Digital Art Zone

 
   
1 of 7
1
Project EYEris - New DAZ Studio Shader and Preset Package *OUT NOW* [Commercial]
Posted: 05 March 2013 03:02 PM   [ Ignore ]
Active Member
Avatar
RankRank
Total Posts:  333
Joined  2007-12-18

Now available as part of March Madness 2013!
http://www.daz3d.com/project-eyeris/

The focus of Project EYEris has been big steps forward towards realistic eyes in DAZ Studio, providing raytraced solutions to create detail un-achievable with transmaps or reflection maps. Containing a brand new shader for DAZ Studio, Project EYEris gives you a new way to approach all surfaces with unique effects like tone curved reflections and specular flaring.

This shader comes to you in the form of an injection preset that will work on all existing eye surfaces, or from a large library of presets using the included high detail texture maps. 24 different full eye presets (8 human, 8 monster and 8 bionic) finish everything for you, while 30 individual scleras and 30 separate irises allow you to alter the results. Also included are 5 tear and 5 lacrimal presets to further refine your looks while reflection presets modify special effects.

For more information please refer to the shader documentation…

http://3dimensiondigital.com/locker/projeyeris/EYErisShaderDocumentation.pdf


Project EYEris:

  Brand New DAZ Studio Shader:
    Controllable specular flare effect adds 8 more specular per light in a star burst pattern
    Tone curved reflections allow greater control of reflective highlights
    New simplified bump-displacement method allows for detail stacking (bumps on bumps)

  Injection Preset:
    Single preset applies straight to your character’s existing eyes
    Adds new features like specular flare and curved reflections to old characters with a single preset

  4 New Eye Morphs courtesy of Age of Armour:
    EYEris Iris Depth
    EYEris Pupil Depth
    EYEris Pupil Soften 1
    EYEris Pupil Soften 2

  EYEris Material Database:
    24 full eye presets (eye-tear-lacrimal):
      8 Human
      8 Monster
      8 Bionic

    30 Sclera only materials
    30 Iris only materials
    05 Tear materials and 5 Lacrimal materials
    27 Reflection modifiers for any material

  Textures:
    10 Texture Maps (2048 x 2048)
    64 Texture, Transparency, Bump and Displacement Maps (4096 x 4096)

  DAZ Studio Material Presets (.DUF)

Image Attachments
EYErisMain.jpgEYErisPopup1.jpgEYErisPopup3.jpgEYErisPopup5.jpg
Profile
 
 
Posted: 05 March 2013 03:05 PM   [ Ignore ]   [ # 1 ]
Active Member
Avatar
RankRank
Total Posts:  333
Joined  2007-12-18

Here are some more renders of included presets

Image Attachments
EYErisPopup2.jpgEYErisPopup4.jpgEYErisPopup7.jpgEYErisPopup9.jpgEYErisPopup11.jpg
Profile
 
 
Posted: 05 March 2013 03:06 PM   [ Ignore ]   [ # 2 ]
Active Member
Avatar
RankRank
Total Posts:  333
Joined  2007-12-18

And some artistic renders smile

Image Attachments
EYErisPopup6.jpgEYErisPopup8.jpgEYErisPopup10.jpg
Profile
 
 
Posted: 05 March 2013 03:24 PM   [ Ignore ]   [ # 3 ]
Addict
Avatar
RankRankRankRank
Total Posts:  5775
Joined  2005-08-29

Looking super!

 Signature 

=============================================
My DAZ Gallery  | The adventures of Lomund
Free RPG adventures for DnD, O:FR and more: http://4eyes.code66.se
Community Volunteer

Proud member of the Bald Wizards Club
I always look on the bright side of life, ‘cause I never expected the Spanish inquisition!

Profile
 
 
Posted: 05 March 2013 04:06 PM   [ Ignore ]   [ # 4 ]
Addict
Avatar
RankRankRankRank
Total Posts:  5130
Joined  2008-03-06

This looks really great!


