Natural Eyes for Genesis 8 [Commercial]

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Comments

  • chevybabe25chevybabe25 Posts: 1,274

    @attfara_9c7bd629f0  I apologize, but I am really confused as to what your question is. So please forgive me if I am not answering your question correctly.

     

    Thin walled off which is the default setting is going to be naturally darker.   You will need to dramatically increase your render settings with the settings provided in the pdf manual I provided. These will work as long as there is light in your scene regardless of where the light is coming from ( either dome, or headlamp, or plain old lights).  These settings ( Thin walled off ) can not work in conjuction with the fake reflections.

    Fake reflections will absolutely need thin walled on, and glossy off.

    Glossy on or off only affects the actual eye ( iris, sclera, and pupil). This setting really does not matter unless you are using the fake reflection options.

    Messing with "shared glossy inputs" will not help and will most likely leave a ring around the iris.  If your scene  is giving you eyes  like Tynkere above, your best solution would be to use the option thin walled on, or adjust your lighting.

     

     

     

  • GylandGyland Posts: 51

    chevybaby25

    Hi
    Now I found whats have to be done, more light or just another light source as emission light source. When I place one spotlight very near and made some changes in Ton Mapping settings something happing with eyes and after that created one emission light Plane. I think that is the best solution. Thanks for your patience and thanks for you have this opportunity to ask.

     

  • Hello, I don't see the pdf manual and I could really use it:)

  • these are the most realistic eyes on DAZ I think. Mainly because of two things:

    -the lacrimals look fleshy and moist. no other eyes pull this off right

    -the cornea from the side actually refracts correctly. Real eyes refract enough so that the iris bends around all the way to the cornea. All other DAZ eyes don't do this, making everyone look like aliens or wearing really thick contacts. This is what I mean:

  • AllenArtAllenArt Posts: 7,172

    I use these eye textures almost exclusively since the day I bought them. LOVE em :)

    Laurie

  • You may want to update the sales description for this - the only place it mentions that it is a merchant resource is on the thumbnail. An outline of the permissible uses in the sales page would be good.

  • AsariAsari Posts: 703
    I love these eyes. I combine them with shader settings of another product to get better reflections and these are ultra-realistic and life-like.
  • nicsttnicstt Posts: 11,715
    edited December 2019

    If you're having to manually create reflections, you're either not doing you lighting correctly, or wanting to reflect something not in the scene (or not where it actually is in the scene).

    I'm presuming you're using IRAY; objects and HDRIs will reflect with correct lighting, camera position and for me at least, some trial and error to get said positions right.

    Post edited by nicstt on
  • chevybabe25chevybabe25 Posts: 1,274

    Glad to see everyone is still enjoying these :)   Feeling the love guys! heartheartheart.

    @otherunicorn thanks for the heads up.  I will ask the Daz people to fix this!

     

  • bluejauntebluejaunte Posts: 1,923

     

    -the cornea from the side actually refracts correctly. Real eyes refract enough so that the iris bends around all the way to the cornea. All other DAZ eyes don't do this, making everyone look like aliens or wearing really thick contacts. This is what I mean:

    That is an interesting topic, and maybe chevybabe can chime in here. We've discussed this a lot in some older photorealism threads. This isn't hard to do per se. All you have to do is set Thin Walled to Off on the cornea, resulting in proper refraction. There was a rather big problem that we couldn't resolve though. Iray doesn't allow to disable shadows on surfaces, and the result of this was that there was rather ugly shadowing on the iris, depending on where the light was. Setting Thin Walled to On was simply the lesser of two evils, and that is why me and presumably other character artists did that and still do it.

    Has this product solved the problem? Or did something change in recent Iray versions?

  • bluejauntebluejaunte Posts: 1,923

    Just tried, still same old for me.

     

    cornea_refraction_01.jpg
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    cornea_refraction_02.jpg
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  • chevybabe25chevybabe25 Posts: 1,274

    That is interesting Blue.  I don't seem to have that problem with these eyes.  Gimme a minute and I'll post a couple of quick and dirty images.

