Project EYEris - New DAZ Studio Shader and Preset Package *OUT NOW* [Commercial]

13

Comments

  • DimensionTheoryDimensionTheory Posts: 435
    edited March 2013

    theSea said:
    Mmmm... that's an issue for me. SSS is one of the things that _sells_ sclera. A lot of light bounces around in there (naturally). and I don't do ambient. Ambient is for lightbulbs :)

    I agree with this, though my only option at this point would be to make an equal number of presets using UberSurface which would mean missing other things I wanted to make use of. A small addon is certainly possible but it would not have the reflection or specular effects.

    And then have the shader with the intriguing specular and reflection effects on the eye surface? As the displacement is texture driven I could probably apply this as well - the UV's are not so different (yes I realize there might be scaling issues). Am not afraid of manually applying maps to appropriate channels :)

    As this is a custom Shader, have you included a generic 'apply my shader to this surface' preset? I'm pretty sure copy and paste does not work between surfaces with different shaders for about the last 2.5 major studio releases and mat presets can be problematic when applying to surfaces other than those intended.

    Yeah, the specularity and reflection should show up nicely on the Eye Surface. I just used spheres for the thumbnails so it should give you an accurate idea of what it will look like, it would basically just overlay these effects on the eye as you'd expect.

    There is a preset for applying a blank shader as well, along with the preset for injecting onto surfaces and one for dialing in the morphs in a way I liked personally. You would have to make sure that the surface you're pasting to uses the same shader, correct. So it would be a matter of using any of the presets (aside from morphs) to load the shader then pasting onto that.

    Okay, I realize my workflow is ridiculously specific, so please pardon my questions.. I have to ensure this will be useful to me before I go for it. That notwithstanding, applause for the concept. Always nice to see some quality shader work!

    No problem! I don't mind helping, if you have anymore questions just let me know.

    Post edited by DimensionTheory on
  • Canary3dCanary3d Posts: 2,033
    edited December 1969

    Pretty, pretty, pretty eyeballs....*cackle*....mine mine mine

  • theSeatheSea Posts: 18
    edited December 1969


    No problem! I don't mind helping, if you have anymore questions just let me know.

    I may have more after I play with it for a while. Sold!

  • sikotik13sikotik13 Posts: 36
    edited December 1969

    Looks wonderful, and in the cart!

    (P.S. Consider this the first bump for that DS Lux pack! :D)

  • theSeatheSea Posts: 18
    edited December 1969

    Okay, I've been through the documentation and I get how the basics work. Would it be possible to provide explicit explanations of what each of the parameters do, as I seem to have managed to tweak the settings to the point where I hung the render engine... Not good ;)

    Hour and a half lost work is on me (should have saved) but still - a bit irritated & obviously poking around in the dark is not working for me.

  • DimensionTheoryDimensionTheory Posts: 435
    edited December 1969

    Please be aware that hanging in rendering does not necessarily have to be caused by the shader, and render hanging does not mean program hanging. These things very much depend on the sum of all factors in the scene, something very complex being reflected will be slow to render for example (if you're reflection SSS that will be slower as well as ambient occlusion etc etc). When renders hang you are still able to access menu commands, at least I am able to. After canceling, when a render refuses to fully abort, I cancel on the progress bar dialog to close it then save my scene. It will still not be finished aborting but my scene will be saved and I can safely force the program closed and start again.

  • theSeatheSea Posts: 18
    edited December 1969

    Oh yea - aware of all that. It was hammed - studio crashed while I was trying to save. Not blaming you or the product, seriously.

    But, I would like some more information on the settings, particularly 'reflection bias' which is what I was playing with when things went left. The various displacement settings also seem a bit opaque.

    As I noted - poking around with some idea of what things do is preferable to poking around in the dark. I'm not asking for tonight, but a comprehensive description what each param actually does would be helpful if you can spare the time to document them. I really like the promise and feature set here, just want to get the most out of it.

    Apologies if that came off as blame casting or me being in a snit - sometimes my mood bubbles into my prose and I was very frustrated at that moment.

    Thanks,

  • 3dLux3dLux Posts: 1,231
    edited December 1969

    Thank you for Project EYEris DImensionTheory :cheese:

    It went in the cart right away :lol: The eye reflections from Interjection are an indispensible part of my workflow and am looking forward to using this :)

    Your Reality IBLs are my go to when I have exteriors or a visible sky in my scenes. You rock! :-)

  • DimensionTheoryDimensionTheory Posts: 435
    edited December 1969

    theSea said:
    Oh yea - aware of all that. It was hammed - studio crashed while I was trying to save. Not blaming you or the product, seriously.

