Solved - G9 Lacrimals
JasmineSkunk
Posts: 1,902
Okay, so I am trying to make some dark eye maps for G9 and I am encountering a little hiccup. I want the lacrimals to be dark, but I can't figure out how to do it. I thought it was mapped on the tear but If it is, I am confused because I can't seem to make it not "pink" It only effects the parts shown in black in the image...I removed the opacity map and it looks like the tear is not where they are mapped .. I thought I found it on the head but making that area dark on the map doesn't seem to change the color either of the lacrimals. I'm confused. Can anyone help?
lacrimals.jpg
1920 x 1080 - 367K
Post edited by JasmineSkunk on
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The lachymals are on the figure itself and belong to the main skin of the head.
Okay, thank you, Richard!
Okay... So... here is what happens when I try to make the area that is supposed to be the lacrimals black on the head.... nothing. they stay pink. I even made the whole head black and the lacrimals won't color!! I am so confused!
The white thing you've circled here seems to be the part of the tear object that covers the lacrimal caruncle. It appears translucent white in textured mode and (with the correct material) clear in an Iray render mode. Have you tried looking at this with the visibility of the tear object toggled off in the scene tab?
The tear object (meaning the one named "Genesis 9 Tear") should just be clear in an Iray render. It's there to simulate the meniscus of the fluid on the surface of the eye -- in most renders, what it does is create that slight glint that appears more or less where the eyelid and the eyeball meet. It's visible in textured mode because that's just an OpenGL preview.
If you've toggled the tear visibility off in the scene tab so that it was no longer visible in textured or smooth preview mode and the lacrimal caruncle was still not the color you expected, try going back to your character's head surface and scrolling all the way down to the bottom. Make sure "UV Set" is set to "Base Multi UDM". It's possible you're using a different UV set and the color you're trying to apply to your character's lacrimal caruncles is showing up elsewhere on her head.
You have to replace the texture map in Translucency Color slot as well ~~ Then darken the Refraction Color and/or reduce Refraction Roughness on the surface of Tear if needed.
Or, as alternatives, you may use a Diffuse Overlay with a Mask if it's with Iray Uber shader... or Makeup Weight with Mask if it's with PBRSkin shader.
I saw that you've modified the diffuse map... just put it into Translucency Color slot (or modify SSS map there in the same way...). It should work.
In general, for such a similar cases, just make sure you have the same texture map (or at least modify the same material zones on the maps) in Base Color and Translucency Color, if Translucency Weight is turned on...
Diffuse Overlay on Iray Uber is shown in last 2 SS. The effect only shows with Iray preview or render.
Yep ~ no problem. Just have more tries...
Below SS - Use Makeup Weight on PBRSkin shader to make them black.
Okay!!! Some progress...but I'm still not sure what's happening. I just dropped the new head map into every channel that that an image and got some results... now I just have to investigate the offending channel... Thanks for your help!