emissive-light-shaders question

vonHobovonHobo Posts: 1,706
edited November 2020 in The Commons

I really love this product I just purchased:

https://www.daz3d.com/simple-emissive-light-shaders-for-iray

I know it was designed primarily for lights, but I thought I might be able to use it on eyes, clothing, etc. for some really cool effects.

So my question is can I use it while preserving the details in the eyes? As you can see from the image attached, when you apply these shaders to the cornea, they white-out the eyes. I was just wondering if perhaps there is a parameter setting, or a different means of applying these shaders, which will preserve the eye details a bit without totally obliterating them.

Any help would be really appreciated.

 

Screenshot (736).jpg
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Post edited by vonHobo on

Comments

  • SevrinSevrin Posts: 6,310

    Normally you'd render twice, once with the emissive shaders and once without.   

    You don't need to two full renders.  Here you'd do one full render with the emissives to get the lighting effect, and then a spot render - choosing New Window in Tool Settings - and then blend in eye details in your image editor.

  • vonHobovonHobo Posts: 1,706
    Sevrin said:

    Normally you'd render twice, once with the emissive shaders and once without.   

    You don't need to two full renders.  Here you'd do one full render with the emissives to get the lighting effect, and then a spot render - choosing New Window in Tool Settings - and then blend in eye details in your image editor.

    I see. Am I on the right track -> do I then use Photoshop to merge the render of the corneas without shaders onto the image with shaders? Maybe with some transparency to get the effect I need?

  • LucielLuciel Posts: 475
    edited November 2020

    The easiest way is to use a map with the emmisive in the luminance channel. Sometimes using the figures original eye diffuse texture (or similar) works. (though the overlays that come with skinbuilder used as textures work great).

    This is a rough example. You need to make sure the luminance doesn't overpower the mask though (adding the same mask to both luminance and emmision color can help).

     

    (oh and turn off two sided light, it's basically almost never needed, I left that on by mistake)

    Glow eyes.PNG
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    Post edited by Luciel on
  • vonHobovonHobo Posts: 1,706
    Luciel said:

    The easiest way is to use a map with the emmisive in the luminance channel. Sometimes using the figures own eye diffuse texture (or similar) works. (though the overlays that come with skinbuilder used as textures work great).

    This is a rough example. You need to make sure the luminance doesn't overpower the mask though (adding the same mask to both luminance and emmision color can help).

     

    (oh and turn off two sided light, it's basically almost never needed, I left that on by mistake)

    I see. thank you

    I was hoping there was maybe a simple way to do this but nothing comes easy. surprise

  • LucielLuciel Posts: 475
    edited November 2020
    von Hobo said:
    Luciel said:

    The easiest way is to use a map with the emmisive in the luminance channel. Sometimes using the figures own eye diffuse texture (or similar) works. (though the overlays that come with skinbuilder used as textures work great).

    This is a rough example. You need to make sure the luminance doesn't overpower the mask though (adding the same mask to both luminance and emmision color can help).

     

    (oh and turn off two sided light, it's basically almost never needed, I left that on by mistake)

    I see. thank you

    I was hoping there was maybe a simple way to do this but nothing comes easy. surprise

    It is pretty easy!

    Just load a figure, take note of the texture in the iris diffuse slot

    Load the glowy map thingy (or just turn the emission color in the original iris to anything but black) and then place the iris diffuse texture as the map for luminance (and emmision color).

    Then scale the luminance up and down until it works (do this by adding 0's or removing them, so 1500 becomes 15000 and 150000 and so on). 

     

    Generally non colored maps work best for emission color (as it effects color), so using specular maps or grey colored eyes works best. laugh

    Post edited by Luciel on
  • vonHobovonHobo Posts: 1,706
    Luciel said:
    von Hobo said:
    Luciel said:

    The easiest way is to use a map with the emmisive in the luminance channel. Sometimes using the figures own eye diffuse texture (or similar) works. (though the overlays that come with skinbuilder used as textures work great).

    This is a rough example. You need to make sure the luminance doesn't overpower the mask though (adding the same mask to both luminance and emmision color can help).

     

    (oh and turn off two sided light, it's basically almost never needed, I left that on by mistake)

    I see. thank you

    I was hoping there was maybe a simple way to do this but nothing comes easy. surprise

    It is pretty easy!

    Just load a figure, take note of the texture in the iris diffuse slot

    Load the glowy map thingy (or just turn the emission color in the original iris to anything but black) and then place the iris diffuse texture as the map for luminance (and emmision color).

