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>> No.673986 [View]
File: 1.11 MB, 1024x1024, EyeTest2.png [View same] [iqdb] [saucenao] [google]
673986

Attempt number two is a resounding failure. It also looks like I was half wrong about moving the eyes to a separate object to remove their influence from the Random Walk SSS. It appears to have only shrunk its influence to that sub scale setting sweet spot were the RGB radius's aren't aligned. Its the ting of blue in her "lacrimal caruncle" (the little pink thing at the corner of the eye). I wont be working directly on this issue next, but hopefully my next project will address it by proxy.

I'm not liking the fact that her eyes have double mesh; one for the tears/cornea, and one for the iris/pupil/sclera. Having a pretty much clear, watery layer made from actual mesh seems unnecessary when blender's principled shader has a built in clear coat slider. It also introduces issues with lack of lighting. I can't seem to keep that mesh based clear coat from reflecting all the light that is supposed to be lighting the eyeball itself. Using the clear coat slider in the principled shader doesn't seem to have this issue. I'll probably be masking out everything other then the cornea from mesh based clear coat and just using the principled shader's clear coat. However...

This doesn't entirely address the problem of her dark eyes. SSS doesn't seem to be quite the right effect. I'm not looking to spread the light out. In fact, that appears to be the opposite of what I want. Spreading the light with SSS actually darkens the eyes as a lot of the eye's mesh is hidden insider her body... What I want is for the light to transmit through her eye, be reflected by the faces that intersect her eyeball (the ones I mentioned in an earlier post), and then backlight her eyeball's exterior. This should also solve the tiny issue with Random Walk SSS near the very, very edge of her eye. That issue is caused by a lack of light hitting the the lacrimal caruncle at the parts just inside her eye... Hopefully.

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