  • chevybabe25chevybabe25 Posts: 1,274

    Blue can you give me a hint with your lighting? Id like to see if I could recreate that at all.

  • Oso3DOso3D Posts: 15,045

    Yeah, I've found that eye moisture/cornea with thin film: off often causes that shadowing bug. It's less realistic to have thin film on, but it's not obvious in most shots, so... eh

     

  • bluejauntebluejaunte Posts: 1,923

    Blue can you give me a hint with your lighting? Id like to see if I could recreate that at all.

    Any angle but straight really. I have a hard time avoiding shadows even with the most basic lighting it seems. This one came from above/front, hence shadows at bottom of iris.

  • AsariAsari Posts: 703
    edited December 2019
    nicstt said:

    If you're having to manually create reflections, you're either not doing you lighting correctly, or wanting to reflect something not in the scene (or not where it actually is in the scene).

    I'm presuming you're using IRAY; objects and HDRIs will reflect with correct lighting, camera position and for me at least, some trial and error to get said positions right.

    I don't add reflections manually. I just use the shader settings for Project Eyeray with Natural Eyes together to create better reflections; in my renders thin walled on tends to give rather flat reflections - not an error, just how it's supposed to work. You only get better reflections and sss settings with thin walled off but it increases render times for me dramatically. The iris shaders of Project Eyeray are confirmed differently. I find that both products work perfectly together if you combine their strengths. This is what I meant with different shader settings. I'm not using the eye reflection maps at all.
    Post edited by Asari on
  • chevybabe25chevybabe25 Posts: 1,274
    edited December 2019

    So I can honestly say I can not recreate that problem with my natural eyes set up. The shader itslef for the eyes are slightly more complicated than just adding the thin walled off setting.  Ive tried a mess of renders and moving lights around, changing out hdris. and nothing like that. Maybe someone else who has the set can try to get an ugly effect like that?

     

    I attatched some of my attempts at getting a similar effect to what you have.  I think that while just adding sss to the cornea and eye moisture may give ugly shadows, it may also be because the iris itself isn't set up properly to deal with how iray casts the shadows. The very bottom example was seriously the worst one I could get.

    Edited to add.. that none of these finished rendering.  Theyy were quick annd dirty renders.

     

     

     

     

    ugly eye attempt.jpg
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    Post edited by chevybabe25 on
  • bluejauntebluejaunte Posts: 1,923

    Maybe the sculpted iris is beneficial and makes the light bounce around more. I guess I'll just have to buy the product and check it out smiley

  • chevybabe25chevybabe25 Posts: 1,274

    That's a possibility :)

    Would love to know if you pick it up what kind of results you get from it!

  • SorelSorel Posts: 1,407

    Having a more accurate iris definitely helps.  I dont know why the genesis eyes dont already come physically accurate.

  • bluejauntebluejaunte Posts: 1,923

    I picked it up though didn't have much time yet to check it out. Few minutes I did, first impression was the eyes render slowly, assuming that's SSS all over the place? I remember whenever I played with SSS in the eyes I gave up because it just made them render like 50x slower than the rest of the body. Maybe that's why in the end you don't get a shadow?

  • chevybabe25chevybabe25 Posts: 1,274

    The eyes definitely render slow unfortunately.   There is sss on both the cornea and the eye surface which may be over kill for most people but I liked the result so I kept it :)

     

    Sorel said:

    Having a more accurate iris definitely helps.  I dont know why the genesis eyes dont already come physically accurate.

    Yeah I don't quite understand that either.  They go so far to make Victoria with her beautiful sculpting, detailed texture and normal maps and then cheap out on the eyes. *shrug*

     

  • Shadowing seems to be minimal on these eyes. Here is an A/B between thin walled and off:

     

  • barbultbarbult Posts: 24,839
    edited December 2019

    I just got this product and am trying it out. Is that gray ring around the iris, between the iris and sclera supposed to be there, and is it supposed to be that harsh? I don't see that ring in the promo images or other renders posted here. 

