G9 eye geoshell to fix seeing eye sockets

The G9 eye is basically a sphere with a bulge for the cornea and an internal flat front surface for the iris map having a hole for the pupil, plus a second smaller sphere inside behind the iris with the continuation of the pupil hole in it's front center.  When enlarging the eyes to fit the eye opening, sometimes the head's eye sockets become visable through the pupil holes, because the eyeballs are bigger than the sockets. The eyes look fine until the head's at an angle. This is a typical problem when I've converted characters from G8. / The simple fix is to select the G9 eyes (not the figure eye nodes) and create a geometry shell. Then you should see the eyes turn all white. Next, in the Mesh Offset tab, start sliding the Offset Distance slider into negative numbers (pushing the shell into the eye). Maybe adjust the nudge to .001. Soon, only the pupil will be white. Get the shell as close as you can behind the pupil hole. (I've used -0.25 and -0.55, so far, on different characters)  In the shell's surface tab turn the opacity up to 100% for both EyeMoiture sufaces. Change the color of the 2 eye moisture surfaces to black, and you're done. / So, maybe for your favorite monster, or simulating a legacy photo that needs red eye removal, make them red.angry Thinking I might go back to putting a fake eye reflection there, like in ancient tiimes. Anyway, obviously, it's also an opportunity to do some crazy eye effects with all of the shell. Note: there's no opacity control of the cornea by default. I think it's the Daz Uber shader that adds it. yes HAPPY NEW YEAR , peace

Comments

  • crosswindcrosswind Posts: 6,915
    edited January 2

    You don't have to manually "enlarge" eyeballs... There's a standard function - Adjust Eye Rigging in G9 Dev Tools. There won't be "sockets" overlapping issue if the eyes are correctly rigged. You may try.

    I've converted a lot rigged with Dev Tool, so far so good. But Eyelids related facial expression dials (Eye Blink...) etc... have to be fixed manually...

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  • 3DmentiaNull3DmentiaNull Posts: 128

    Thanks crosswind, I'll check that out, but I don't understand the statement that you don't have to enlarge the eyes manually but manually fix them for expressions. I'll bring up the dev tools and see what happens. Thanks for contributing so much of your time and knowledge to the forums! HAPPY NEW YEAR, peaceyes

  • barbultbarbult Posts: 24,240

    3DmentiaNull said:

    Thanks crosswind, I'll check that out, but I don't understand the statement that you don't have to enlarge the eyes manually but manually fix them for expressions. I'll bring up the dev tools and see what happens. Thanks for contributing so much of your time and knowledge to the forums! HAPPY NEW YEAR, peaceyes

    I don't understnd that either. The rigging does not adjust the size of the eyes. It only adjusts the eye rigging. I always have to do the size adjustment manually for converted characters with large eyes, like Aiko or any Thorne type character.

  • crosswindcrosswind Posts: 6,915
    edited January 3

    Ahhh... I'm very sorry that I did miss the toon style char with big eyes !!  Yes, there'll be gap around eyes... but even so, I believe you still can make it with no issue. I convert characters with Faceform Wrap and fix things with Blender most of the time. It's pretty easy to align G9 eyeballs with any type / size of another pair of eyeballs in Blender. Then bring OBJ back to update head morph on G9's eyeballs.

    If you just fix eyeballs with scaling / transforms in DS, there's still a nearly flawless way you may try:  (I've not converted a toon char and I only have one - https://www.daz3d.com/rin-for-genesis-8-female, I quickly converted it as an example)

    - Keep Rin's eyeballs in the scene with proper Opacity, hide other surfaces on G8F. Export left side of G9's eyeballs to OBJ with Base resolution (hide right side of eyeballs with Geometry editor beforehand).
    - Hide G9. Import OBJ, Joint Editor, adjust Y position of Center Point and End Point to the center of eye ball for much easier scaling / transforming. (Screenshot 1)
    - Resize and move the eyeball accurately (better move it a bit forward...). Duplicate it as right eyeball and move it to the right side. Save them as Subset for future use.... Select Eyeballs, export to OBJ. (Screenshot 2 ~ 3)
    - Show G9, hide G8F. Select Genesis 9 Eyes, import OBJ with Morph Loader Pro to update the head morph in hidden property. (Screenshot 4)
    - Adjust Eye Rigging as needed.(Screenshot 5)

    As for Eye Blinks, the expression properties need to be manually fixed : it's the same way you convert a morph with Eyes Closed or Eye Blink from G8F, import OBJ to G9 to create corrective morphs with ERC links to Eye Blink dials. (Screenshot 6 ~ 7) 
    Or directly fix them in Blender or other sculpting software...

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  • 3DmentiaNull3DmentiaNull Posts: 128

    Thanks again crosswind, I had some luck with the dev tools, but now with all this other info it's a new horizon! There's a lot here, so it may be a while before I check it all out - the eye lid info seems to be addressing one of my conversion issues too. Have a happysmiley everything / peace      P.S. reminding myself now that I need to log out before I can save a forum page. If I don't, the saved page shows up for a split second then I get

    File not found

    Firefox can’t find the file at /forums/entry/signout.

  • crosswindcrosswind Posts: 6,915

    3DmentiaNull said:

    Thanks again crosswind, I had some luck with the dev tools, but now with all this other info it's a new horizon! There's a lot here, so it may be a while before I check it all out - the eye lid info seems to be addressing one of my conversion issues too. Have a happysmiley everything / peace      P.S. reminding myself now that I need to log out before I can save a forum page. If I don't, the saved page shows up for a split second then I get

    File not found

    Firefox can’t find the file at /forums/entry/signout.

    Yea, got it ~ No problem! Just take your time. yessmiley

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