I’m especially interested in its functionality with existing eye textures.  I have a big collection of eyes on the V4M4 UVs, including a lot of fantasy and beast eyes that I really like.  Are the shaders set up so that they can be applied over these?

 Signature 

My store at DAZ.

My Deviantart gallery.

Profile
 
 
Posted: 05 March 2013 04:21 PM   [ Ignore ]   [ # 5 ]
Active Member
Avatar
RankRank
Total Posts:  333
Joined  2007-12-18

Thank you!

Yes, the shader can be applied over the eye presets you have like you mentioned.  At it’s core there are two versions of the shader…  A “Base” version that loads up blank white like in the documentation, and an “Injection” version that only modifies the shader to add special effects (in my injection promo all I did was apply this to V5, M5, S5 and H5).  This is along with presets using my included textures.

Something I should note is that the injection presets can’t reach the same level of fine tuning as the included textured presets.  The textures I’ve made have been calibrated to work together with the shader, when trying to make something that works with EVERYONE’S textures I had to be a bit more universal with settings.  So the full presets will look better in general for the most part.

I’m going to modify the first post to add my “What’s Included” list now.

Profile
 
 
Posted: 05 March 2013 04:36 PM   [ Ignore ]   [ # 6 ]
Addict
Avatar
RankRankRankRank
Total Posts:  5130
Joined  2008-03-06
DimensionTheory - 05 March 2013 04:21 PM

Thank you!

Yes, the shader can be applied over the eye presets you have like you mentioned.  At it’s core there are two versions of the shader…  A “Base” version that loads up blank white like in the documentation, and an “Injection” version that only modifies the shader to add special effects (in my injection promo all I did was apply this to V5, M5, S5 and H5).  This is along with presets using my included textures.

Something I should note is that the injection presets can’t reach the same level of fine tuning as the included textured presets.  The textures I’ve made have been calibrated to work together with the shader, when trying to make something that works with EVERYONE’S textures I had to be a bit more universal with settings.  So the full presets will look better in general for the most part.

I’m going to modify the first post to add my “What’s Included” list now.

That being the case, you might consider an add-on with more beast/alien/fantasy eyes - the violet irises are nice but the lack of a “vampire crimson,” “lion yellow” and “wolf white” feels significant. 


I’m still buying it the second it’s out, because it’s gorgeous.  I’m just saying, I’d buy the heck out of an optimized genre-friendly add-on, because I’m not going to use the “bionic” looks much.  I’ll bet this is true of others as well, and that your sf fans may well overlap with the fantasy fans and buy it, too.

 Signature 

My store at DAZ.

My Deviantart gallery.

Profile
 
 
Posted: 05 March 2013 04:38 PM   [ Ignore ]   [ # 7 ]
Active Member
Avatar
RankRank
Total Posts:  665
Joined  2006-11-10

...okay just give me what you have now, looks good. Nothing to see here folks, move along.

Is the displacement detail slider to blend between two displacement maps? If so, that’s just excellent [and you (and every other shader creator {including DAZ}) should, just saying, add the ability to do this with diffuse maps]. wink

 Signature 

Old post count: 3,394,206

Profile
 
 
Posted: 05 March 2013 04:50 PM   [ Ignore ]   [ # 8 ]
Active Member
Avatar
RankRank
Total Posts:  333
Joined  2007-12-18
SickleYield - 05 March 2013 04:36 PM

That being the case, you might consider an add-on with more beast/alien/fantasy eyes - the violet irises are nice but the lack of a “vampire crimson,” “lion yellow” and “wolf white” feels significant. 


I’m still buying it the second it’s out, because it’s gorgeous.  I’m just saying, I’d buy the heck out of an optimized genre-friendly add-on, because I’m not going to use the “bionic” looks much.  I’ll bet this is true of others as well, and that your sf fans may well overlap with the fantasy fans and buy it, too.