    This is what I did: I applied one of the eye colors and dialed in the iris and lacrimal morphs and the cornea bulge morph. This G8F character  is a dialed shape consisting of several morphs. I rendered with your recommended render settings for quality 6 and ratio 98%. The lighting is an HDRI from Leonine HDR Pro Lighting. I rendered to completion (did not stop early). 

    The original Darcy 8 eyes look so much better than the Natural Eyes, I must be doing something wrong with the Natural Eyes. Can you offer advice?

    Natural Eyes Without Iris or Lacrimal Morphs

    Natural Eyes With Iris and Lacrimal Morphs

    Darcy 8 Eyes (have canned reflection in cornea cutout map)

    Darcy 8 Eyes.jpg
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    Natural Eyes No Iris or Lacrimal morph.jpg
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    Natural Eyes.jpg
    1000 x 563 - 364K
    Post edited by barbult on
  • chevybabe25chevybabe25 Posts: 1,274
    edited December 2019

    I'll start with the gray ring.  Because I made these eyes to suit a whole lot of applications, and I know every vendor has their own unique way of altering, I left a little wiggle room of space.  They are designed to be used with the morph dialed i so that there should be almost no gray area left. 

    The reflection.   Cut and paste cornea is lovely but obviously is not a "real" reflection. There are options for that in this product too though :)

    To use a real reflection takes a bit more work out of the box.  You can try spinning the dome which can take eons to get right, or you can try out one of agentunawares free hdri's that cast nice shadows and reflects.(the portrait light set at deviant is lovely) or any of dimension theorys light probes with the "direct" reflect.

    You can also try adding a catchlight to the eye. Make a rectangle, add an emissive shader, line it up in front of the figure and move it around to cast a little light in the eyes.  Then parent it directly to the head. Or you can save yourself some time and pick up the lightset I did for pc club.  There are I think 10 catchlights that will parent in the proper place to the head :)

    Post edited by chevybabe25 on
  • barbultbarbult Posts: 24,839

    Thanks for the suggestions. I'm out and about now, but I look forward to trying these when I get home.

  • nicsttnicstt Posts: 11,715
    Asari said:
    nicstt said:

    If you're having to manually create reflections, you're either not doing you lighting correctly, or wanting to reflect something not in the scene (or not where it actually is in the scene).

    I'm presuming you're using IRAY; objects and HDRIs will reflect with correct lighting, camera position and for me at least, some trial and error to get said positions right.

     

    I don't add reflections manually. I just use the shader settings for Project Eyeray with Natural Eyes together to create better reflections; in my renders thin walled on tends to give rather flat reflections - not an error, just how it's supposed to work. You only get better reflections and sss settings with thin walled off but it increases render times for me dramatically. The iris shaders of Project Eyeray are confirmed differently. I find that both products work perfectly together if you combine their strengths. This is what I meant with different shader settings. I'm not using the eye reflection maps at all.

    Ahh, thanks for explaining.

  • chevybabe25chevybabe25 Posts: 1,274

    You are very welcome Barbult :)

  • barbultbarbult Posts: 24,839

    I tried one of the AgentUnawares HDRIs and one of the iRadiance Direct HDRIs. The reflections are much nicer than the Lyoness HDRI I had been using, but the gray ring is even more pronounced in these renders. I have Natural Eyes iris and lacrimal morphs and the cornea bulge morph dialed all the way up. When you say that you left "a little wiggle room of space" in regard to the gray ring, does that mean there is something I can adjust to remove it, or is that not adjustable? I don't think it is only Natural Eyes that have that gray ring. If there is nothing to adjust, I think the answer is to just not render closeups of eyes! I think they look good from further away.

  • chevybabe25chevybabe25 Posts: 1,274

    There are a few different things you can try.  I left a little wiggle room for those that wanted to manipulate or change the textures inside an image editing program like Photoshop.  If you are looking to do some adjusting inside Studio, you can go into the options folder, and select the eye shadowing with ring option.  Then you can select the iris surface, and change the diffuse overlay color to your color of choice.That should hide most of the gray if not all. 

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