    But, I would like some more information on the settings, particularly 'reflection bias' which is what I was playing with when things went left. The various displacement settings also seem a bit opaque.

    As I noted - poking around with some idea of what things do is preferable to poking around in the dark. I'm not asking for tonight, but a comprehensive description what each param actually does would be helpful if you can spare the time to document them. I really like the promise and feature set here, just want to get the most out of it.

    Apologies if that came off as blame casting or me being in a snit - sometimes my mood bubbles into my prose and I was very frustrated at that moment.

    Thanks,

    No worries, I understand how these frustrations go. :)

    Part of me has a hard time thinking of what information people need, doing something over and over you get comfortable with it and the actual steps can tend to elude you. This is why I like forums threads such as these, it allows me to get an understanding for what people need without risking over explaining something that's rather clear etc. The shader document was posted in the description along with the forum thread for that reason actually, so people can think about what's there and ask questions. Same reason I usually wait until a little while after released to do tutorials when they are needed.

    Reflection Bias just controls how close an object can be to the reflective surface while appearing in the reflection. When you think about things like skydomes they are generally very far away from reflective surfaces, you could use a very high value in Reflection Bias to make the surface only reflect the skydome and save some rendering time. Things like eyelashes like to be in reflections for eyes though, with high Reflection Bias they will get disregarded (your reflections will thing they're invisible to save time). Lowering the bias tells the reflections to think about things closer, so the eyelashes will show up with low values while slowing rendering down by a degree because of the extra info. Setting the Reflection Bias to -1 makes it absolute, so that all things are reflected at all scales (I believe this is how the default DS reflection is set).

    Thank you for Project EYEris DImensionTheory :cheese:

    It went in the cart right away :lol: The eye reflections from Interjection are an indispensible part of my workflow and am looking forward to using this :)

    Your Reality IBLs are my go to when I have exteriors or a visible sky in my scenes. You rock! :-)

    Thank you very much for the kind words! I appreciate it, and I'm glad you like my work :cheese:

  • vwranglervwrangler Posts: 5,043
    edited March 2013

    Please be aware that hanging in rendering does not necessarily have to be caused by the shader, and render hanging does not mean program hanging. These things very much depend on the sum of all factors in the scene, something very complex being reflected will be slow to render for example (if you're reflection SSS that will be slower as well as ambient occlusion etc etc). When renders hang you are still able to access menu commands, at least I am able to. After canceling, when a render refuses to fully abort, I cancel on the progress bar dialog to close it then save my scene. It will still not be finished aborting but my scene will be saved and I can safely force the program closed and start again.

    That said ... I am getting one weird error consistently with EYEris. Whenever I first use one of the sclera shader presets, I apply it, it appears in the scene, I try to render, and I immediately get a 3Delight error message, "Error upon rendering". (Which rivals any Microsoft error message for being profoundly uninformative.) I have to save the file -- there's no message from Studio that it does save at that point, but it does -- exit, go back into Studio, reopen the file, and then it's fine. It's only that first time when I use the sclera preset that it has problems, and it's only the sclera.

    Unfortunately, I haven't remembered to look at the logfile for an explanation of the error, but I'll try to get that next time.

    By the by, is there any reason that there aren't any dark brown irises in the real human presets? (And if there isn't, could that be something for an update?)

    Post edited by vwrangler on
  • DisparateDreamerDisparateDreamer Posts: 2,520
    edited December 1969

    Just want to say that these are beautiful!!!! I need this badly! It's in my wishlist but after buying a couple things already this month (luxus, one outfit, aiko 5) I have no more money for the rest of the sales T_T BUT this is in my wishlist and I assure you that I plan to get this ASAP.

    Eyes are the windows to the soul... the more beautiful the eyes, the more i like my renders.... if a character has lovely skin texture, and hair, and clothes...but ugly eyes.... I despair.

    These are beautiful. I want to see how it looks on top of other sets. For example, I love Addy's eye textures, or Lorelei's eyes.... I want to see how this shader looks on top of those. :)

    Yeah, will get this.... as soon as possible!!!

  • DimensionTheoryDimensionTheory Posts: 435
    edited December 1969

    vwrangler said:
    That said ... I am getting one weird error consistently with EYEris. Whenever I first use one of the sclera shader presets, I apply it, it appears in the scene, I try to render, and I immediately get a 3Delight error message, "Error upon rendering".

