Best way to do this?
Noska 8.1/HD Comes with a neat cybernetic eye texture that looks like it's supposed to be emissive, but it isn't, and there isn't an emissive portion to the surface properties. I know I could just switch out the shader to one with an emissions property, but that fundamentally changes what happens to the left eye (the right eye is the only one with the cybernetic texture), not that it changes much, but I'd prefer to try and keep it as was intended on the left eye and only change the right eye.
So I have a few questions. Since the eyes are a single texture, I am assuming you cannot change the shader type on one without affecting the other, is this right? or is there a way to do it (Specifically if I can only adjust the iris portion of the left eye that would make it even more ideal).
If not, is this something I could potentially use a geoshell for? keeping it transparent on one eye and emissive on the other? Or is there a better way to handle it?
If you have other ideas, go ahead and tell me (keep in mind you may have to give me some step-by-step instructions for, I am not new to DAZ but I don't know all the advanced tricks either.
Comments
I tend 'hack' fixes, so if I was doing it I'd probably just duplicate the character, hide the eye you want emissive on figure #1 and then hide everyhing but that eye on figure #2. Now you can make one eye emissive while the others isn't.
Not the best answer I'm sure, but that's probably what I'd do (since I'm too impatient to find the real answer) :)
I could be wrong, and please, correct me if I am... But won't this be computationally and VRAM expensive? Especially if the intent is animation?
Take the eye texture map into a photo editor and use it to create an opacity map with the eye you want visible colored white and everything else colored black. Save it as a .png file. Plug that opacity map into the emissive channel for the figure's Iris, set the emissive color to white, and then adjust the the luminance to your taste.
You reminded me of this: https://www.daz3d.com/forums/discussion/520216/niko-8-blue-cyber-eye-s
you can also load the mask into the emissive color of the eye surface, change it to the color and brightness you like.
As I stated originally, there is no emissive property in the Iris section of the surface editor. I would have to change the shader to accomplish this, and I'd rather find a workaround where the other eye maintains the current shader properties.
The quick and dirty way would be to export the eyeball as an obj(or other file type), reimport, then apply the material preset, change the iris surface to the default iray shader, then add the texture to the emissive channel.
Be sure to parent the obj to the right eye.
see attached for results.
Let me know if you need any more instruction/details on the process.
Nope, that was perfect thanks. So far this is the best solution in my mind. I still wonder if the use of a GeoShell might be a better option (I'm unfamiliar with it, but will try and learn more about it over the next few days), but this will certainly get the job done in a more efficient manner than duplicating an entire figure. Thanks!
Geoshells can be an option, but you're back to a lot of wasted geometry and an increase in system ram usage while working.
If you do decide to use geoshells instead, make sure the 'offset' is 0.