    Then scale the luminance up and down until it works (do this by adding 0's or removing them, so 1500 becomes 15000 and 150000 and so on). 

     

    Generally non colored maps work best for emission color (as it effects color), so using specular maps or grey colored eyes works best. laugh

    I will try this! Thank you so much! Doesn't sound too difficult. :)

     

     

  • SevrinSevrin Posts: 6,310

    It depends on what effect you are looking for.  Emissive maps are often used for things like TV screens, but they cut down the amount of lighting the surface provides.  In the end, they are different methods to achieve different effects.

  • plasma_ringplasma_ring Posts: 1,025
    edited November 2020
    Luciel said:
    von Hobo said:
    Luciel said:

    The easiest way is to use a map with the emmisive in the luminance channel. Sometimes using the figures own eye diffuse texture (or similar) works. (though the overlays that come with skinbuilder used as textures work great).

    This is a rough example. You need to make sure the luminance doesn't overpower the mask though (adding the same mask to both luminance and emmision color can help).

     

    (oh and turn off two sided light, it's basically almost never needed, I left that on by mistake)

    I see. thank you

    I was hoping there was maybe a simple way to do this but nothing comes easy. surprise

    It is pretty easy!

    Just load a figure, take note of the texture in the iris diffuse slot

    Load the glowy map thingy (or just turn the emission color in the original iris to anything but black) and then place the iris diffuse texture as the map for luminance (and emmision color).

    Then scale the luminance up and down until it works (do this by adding 0's or removing them, so 1500 becomes 15000 and 150000 and so on). 

     

    Generally non colored maps work best for emission color (as it effects color), so using specular maps or grey colored eyes works best. laugh

    This is what I do! You can do all kinds of weird stuff by swapping around the textures you get with models. :D And there are a lot of different methods depending on what you're comfortable with. 

    I like to mess with luminance units depending on what kind of glow effect I want, since a lot of emissive surfaces basically appear white with the color reflecting on nearby surfaces. The effect below is a geoshell with opacity at 0 on everything but the sclera, iris, and cornea and the textures for those surfaces copied over from the original model. Then I held down alt while applying an emissive shader to the iris to ignore (keep) the texture images, changed the luminance units to W, and lowered luminous efficacy to .50. Because it's on a geoshell instead of the original surface, I could adjust the shell opacity further until I liked the results. I use this kind of thing sometimes when I need a character's eyes to stand out from a distance without looking like they're actually putting out light. 

     

    GlowIris.png
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    Post edited by plasma_ring on
  • vonHobovonHobo Posts: 1,706
    Luciel said:
    von Hobo said:
    Luciel said:

    The easiest way is to use a map with the emmisive in the luminance channel. Sometimes using the figures own eye diffuse texture (or similar) works. (though the overlays that come with skinbuilder used as textures work great).

    This is a rough example. You need to make sure the luminance doesn't overpower the mask though (adding the same mask to both luminance and emmision color can help).

     

    (oh and turn off two sided light, it's basically almost never needed, I left that on by mistake)

    I see. thank you

    I was hoping there was maybe a simple way to do this but nothing comes easy. surprise

    It is pretty easy!

    Just load a figure, take note of the texture in the iris diffuse slot

    Load the glowy map thingy (or just turn the emission color in the original iris to anything but black) and then place the iris diffuse texture as the map for luminance (and emmision color).

    Then scale the luminance up and down until it works (do this by adding 0's or removing them, so 1500 becomes 15000 and 150000 and so on). 

     

    Generally non colored maps work best for emission color (as it effects color), so using specular maps or grey colored eyes works best. laugh

    This is what I do! You can do all kinds of weird stuff by swapping around the textures you get with models. :D And there are a lot of different methods depending on what you're comfortable with. 

    I like to mess with luminance units depending on what kind of glow effect I want, since a lot of emissive surfaces basically appear white with the color reflecting on nearby surfaces. The effect below is a geoshell with opacity at 0 on everything but the sclera, iris, and cornea and the textures for those surfaces copied over from the original model. Then I held down alt while applying an emissive shader to the iris to ignore (keep) the texture images, changed the luminance units to W, and lowered luminous efficacy to .50. Because it's on a geoshell instead of the original surface, I could adjust the shell opacity further until I liked the results. I use this kind of thing sometimes when I need a character's eyes to stand out from a distance without looking like they're actually putting out light. 

     

    I really love that effect. 

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