    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.

    As for the brown eyes it's just the resources I had picked out mostly, I was going for the best (most in focus and full frame) resources I could from what I had available. This is certainly something I can expand upon considering the resources at hand (I actually tried doing my own eyes but my camera isn't good enough lol).

    These are beautiful. I want to see how it looks on top of other sets. For example, I love Addy's eye textures, or Lorelei's eyes.... I want to see how this shader looks on top of those. :)

    Thank you! I will go through my runtime and see if I can't get a wider variety of eye injection renders for you, I'm not sure I have the ones you mention but I have quite a few.

  • DimensionTheoryDimensionTheory Posts: 435
    edited December 1969

    Here are some injection renders for everyone, first one is the Human A preset from this set for reference. The other eye textures were taken from the products listed. Materials were loaded from these products, before simply double clicking the injection preset and rendering. No extra work on any of them.

    Aikobot-2:
    http://www.daz3d.com/aikobot-2

    Genesis Gorilla:
    http://www.daz3d.com/gorilla-for-genesis

    Jasmine for Genesis:
    http://www.daz3d.com/jasmin-for-genesis-character

    V4 Elite Texture Katie:
    http://www.daz3d.com/v4-elite-texture-katie

    Lazarus for M4:
    http://www.daz3d.com/lazarus-for-m4

    Ovidius for M4:
    http://www.daz3d.com/ovidius-for-m4

    TechnoBorg:
    http://www.daz3d.com/technoborg

    Zombie for Genesis and M4:
    http://www.daz3d.com/zombie-for-genesis-and-m4

    Mix.jpg
    800 x 1200 - 537K
    EYEris.jpg
    400 x 300 - 79K
  • StorypilotStorypilot Posts: 1,683
    edited December 1969

    Love these, DT - got them right away and have been playing. The eyes are great, and I also used the shader on some clothing to get a neat shimmery-plastic effect too.

  • vwranglervwrangler Posts: 5,043
    edited December 1969

    vwrangler said:
    That said ... I am getting one weird error consistently with EYEris. Whenever I first use one of the sclera shader presets, I apply it, it appears in the scene, I try to render, and I immediately get a 3Delight error message, "Error upon rendering".

    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.

    What I'd been doing before was that I'd select the eye surfaces, do the base shader, the injection shader, and the morphs, in that order. Then I'd try one of the full eye presets for human eyes -- which one I tried varied. Then I'd go to the sclera folder, double click on DTPE-MixSclera10 preset (by accident every time, because I meant to be selecting DTPE-MixSclera2), try a test render, instant error message. Only now I can't get it to happen. Well, I suppose I can't complain about a problem that fixes itself.

    As for the brown eyes it's just the resources I had picked out mostly, I was going for the best (most in focus and full frame) resources I could from what I had available. This is certainly something I can expand upon considering the resources at hand (I actually tried doing my own eyes but my camera isn't good enough lol).

    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.

    In any event, it's not as though there aren't plenty of dark brown bases to use. It just seemed an odd omission.

    These are beautiful. I want to see how it looks on top of other sets. For example, I love Addy's eye textures, or Lorelei's eyes.... I want to see how this shader looks on top of those. :)

    So far, it's looked great on top of other eye textures. I used it on Rob Elite's eyes to get the dark brown color that I was mentioning earlier -- weird that he only comes with one eye color -- and it looked very impressive.

  • DrowElfMorwenDrowElfMorwen Posts: 539
    edited December 1969

    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:

    http://i1201.photobucket.com/albums/bb341/DixtunBabyAngel/Image1-eyeris_zps608f758e.jpg

  • PjotterPjotter Posts: 274
    edited December 1969

    Can I UV map them on my own characters in Carrara??

  • Richard HaseltineRichard Haseltine Posts: 111,315
    edited December 1969

    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:

    http://i1201.photobucket.com/albums/bb341/DixtunBabyAngel/Image1-eyeris_zps608f758e.jpg

    Is there anything in your scene to reflect? If I am reading the description correctly the settings rely on real reflections, rather than maps.

  • RAMWolffRAMWolff Posts: 10,382
    edited December 1969

    BRILLIANT set. I hope it sells well enough for you to pursue the LUX shaders too. I bought that, not played with it but really am impressed with the renders from Lux and your eye shaders would be a really great thing to have there too.

