 1969

    Thanks, ben.

    Posted solution above at same time you posted. You nailed it. Although, I just needed to change the Spec Color for EyeReflection MAT in V6's "Surfaces" dropdown which is what the Surface Selection Tool defaulted to.

    All's good...

    Thanks again.

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