If you can let me know which of the presets does this for you or get a look at that log file it will be helpful. I’ll go through and see if I can’t get it to happen myself, though I hadn’t come across through all the promo/thumbnail rendering etc. I have seen that error but I’m not sure what I was working on at the time.
And, of course, now that I’m trying to invoke it, I can’t get it to happen.
This is the sort of thing that makes trouble shooting with the shader a little confusing lol. There aren’t a whole lot of people putting custom shaders to use in products I don’t think. It’s confusing because when an error comes up I’m not sure if it’s something I did wrong or a bug with Shader Mixer, with one of it’s blocks or the render engine etc. Talking with other PAs that do the stuff there’s times with trial and error trying to fix something that turns out to a bug issue in single point release of DS. The way you described it sounded like the preset was saved wrong, but if it works once it should always work unless there’s something weird DS is doing.
That sounds like it would be an incredibly difficult shot to take. You’d either have to do it in the mirror, and then you’d have additional glare, or you’d have to shoot your eyes directly, and I can’t imagine how you’d do that.
Yeah it wasn’t the easiest thing to do, though my camera has a screen I can flip out and rotate around. I’m actually able to see what the view finder sees from the front of the camera. I was looking at the screen to make sure things were lined up before looking into the lens and snapping shots with a remote lol. The resolution just isn’t good enough, I bought it for it’s 7 EV HDR bracketing not it’s megapixels
DimensionTheory, those are nice.. but I can’t get my eyes to look like that at all. I just bought EYEris and have tried to test it by clicking “Full Eye Presents”... but mine do not look like the render o.o I have one DistantLight in my picture….
This is all I get:
Is there anything in your scene to reflect? If I am reading the description correctly the settings rely on real reflections, rather than maps.
This is correct. If you think about a mirror ball in the vacuum of space it would just be black because there wouldn’t be anything to reflect, that’s essentially what you have going on. All my renders have at least a skydome in the scene to give the eyes something to reflect, so when your scene starts getting filled in you should see them changing.
Can I UV map them on my own characters in Carrara??
You’re more than welcome to as long as they aren’t redistributed with the character or anything