Help with overly reflective eyes!

PookPook Posts: 121
edited December 1969 in New Users

I'm hoping someone out there can help me a little - I've got a bit of a render on the go at the moment (just a face shot using a load of standard models and stuff), and one of the issues that I can't help noticing is that the eyes are a lot more reflective than I would like them to be. Is there a quick and easy way for me to reduce the eye reflectiveness?

Technical stuff:

I'm running Poser 9 for my renders - the model is Stephanie 5 (thanks for putting that one on sale so I could buy it!) with a character morph (not sure which one!) - I'm also using the standard Stephanie 5 skin pack and eyeballs, and the lighting is set up to be a number of spotlights, all in shades of blue pointing at her head and face. It was rendered in Firefly, with all the settings set to much higher than normal, as I wanted to test what happened and how long it took!

Hopefully I've managed to attach the image to show the issue here - there's a reflection of the light in both eyes, even though in one eye it would be obscured by the hair. I don't mind some reflectivity, but I'd like to tone it down a notch or three! Anyone out there able to suggest something.

Stephanie_3.jpg
1387 x 822 - 254K

Comments

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    In DAZ Studio there is the Surfaces Tab, where you can adjust every surface that is used on a figure, in this case the eyes. There you can reduce glossiness and specular strength. I do not know exactly how that works in Poser, but in Poser you have the Material Room. There should be similar settings to adjust these values. Look for you eye surface and values named specular strength and/or glossiness. Reduce these values.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    dj.pooka said:
    Hopefully I've managed to attach the image to show the issue here - there's a reflection of the light in both eyes, even though in one eye it would be obscured by the hair. I don't mind some reflectivity, but I'd like to tone it down a notch or three! Anyone out there able to suggest something.

    Looks like you've got a set of eye textures with painted highlights...easy way to check, open the eye texture map in an image editor.

  • PookPook Posts: 121
    edited January 2014

    mjc1016 said:
    dj.pooka said:
    Hopefully I've managed to attach the image to show the issue here - there's a reflection of the light in both eyes, even though in one eye it would be obscured by the hair. I don't mind some reflectivity, but I'd like to tone it down a notch or three! Anyone out there able to suggest something.

    Looks like you've got a set of eye textures with painted highlights...easy way to check, open the eye texture map in an image editor.

    That's what I originally thought - so that was the first thing I checked - the texture does not seem to have a reflection, and I can't see any reflection value or colour in the materials setting for the iris. It's got jet black specular colour, and specular value of zero - so not too sure what else I can check with it :S

    EDITED:

    I might have solved it - looks like there was another texture that I missed that might have been causing the reflection... on first pass of a re-render it seems to have done - just need to check it on a quickanddirty render before I dump the settings back up to max for a final re-render...

    Post edited by Pook on
  • McKinnanMcKinnan Posts: 0
    edited December 1969

    @dj.pooka - I think you're much more knowledgeable than I am (newbie here in all things digital art) but I'll throw this out anyway.

    I had the same problem and found the easiest solution was to just switch the eyes out with a set that didn't reflect so much.

  • PookPook Posts: 121
    edited December 1969

    McKinnan said:
    @dj.pooka - I think you're much more knowledgeable than I am (newbie here in all things digital art) but I'll throw this out anyway.

    I had the same problem and found the easiest solution was to just switch the eyes out with a set that didn't reflect so much.

    I'm still learning a lot of it, but I do tend to keep poking at things, and although I've been on and off with Poser/Daz for years, I'm still a newbie because I don't do much outside of "load a lot of defaults and click render". In the end it was a texture that had a high specular value (By default, it was set to three) - I've dropped the setting down to one and it looks a lot more how I wanted it!

    Stephanie_4.jpg
    1387 x 822 - 199K
  • McKinnanMcKinnan Posts: 0
    edited December 1969

    @dj.pooka - love the honesty :-) and I'll check my previous files to see if that value was effecting me as well. Thanks!

  • PookPook Posts: 121
    edited December 1969

    McKinnan said:
    @dj.pooka - love the honesty :-) and I'll check my previous files to see if that value was effecting me as well. Thanks!

    I don't mind admitting I'm still bumbling around trying to learn what I'm doing!

    If you're using Poser - the setting is Alternate_Specular and Specular_Value on the 5_Cornea texture - or at least that's where I found it on my Stephanie 5 base!

  • McKinnanMcKinnan Posts: 0
    edited December 1969

    Have not ventured into Poser yet, but have my eye on it. My hands are pretty full with DAZ right now because I've just never done anything with digital art before. I did spend several years as a CAD drafter though and my computer skills are quite good :-)

  • PookPook Posts: 121
    edited December 1969

    I started on Poser back in the heady days of Poser 2 which appeared on a cover disc of a magazine... I remember being ecstatic with my first ever render, done on an archaic P166 way back in the dawn of time. I've drifted in and out of Poser since then, and got back into it when SmithMicro had it on sale in November.

    Now I'm looking at taking the massive jump up to Poser Pro 2014 instead of Poser 9. I like Daz Studio, but Poser feels more natural to me because I've used it for so long.

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