  • DimensionTheoryDimensionTheory Posts: 435
    edited March 2013

    vwrangler said:
    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.

    vwrangler said:
    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 :P

    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: http://i1201.photobucket.com/albums/bb341/DixtunBabyAngel/Image1-eyeris_zps608f758e.jpg

    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 :)

    Post edited by DimensionTheory on
  • t.lightt.light Posts: 18
    edited December 1969

    Is EYEris working on Genesis 2?

  • linvanchenelinvanchene Posts: 1,386
    edited July 2014

    edited and removed by user

    Post edited by linvanchene on
  • Roni LoveicyRoni Loveicy Posts: 0
    edited December 1969

    tlight23 said:
    Is EYEris working on Genesis 2?

    It is useable. You may need to customize the "Cornea" and " EyeReflection" surfaces.

    Genesis did not have the "EyeReflection" zone.
    So often the reflections where added to the cornea as a workaround.
    For Genesis 2 you may want to switch the cornea material to the eyereflection surface zone.

    - - -

    In OctaneRender for DS I do the following steps to achieve realistic eyereflections of the scene:

    - Apply the Project EYEris materials you like

    - Set opacity of the "Cornea" surface to zero.

    - Apply the "Clear Cornea" Octane live DB material to the "EyeReflection" surface.

    You may find a similar material in your shader library of other render engines.

    - - -

    Added Screenshot:

    In this image I used one of the Project "EYEris" Iris presets and then customized the other eye surfaces zones as described.

    THIS IS AMAZING!!! Love this image, PoV and all. I can only hope to aspire to reach something like this.

    Roni

  • Scott LivingstonScott Livingston Posts: 4,352
    edited October 2013

    For more information please refer to the shader documentation...

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


    Has this moved? The link is giving me a 404 error.
    Post edited by Scott Livingston on
  • DimensionTheoryDimensionTheory Posts: 435
    edited December 1969

    For more information please refer to the shader documentation...

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


    Has this moved? The link is giving me a 404 error.

    Sorry about that! I did some spring cleaning not long ago and apparently I deleted that file accidentally. It should be fixed now :)

  • Scott LivingstonScott Livingston Posts: 4,352
    edited December 1969

    Thanks for getting it back up! :) The documentation gives some tantalizing hints about the versatility of this shader...I bought it for it's primary intended purpose, but I'm also looking forward to trying it on some non-eye surfaces too. The grass render you did a while back (upthread) looks great.

  • ArcxArcx Posts: 7
    edited December 1969

    *I'm japanese, I am not good at English, sorry.

    I purchased project eyeris and SSS Expantion.
    However, these how-to-use are unknown.
    There is no manual of how-to-use.

    Each role which I understand
    eyeris-morph : change eye shape?
    eyeris-injectionshader & other preset : exist eye material replace eyeris shader?
    iris and sclera : change iris color or sclera color?
    eyeris-baseshader : exist shader replace eyeris shader?
    other shader preset : change eyeris shader texture and parameter?

    The method which I understand
    1.d-click V5
    2.select v5
    3.d-click eyeris-injectionshader or preset
    4.If needed, d-click iris or sclera preset
    5.If needed, select iris and/or sclera on surface tab, d-click shader preset

    below picture is the result of my doing a rendering.
    Is it right by this method?

    Eye_Test_-_Project_Eyeris.png
    640 x 480 - 203K
  • RogerbeeRogerbee Posts: 4,460
    edited December 2013

    There doesn't seem to be a thread yet for the new Project EYEris that has just come out for G2F, or not that I can find anyway, so I'll ask here...

    Do G2F and G2M have the same eye UV's in the same way that M4 and V4 did!? If they did then you might not need a G2M version of the new package.

    CHEERS!

    Post edited by Rogerbee on
  • ErdehelErdehel Posts: 387
    edited December 1969

    Rogerbee said:
    There doesn't seem to be a thread yet for the new Project EYEris that has just come out for G2F, or not that I can find anyway, so I'll ask here...

    Do G2F and G2M have the same eye UV's in the same way that M4 and V4 did!? If they did then you might not need a G2M version of the new package.

    CHEERS!

    I'd like to know that too..

  • ArcxArcx Posts: 7
    edited December 1969

    Project Eyeris subsurface Expantion can not use to Genesis.
    this product use to Genesis 2 female.
    Product page write "Genesis,Genesis 2 Female".
    However, this product can not use to Genesis.

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