Thank you!  An add-on would not be difficult though I hadn’t thought too much about it, mainly because I was unsure what the demand would be.  Also it’s not really that the textures for existing eyes don’t work well with the shader, it’s that they don’t work well with the idea of injecting.  It’s an issue I ran into with Interjection as well, I can’t make the preset load other peoples’ textures while keeping it universal.  The shader documentation PDF had good information on how textures are used though though, which you can translate to other textures and get past the restrictions injecting has.

Agent_Unawares - 05 March 2013 04:38 PM

Is the displacement detail slider to blend between two displacement maps? If so, that’s just excellent [and you (and every other shader creator {including DAZ}) should, just saying, add the ability to do this with diffuse maps]. wink

Kind of, it’s more like adding one displacement to the other rather than blending.  It doesn’t take away from the first displacement when adding the second, so essentially you’re displacing your displacements when you use it smile

Profile
 
 
Posted: 05 March 2013 04:55 PM   [ Ignore ]   [ # 9 ]
Addict
Avatar
RankRankRankRank
Total Posts:  5130
Joined  2008-03-06

The demand for products that make existing content better with a minimum of clicks is effectively infinite, I think. grin

 Signature 

My store at DAZ.

My Deviantart gallery.

Profile
 
 
Posted: 05 March 2013 04:58 PM   [ Ignore ]   [ # 10 ]
Power Member
Avatar
RankRankRank
Total Posts:  1542
Joined  2006-09-09

WHOA.

These look brilliant!

Funny, a couple of us were just discussing DS eyes over at facebook, and then this turns up! LOL.

I’m with sickleyield too - i would absolutely plunk down my cash (when I have it) for add on’s for sci fi eyes and fantasy type eyes. But this is going to be a MUST HAVE.

Profile
 
 
Posted: 05 March 2013 05:05 PM   [ Ignore ]   [ # 11 ]
Active Member
Avatar
RankRank
Total Posts:  665
Joined  2006-11-10
DimensionTheory - 05 March 2013 04:50 PM

Kind of, it’s more like adding one displacement to the other rather than blending.  It doesn’t take away from the first displacement when adding the second, so essentially you’re displacing your displacements when you use it smile

Ah, I see. So you can get effects like you would using displacement maps for larger details and a bump map for minor surface deviations, only full displacement. That’s equally intriguing. I have to admit I love the bump-displacement switch as well, although it would be nice to have the option of a separate unaffected bump map with its own strength settings.

At the very least, give each map its own strength and min/max settings. The way it looks like it’s behaving now, bump/displacement maps set up for different programs may not play nicely with each other, because DS default has mid grey as the ‘zero’ color, and Poser uses black.

 Signature 

Old post count: 3,394,206

Profile
 
 
Posted: 05 March 2013 05:18 PM   [ Ignore ]   [ # 12 ]
Active Member
Avatar
RankRank
Total Posts:  333
Joined  2007-12-18
Agent_Unawares - 05 March 2013 05:05 PM

At the very least, give each map its own strength and min/max settings. The way it looks like it’s behaving now, bump/displacement maps set up for different programs may not play nicely with each other, because DS default has mid grey as the ‘zero’ color, and Poser uses black.

This shader will treat displacement and bump from other programs the same as the default shader.  Hi-detail (bump) and Lo-Detail (displace) have their own strength values, which will pull from the original preset.  Min-Max can still be changed to accomdate Poser’s handling of black for null, only difference is that bump and displacement Min-Max are now the same values.

Profile
 
 
Posted: 05 March 2013 05:24 PM   [ Ignore ]   [ # 13 ]
Active Member
Avatar
RankRank
Total Posts:  665
Joined  2006-11-10
DimensionTheory - 05 March 2013 05:18 PM
Agent_Unawares - 05 March 2013 05:05 PM

At the very least, give each map its own strength and min/max settings. The way it looks like it’s behaving now, bump/displacement maps set up for different programs may not play nicely with each other, because DS default has mid grey as the ‘zero’ color, and Poser uses black.

