Yes, I tried that with this one and it wouldn’t work for some reason (I exclude evrything bar right eye etc but the light lit nothing).
It might be that it is Ben?
I’ll check it out with K4.
thanks again
Some figures have multiple eye parts—be sure the light’s enabled for all the eye parts, and not just something hidden behind something else. (Can’t remember the parts—I bring this up because I had that problem, I was lighting the eyeball, but the eyeball was hidden behind the sclera or something, and it took an “ah ha” moment…)
Thanks Carlton, yes I think that was the problem, good call,
I’m always going into the shader room and making things red so I can figure which is what part of the eyeball
ironic really….
I’ve tried lighting just the eyes and failed as well. I suspected it was because the eyes that you see listed in the figure hierarchy aren’t the mesh, but the rig. I will have to experiment some more.
one light near her right eye (on our left) using a circular gradient in the gel (The other light I had as rim is turned off)
Used EP’s glow globe at back - lots of possibilities thanks Evil.
The gradient is good because you can get (eg) warm at the centre, cool at the periphery and also control luminosity as well, so you could (eg) reverse it to make it lighter at the periphery
I think the light around her iris at the limbus is the iris texture - but (warning ocular talk ahead) it looks like sclerotic scatterr in a way (light shone in the temporal region of your cornea bounces internally and lights up the nasal part of your conjunctiva- - but could also be arcus senilus if she was another sixty years older)
tanks for looking
edit: I just noticed she has ‘poser nose’ left nostril (our right) ah well
regarding restricting lighting to the eyes, (or other parts of the mesh for that matter) I did run some tests, and I could not get it to work for me. As soon as I restricted light to the model, then the model was illuminated. I’m even more convinced that I can’t light up just the eyes because the eyes listed in hierarchy are part of the rig. To bad there’s no way to include/exclude by other means, such as by shading domains.
dumbass Wendy idea
select the eye bits in vertex room
copy
new vertex model
paste
parent to eyes or select hip, attach skeleton, weightpaint to original eyes which have visibility turned off
I am not on computer so not trying it, just an idea!
or
export obj with morphs etc checked, import and delete all the non-eye bits before doing above
(if you want it posable, animated)
otherwise just use reimported obj’s and be done with it!!
regarding restricting lighting to the eyes, (or other parts of the mesh for that matter) I did run some tests, and I could not get it to work for me. As soon as I restricted light to the model, then the model was illuminated. I’m even more convinced that I can’t light up just the eyes because the eyes listed in hierarchy are part of the rig. To bad there’s no way to include/exclude by other means, such as by shading domains.
thanks for that data evil, could be a goer for the “how I would like carrara to be improved thread”
dumbass Wendy idea
select the eye bits in vertex room
copy
new vertex model
paste
parent to eyes or select hip, attach skeleton, weightpaint to original eyes which have visibility turned off
I am not on computer so not trying it, just an idea!
or
export obj with morphs etc checked, import and delete all the non-eye bits before doing above
(if you want it posable, animated)
otherwise just use reimported obj’s and be done with it!!
hey wendy not so dumb arse, just lateral…
sound s like work tho,
Whenever I copy some polys and paste them into a new object when I go back to the assemlby room they are the size of small planets on a hot day (1/1 scale proportiion )- so I must be doing sometghing wrong