Genesis Eyelids issue ^^;

eponicaeponica Posts: 197
edited December 1969 in Carrara Discussion

Hi there folks ^_^

Looks like Carrara has an issue with the Genesis figure eyelids? Does anyone know of a solution to this?

Thanks and happy holidays :)

Genesis_Eyelid_Issue_2.jpg
755 x 582 - 238K

Comments

  • evilproducerevilproducer Posts: 9,050
    edited December 2014

    Looks to me like a displacement issue.

    Edited to Add that maybe the displacement could be adjusted lower. Or you could copy and past the displacement map into the bump channel?

    Post edited by evilproducer on
  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    What morph are you using?

  • eponicaeponica Posts: 197
    edited December 1969

    Wow, those were fast replies! :)

    I will try working with the displacement. The morph is for the Sasquatch. Thanks!

  • JoeMamma2000JoeMamma2000 Posts: 2,615
    edited December 1969

    I've had a similar problem with V4 eyes. They get bugged out sometimes. Never figured out exactly what's going on, although it seems in my foggy recollection it was somehow related to setting up a Point At modifier for each of the two eyes. I think either re-setting the Point At (disable/enable) and/or zeroing the eyeball poses helped things. Something like that....

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    I've had a similar problem with V4 eyes. They get bugged out sometimes. Never figured out exactly what's going on, although it seems in my foggy recollection it was somehow related to setting up a Point At modifier for each of the two eyes. I think either re-setting the Point At (disable/enable) and/or zeroing the eyeball poses helped things. Something like that....

    It could be something like that, especially if the OP used a pre-made pose and chose the Turn Off Limits option.

    I still suspect displacement because I've been reading more and more about the new DAZ figures using it to take advantage of DAZ Studio's HD sub-d system. Carrara also doesn't support the HD stuff at the moment, from what I have read. Carrara's displacement also seems much stronger, and not a micro-displacement.

  • eponicaeponica Posts: 197
    edited December 1969

    I find all this so interesting!

    I Think I have disabled displacement for the figure, but I am including a screenshot so you can tell me if that's true ^^; There doesn't seem to be an eyelid-specific shader, so I have been concentrating on the face skin shader.

    No fiddling I do with the displacement seems to affect this problem, but I could easily be doing it wrong. I've only had Carrara for about a month and I am just now embarking on a study of the shader system. I am hampered by having very limited bandwidth with which to watch tutorials. However, I did finally get an acceptable picture by scaling down the size of the eyeballs just a tad. ^^; I was going to enter the newbie contest but unfortunately we had a big flood and a power outage :P I will post it in my gallery tho.

    This eyeball problem has been dogging me since the first draft, but I didn't want to bother anybody-- I've been bothering folks enough as it is, and I'm very grateful for their help :) It might be just one of those morph issues which I also ran into with the Milcat.

    Sasquatch_Displacement_Settings.jpg
    1920 x 1080 - 224K
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    I could be wrong about the displacement. I don't have Genesis or the figure, so I can't test it. I was basing my theory on the look of the texture and the heavy hand that Carrara applies displacement. If it is off, then that is not the issue.

    It very easily could be the morph that is causing it as well. I've had a few extreme morphs that caused issues when not everything scaled down correctly. They were usually on the mil-3 figures as I recall, but perhaps it is a similar problem. I would say that if resizing the eyes fixes it, then that would be the way to go.

    Regarding the eyelids, they are probably part of the face shading domain, so if you removed displacement from the face shading domain for example, then the eyelids wouldn't have it either. The eyelashes are a different domain though.

    I also wouldn't hesitate to ask if you have a problem or want to do something and don't know how. We're all just users like you, but most of us here feel that the best way to continue Carrara is to help other users get as much enjoyment and success with it as possible.

  • JoeMamma2000JoeMamma2000 Posts: 2,615
    edited December 1969

    I just checked, in a scene I had that I recalled V4 had this issue. I fixed it (maybe only temporarily, who knows...) by disabling the Point At modifier for each eye, then zeroing each eye pose (Animation/Zero Selection Pose), then re-enabling the Point At modifiers. That caused the eyes to go back into their sockets.

    I suspect it has to also do with the morphs being applied to the eyes, maybe eye size or something like that. But the problem has been around forever in my experience.

    It will be so nice when they fix that bug in C9.

  • eponicaeponica Posts: 197
    edited December 1969

    Thanks, folks ^_^ It Will be nice when they fix that problem. I hope Carrara is around for a long time. I am having an incredible amount of fun with it! :)

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited December 1969

    I had never had this problem before and then by a strange coincidence, just now I was applying a pretty extreme facial expression to Genesis and got the exact same look!

    In my case I was able to solve it by selecting each eyeball and scaling it down a little bit until the protruding eyes sank back into the head.

    Maybe you could do the same for yours?

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