This shader will treat displacement and bump from other programs the same as the default shader.  Hi-detail (bump) and Lo-Detail (displace) have their own strength values, which will pull from the original preset.  Min-Max can still be changed to accomdate Poser’s handling of black for null, only difference is that bump and displacement Min-Max are now the same values.

That last part’s the problem. What if someone wants to use a vein displacement that starts from black, and a small details displacement that starts from mid grey? It’ll either swell the eyeball like crazy or shrink it down, absent a lot of fiddling which could be done away with by giving a separate min/max for each. smile

If it’s still treating the hi-detail map as a bump, this will be slightly less of an issue, but there may still be quite noticeable problems and again, tons of fiddling. I nearly always need to adjust the min/max on bump and displacement and they’re very rarely [never that I can recall] the same.

 Signature 

Old post count: 3,394,206

Profile
 
 
Posted: 05 March 2013 05:26 PM   [ Ignore ]   [ # 14 ]
Addict
Avatar
RankRankRankRank
Total Posts:  5130
Joined  2008-03-06
Agent_Unawares - 05 March 2013 05:24 PM
DimensionTheory - 05 March 2013 05:18 PM
Agent_Unawares - 05 March 2013 05:05 PM

At the very least, give each map its own strength and min/max settings. The way it looks like it’s behaving now, bump/displacement maps set up for different programs may not play nicely with each other, because DS default has mid grey as the ‘zero’ color, and Poser uses black.

This shader will treat displacement and bump from other programs the same as the default shader.  Hi-detail (bump) and Lo-Detail (displace) have their own strength values, which will pull from the original preset.  Min-Max can still be changed to accomdate Poser’s handling of black for null, only difference is that bump and displacement Min-Max are now the same values.

That last part’s the problem. What if someone wants to use a vein displacement that starts from black, and a small details displacement that starts from mid grey? It’ll either swell the eyeball like crazy or shrink it down, absent a lot of fiddling which could be done away with by giving a separate min/max for each. smile

If it’s still treating the hi-detail map as a bump, this will be slightly less of an issue, but there may still be quite noticeable problems and again, tons of fiddling. I nearly always need to adjust the min/max on bump and displacement and they’re very rarely [never that I can recall] the same.

Are you doing that many eyeball extreme closeups normally?

 Signature 

My store at DAZ.

My Deviantart gallery.

Profile
 
 
Posted: 05 March 2013 05:27 PM   [ Ignore ]   [ # 15 ]
Active Member
Avatar
RankRank
Total Posts:  665
Joined  2006-11-10
SickleYield - 05 March 2013 05:26 PM
Agent_Unawares - 05 March 2013 05:24 PM
DimensionTheory - 05 March 2013 05:18 PM
Agent_Unawares - 05 March 2013 05:05 PM

At the very least, give each map its own strength and min/max settings. The way it looks like it’s behaving now, bump/displacement maps set up for different programs may not play nicely with each other, because DS default has mid grey as the ‘zero’ color, and Poser uses black.

This shader will treat displacement and bump from other programs the same as the default shader.  Hi-detail (bump) and Lo-Detail (displace) have their own strength values, which will pull from the original preset.  Min-Max can still be changed to accomdate Poser’s handling of black for null, only difference is that bump and displacement Min-Max are now the same values.

That last part’s the problem. What if someone wants to use a vein displacement that starts from black, and a small details displacement that starts from mid grey? It’ll either swell the eyeball like crazy or shrink it down, absent a lot of fiddling which could be done away with by giving a separate min/max for each. smile

If it’s still treating the hi-detail map as a bump, this will be slightly less of an issue, but there may still be quite noticeable problems and again, tons of fiddling. I nearly always need to adjust the min/max on bump and displacement and they’re very rarely [never that I can recall] the same.

Are you doing that many eyeball extreme closeups normally?

A: Enough.

B: This is a shader I would NOT only be using on eyeballs. LOL

 Signature 

Old post count: 3,394,206

Profile
 
 
   
1 of 7
1