One or more of the lights in your scene is set to not cast shadows. find and fix them (the raytracing option.) By default (at least in older versions, probably still true) for new lights was to not cast shadows, so you always have to do this.
The old trick was to darken the nostril area on the diffuse map {always make changes on COPIES of any original textures}. This might also be doable using L.I.E. having dark nostrils on a clear .png to layer over the diffuse map.
It's also important to have at least one of the lights casting shadows or the ears can glow too ;-)
One or more of the lights in your scene is set to not cast shadows. find and fix them (the raytracing option.) By default (at least in older versions, probably still true) for new lights was to not cast shadows, so you always have to do this.
Also check the Shadow Bias setting - that offsets the shadow (to avoid self-shadowing artefacts) which can stop the nostrils and so on from having any shadows.
You can do interesting lighting tricks in 3dl. For nostrils, one such trick is to place point lights in the nostrils that have a negative light intensity. You will have to use the 'Parameter Settings' to remove limits on the value to do this.
One or more of the lights in your scene is set to not cast shadows. find and fix them (the raytracing option.) By default (at least in older versions, probably still true) for new lights was to not cast shadows, so you always have to do this.
I've been struggling with this issue all day, and in looking at things more closely, I think I see a solution I'll pass on for those who have the same issue.
I found out to only render the scene in iRay. Doing anything else, like including the "dome" or environment causes the nostrils to light up like an annoyed driver telling me I have my brights on. I also figured out the photography settings (under tone settings) are useful for a lot of brightness/shade settings. I turned off shadows on all the lights, and had no problems with nostrils lighting up in iRay UNLESS I turned on the dome.
I got an acceptable result with an ISO of 50, a focal of 2.3 and a 1/30 shutter speed. Better at a focal of 3 (at least with the current light arrangement and intensity. Since I didn't have to worry about depth of field, everything was well toned and in focus, with one forward spot at 100% intensity, no shadows. Now that I'm in my element, this should get easier as I can play with the lighting in the scene and shoot the image the old-fashioned way.
But the trick is to not use the dome and only render the scene. You get a much more WYSIWYG result that way with better detailing than 3DL does (assuming one's video card supports iRay rendering, of course).
I used to use 3DL all the time until I decided I liked the results in iRay. Now, if only I had a better cooling solution for my processors...
If I ever figure out how to eliminate nose-glow in 3DL without having to edit the maps, I'll revisit this thread.
Comments
One or more of the lights in your scene is set to not cast shadows. find and fix them (the raytracing option.) By default (at least in older versions, probably still true) for new lights was to not cast shadows, so you always have to do this.
The old trick was to darken the nostril area on the diffuse map {always make changes on COPIES of any original textures}. This might also be doable using L.I.E. having dark nostrils on a clear .png to layer over the diffuse map.
It's also important to have at least one of the lights casting shadows or the ears can glow too ;-)
Also check the Shadow Bias setting - that offsets the shadow (to avoid self-shadowing artefacts) which can stop the nostrils and so on from having any shadows.
You can do interesting lighting tricks in 3dl. For nostrils, one such trick is to place point lights in the nostrils that have a negative light intensity. You will have to use the 'Parameter Settings' to remove limits on the value to do this.
I've been struggling with this issue all day, and in looking at things more closely, I think I see a solution I'll pass on for those who have the same issue.
I found out to only render the scene in iRay. Doing anything else, like including the "dome" or environment causes the nostrils to light up like an annoyed driver telling me I have my brights on. I also figured out the photography settings (under tone settings) are useful for a lot of brightness/shade settings. I turned off shadows on all the lights, and had no problems with nostrils lighting up in iRay UNLESS I turned on the dome.
I got an acceptable result with an ISO of 50, a focal of 2.3 and a 1/30 shutter speed. Better at a focal of 3 (at least with the current light arrangement and intensity. Since I didn't have to worry about depth of field, everything was well toned and in focus, with one forward spot at 100% intensity, no shadows. Now that I'm in my element, this should get easier as I can play with the lighting in the scene and shoot the image the old-fashioned way.
But the trick is to not use the dome and only render the scene. You get a much more WYSIWYG result that way with better detailing than 3DL does (assuming one's video card supports iRay rendering, of course).
I used to use 3DL all the time until I decided I liked the results in iRay. Now, if only I had a better cooling solution for my processors...
If I ever figure out how to eliminate nose-glow in 3DL without having to edit the maps, I'll revisit this thread.