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Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
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Thanks for addressing the issue Chevy. You bet the textures are really good, quite realistic that everyone is trying their best to have the best results too considering the slight shortcomings often, here and there. It's because they are so good that I can't get to use any other textures myself and am stuck in trying to get the better results.
Another thing I just noticed, Richard just mentioned himself. The edited textures I just used aren't really giving a consistent result when I apply the render settings present in your pdf file. In only one instance of it I managed the get the result that should be, but aside from that, following attempts have been not great at all. In reality, I am not even using any different settings or anything you haven't stated. I don't know why it's happening. Although when I use the cornea thin wall setting it's gone.
The first one has the same setting as in your pdf with figure subd level 1 and render subd level 2, shaping morphs applied. I was going to take a second render at subd level 3 next, but my desktop crashed (power shortage, bad config in backup supply unit, don't ask about that). When I turned it back on, loaded the scene back I had saved it before increasing the subd level, and when I start to render, I see there's that weird ring again for no reason. Subsequent attempts at clearing it up has no effect. What's weird is, when I apply the thin wall on setting, I can't see the ring anymore. But that setting doesn't give that natural of a look. Lens looks too bright and the sclera too white. As evident from my previous pics.
EDIT: Hmm, the grey ring was still there with all what you stated, as far as the pdf file goes. Didn't go through the thread if you mentioned anything else. Just thought to clarify that again.
EDIT2: I don't really know how that first render got to be. Any attempts at doing it again just ends up in a futile attempt. You can see from the iris/sclera that it's using the same setting (at least for the cornea thin wall, I had it off and used the settings for render provided in the pdf). Can't reproduce that same image now howsoever at all.
EDIT3: Alright, I managed to get the same result as the first render. It had to do with the cornea bulge, but instead of the default one, I used from another package by mistake which, somehow did wonders to the ring. Attached is the image below. Also, I did follow your instructions and tips from the pdf, and I can't say again for sure, but I did manage to have the ring removed. Idk, was just following the tips but seems like there might be a certain oder to it. Because, after that one time, I couldn't get the rings to disappear, they almost disappeared, almost but not enough. I might need to edit the sclera portion again, since there's a slight greyish remnant at the bottom-right side of the left eye.
I apologize. I have been incredibly busy.
I had a few minutes to go back and play with the eyes and the gray line is super annoying. When I have some time, I'll go and do a small overhaul on these, but don't hold your breath. I need to pay the bills first ;)
Unfortunately the gray line is still there. This is a real shame since it's such a beautiful product!
Leo this is still on my to do list. I really want to revisit these but I just haven't had the time.
Yes, I just got around to looking at this product after a few computer upgrades and now that I can get this to work on my machine, I wish that the eye-ring could be solved. I really love this product as well
I don't know how i missed this post Allie :(
Anyways, for your white ring issue, it is because you chose to use an eye reflect.
To avoid the white ring : select thin walled "thin walled on" and " glossy off" and your reflections should not leave that white ring. You can not have thin walled off with the fake cornea.
@chevybabe25 I tried your changes but the look is the same. Actually, I believe it is when anything other than the default sclera is used that you get this effect
Default Sclera
Ethnic Sclera
Age Scerla
For the best results with these eyes:
dial in the cornea
dial in the hd iris morph
use the default settings on the eyes
make sure your render settings are set super high. I believe the render settings are on page 1 of this thread.
They take longer to render but the little ring is barely visible and doesn't stand out.
I tweaked the iris and sclera UV and merged them into one UV shell and created a new Map but using Natural Eyes assets and the ring would disappear entirely even without the HD iris morph. So yeah the fact that iris and sclera are on separate UV shells is definitively an issue for these grey rings.
(Edit) Sry Chevybabe, I just saw your thread in the PA products forum. I was stupid. Great you're coming up with a new version for G8.1. I will use my own UV set instead of G8.1 one and already converted all I need but hope it works out well with your new version!
Yeah the geometry and uvs were less than ideal for 8. I did the best I could with what I had. I kept trying to come back to these but there was no simple solution and all the extra options complicated it even more.
I do have another set coming out for the new 8.1 uvs:
https://www.daz3d.com/forums/discussion/468701/coming-soon-natural-eyes-ii-merchant-resource-for-genesis-8-1-male-and-females-commercial/p1
I will be offering an upgrade type price for those that own the original set. In my honest opinion the new uvs are done correctly this time and look stunning. The new natural eyes set has new everything (morphs, hd sculpts, and maps - irises are similar but no identical to the original set)), and I righted a few wrongs while I was at it. Things like the irses being identical on left and right.
Having the same Issue as Brimstone did.
For the Iray Sets (Testing on Blue 10) they aren't reflecting scene lights. Showing Black Eyes (ie:Die Antwoord Yo-landi)
Dome light - reflects properly immediately in viewport. HOWEVER noticed the IRAY set of eyes are GREATLY impacted by the enviroment tint.
Sun Sky - reflects properly immediately in viewport, though much more dimly, darker tinted eyes.
Scene Only with Daz Lights - you have to blast them so hard and directly with lights i think its the reflection from the back of the eyes bouncing back through the front. (Like the Tear shadows the eye, tested with tear off though, or as if the normals are flipped but other sources work. Flipping normals didnt help.)
Scene Lighting with Emmissive Mesh Lighting (Emmissive Primatives) - works Immediately. HOWEVER its oddly proptional to the oppacity of the mesh lights geometry cutout oppacity. So visible geometry light works but if you ghost light it (turn geometry on the light mesh to 0.0000005) then even though the emmision light is visible same as before the eyes very strangely dont reflect the light without the emmissive primative's geometry visible.
Ive tried turning on/of glossy shareing without effect.
Ive tried turning on/of Thin wall to no effect. Except I did notice that Thin Wall ON/OFF was activating Emmision Sliders access as If the Shader was routed improperly or bugged.
Am I missing something? Should I unistall and reinstall fresh to see if that helps? I like using emmissive ghost lighting alot so any advice would be appreciated.
Without any pictures it's really hard to know what your actual issue is. Could you please post an image or two?
Maybe this could help? https://www.daz3d.com/eye-twinkles-for-genesis-8 Just spitballing.
Didnt run into the tint issue this time, but the black Iray Set is still an issue. Could it be Specular settings? Got a Driver update Notification from NVIDIA as I was working on these. Ill try again after the update and see if there's any changes. If not I think ill probably try an uninstall and reinstall.
My first question is, are you using the render settings that are described in the pdf? By default, the cornea and sclera have thin walled on. The light at certain angles, going through both the cornea and sclera with the volume on can cause a really dark grainy look if you dont take the time to let the render cook.
My question would then be, What PDF?
Its dosent seem to be a light angle issue tried multiple angles, and after 2+ hours even on a 1080ti some noise improvement would be noticable if it was just a time bake issue. Thin Wall is showing dials when off and hiding them when on. Im going to try a reinstall, there was a alot of overlapping updates when it was first released maybe something got crossed. If I see a PDF in the there Ill check it out.
There is a pdf on the first page of this thread and I believe it is also included in the product, please download it and take a look. It explains not only the render settings required but also includes explanations as to what some of the other options do. My thought is to try one of your more problematic scenes like "Daz distant white, scene only" with the highest render settings and see if it still behaves that way.
OK, I lied. I didnt include the pdf in the newest version of the natural eyes. sigh. Ill make an update and add the same pdf. In the meantime, please use the one thats attached to the first page here :)