Best way to make glowing eye?

icemage1993icemage1993 Posts: 73
edited November 2020 in The Commons

Hello guys, noob here smiley

Iam trying to make my character's eye glow like the blood elf in WoW, but sadly to no avail : (

Any advices guys?

Post edited by icemage1993 on

Comments

  • PaintboxPaintbox Posts: 1,633

    Select figure

    Go to your surfaces tab

    Select your character > surfaces

    Remove base color textures of sclera, irus, pupil and you could do diffuse overlay weight in your chosen eye color

    Turn on emissions for those surfaces by selecting a color in Emissions and tune the strength / luminance

  • HylasHylas Posts: 5,070
    Paintbox said:

    Select figure

    Go to your surfaces tab

    Select your character > surfaces

    Remove base color textures of sclera, irus, pupil and you could do diffuse overlay weight in your chosen eye color

    Turn on emissions for those surfaces by selecting a color in Emissions and tune the strength / luminance

    I see no reason to mess around with Diffuse Overlay. You don't have to remove the Base Colour textures, either, unless you want them gone.

    Just turn Emission Colour to anything other than black to make the surface glow.

    You can also drop your Base Colour map in the Emission Colour slot.

  • ThyranqThyranq Posts: 584

    I usually just add emission to the iris surface. A lot of times I'll plug the eye bump map into the luminance slot to break it up a bit so it's not so uniform, and sometimes plug the diffuse map into the emission colour so that they texture is matching what's being illuminated. This is for more realistic looking glows. 

    The ones you've provided as examples I don't think you'd need to plug the maps in to achieve that effect. Play around with the bloom settings to achieve that 'glow' look (or add it in postwork) like in the first two images.

  • vonHobovonHobo Posts: 1,706
    edited December 2020

    I am using this shader product to get a glow from the eyes, but there are various figures in DAZ that come with glowing eyes, don't remember which off hand except for Dark Guard. You can apply the Dark Guard glowing eyes to any figure, male or female.

    https://www.daz3d.com/real-lights-for-daz-studio-iray

    https://www.daz3d.com/dark-guard-character-hd-for-genesis-8-male

    Just apply one of the Real Lights shaders to the figure's "Irises" surface in the Surfaces pane.

    P.S. I tried turning Emission Color to anything other than black as explained in a previous post, and it did nothing for me. So I don't understand that process. I find it easier to just work with an emissive shader like you get with Real Lights for DAZ Studio Iray.

     

     

     

    no bloom.png
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    Post edited by vonHobo on
  • HylasHylas Posts: 5,070

    von Hobo said:

     

    P.S. I tried turning Emission Color to anything other than black as explained in a previous post, and it did nothing for me. So I don't understand that process.

     

     

    You might need to increase the lumen to see an effect.

  • vonHobovonHobo Posts: 1,706

    Hylas said:

    von Hobo said:

     

    P.S. I tried turning Emission Color to anything other than black as explained in a previous post, and it did nothing for me. So I don't understand that process.

     

     

    You might need to increase the lumen to see an effect.

    OK. Thanks.

    Here it is, with Luminance increased to one million. OMG

    Nice to know how to do this with Surfaces pane, but I still like the shader product a bit more. It has a nicer glow. 

     

    emission color.png
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  • vonHobovonHobo Posts: 1,706

    I also changed Luminance here to 100 and Units to W for a bit of a different effect. So I see there is more to adjust to achieve different effects... 

     

    lumin W.png
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  • plasma_ringplasma_ring Posts: 1,025
    edited December 2020

    Behemoth has a really cool glowing eye effect that would work well for a belf if you'd like a preset solution, and if you're comfortable messing with surfaces and have access to a graphic editing program you can shift the hue on the maps really easily. 

    I had to do an effect similar to the less-glowy examples you posted for my Batman figure, since the "lenses" on his cowl are actually his eyes. Just changing the emissive color or adding an emissive shader didn't work because it was too bright, and I wanted a more subtle effect. 

    The attached pic is:

    • A basic white shader applied to all of the eye surfaces, including eye moisture and cornea (for this I used Car Paint - Pearl White from the default resources)
    • Pick an emission color
    • Luminance units setting: kcd/m^2
    • Luminance: 150

    If you pick a darker emission color or change the base color of the eye surfaces it'll be more saturated. Adding bloom helps a lot in getting the same look as a WoW character. 

    Elf Eyes.png
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    Post edited by plasma_ring on
  • and if you're new to the Emissive properties, the choice of Luminance Units makes a huge difference. With the default option, you have to add a lot of zeros to your Luminance value to see the kind of results you're looking for. Play around with them. Watts is an easy one for Americans to relate to, but I personally use kcd/m^2 most of the time.

  • shadowhawk1shadowhawk1 Posts: 2,200

    You can plug your Iris texture map into the emmisive properties and it will only make the irises glow without changing the other parts of the eyes. 

  • vonHobovonHobo Posts: 1,706
    edited December 2020

    shadowhawk1 said:

    You can plug your Iris texture map into the emmisive properties and it will only make the irises glow without changing the other parts of the eyes. 

     

    Here is what I did based on your advice, and it worked! Thank you!

    "Plug the iris texture map into the emmisive properties and it will only make the irises glow without changing the other parts of the eyes." 

    1. In the Surfaces pane, note which texture map is assigned to the Irises Base Color parameter.

             Millawa8Eyes02D.jpg

    2. Apply the desired emissive shader. I used the Neon Red shader from Real Lights for DAZ Studio Iray.

    3. Assign the texture map to the Emission Color parameter.

    4. Adjust Luminance to approximately 2000 Watts.

     The pictures attached correspond to each step.

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    2.png
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    3 and 4.png
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    Post edited by vonHobo on
  • vonHobovonHobo Posts: 1,706

    This also worked on a gun too, without the need to adjust luminance.

    So I guess it will work on just about any surface.

     

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