Darius 6 eyes are gray in Iray render

xyer0xyer0 Posts: 6,334

When I apply the Uber base shader to Darius 6 darkest eyes, the iris renders as gray, and the iris and the pupil look almost like there is a cataract over them. What am I missing?

Comments

  • D.RobinsonD.Robinson Posts: 283
    edited May 2016

    Without actually seeing it i am gonna take a stab at it. Try messing with the refraction index of the cornea and or the iris....sometimes depending on the way the 3DL mat was created it converts at too high of a refraction. Same thing can happen to the scelera when that happens you will know it though cause it renders black. Also be sure that the base part color is actually white sometimes it converts to a grey color.

     

    Daniel

    Post edited by D.Robinson on
  • Charlie JudgeCharlie Judge Posts: 13,251
    edited May 2016

    What eyes are you using? And what lights? Can you post the render?

    I tried with Darius out of the box and Iray uber base applied and it seemed to be OK. The first render is with no lights (just the headlight). The second render is with Render Studio Key Light Hard Right.

    Darius eyes no light.jpg
    1508 x 812 - 631K
    Darius eyes Render Studio.jpg
    1200 x 646 - 170K
    Post edited by Charlie Judge on
  • xyer0xyer0 Posts: 6,334

    What eyes are you using? And what lights? Can you post the render?

    I tried with Darius out of the box and Iray uber base applied and it seemed to be OK. The first render is with no lights (just the headlight). The second render is with Render Studio Key Light Hard Right.

    Sorry, Charlie. I'm not at my station, but I will post an image when I am. Thanks for trying to help.

  • barbultbarbult Posts: 26,234

    The problem might be the direction of your lights. Did you forget to turn off the camera headlamp, or are you accidently rendering with the Perspective View?

  • SpottedKittySpottedKitty Posts: 7,232

    When I apply the Uber base shader to Darius 6 darkest eyes, the iris renders as gray, and the iris and the pupil look almost like there is a cataract over them.

    There might be; did you apply anything except the Uber Base to the EyeReflection and Tear surfaces? I always use the Water Thin shader on these, no matter what I do to other eye surfaces.

  • barbultbarbult Posts: 26,234
    edited May 2016

    Another thought: Are you applying the plain old Iray Uber Shader or the Iray Optimized Genesis 2 Male MAT? The latter is better for characters. For example, it uses the Iray water shader on the cornea. Just select Darius 6 and double click the Iray Optimized Genesis 2 Male MAT. See attached screenshot to see where to find it, if you don't already know.

    I also attached a render of Darius 6 with this shader applied. It is lit with 2 point lights and an HDRI for some ambient light.

     

    Iray Optimized G2 Male Mat.jpg
    522 x 638 - 140K
    Darius 6 Iray optimized G2M Mat.jpg
    618 x 800 - 173K
    Post edited by barbult on
  • xyer0xyer0 Posts: 6,334

    Without actually seeing it i am gonna take a stab at it. Try messing with the refraction index of the cornea and or the iris....sometimes depending on the way the 3DL mat was created it converts at too high of a refraction. Same thing can happen to the scelera when that happens you will know it though cause it renders black. Also be sure that the base part color is actually white sometimes it converts to a grey color.

     

    Daniel

    Here's to you, Mr. Robinson, Jesus loves you more than you will know, oh, oh, oh. Yes, D.Robinson, the conversion made the Base Color values of the EyeReflection and the Tear gray (0.54 x 3). Thanks for pointing that out. But that wasn't the whole problem. I was rendering in Perspective View (which I often do, and it has not given me a problem with Genesis 3 in Iray or any other base generation in 3Delight), and thanks to Barbult's question I discovered that this was the culprit. Since I now have the solution, I want to thank you, Charlie Judge, for making renders of Darius 6 as illustration.

    Thanks, barbult, for your knowledge. I have my headlamp set to "Never" thanks to this forum.Thank you all for your help with Iray.

  • xyer0xyer0 Posts: 6,334

    No, barbult, I was using the generic Uber base. Thanks for pointing this out. This was the difference maker. Thank you for making a render. I'm not actually using Darius 6. Just his eyes.

  • SpottedKittySpottedKitty Posts: 7,232

    I'm not actually using Darius 6. Just his eyes.

    Doesn't matter; that optimised preset works on any G2M figure, whichever texture set you've applied to him.

    Note that the optimised thing should just be a starting point — it gives good general surface parameter values for most lighting and scene conditions, but there are circumstances where you will have to roll up your sleeves and start tweaking.

  • barbultbarbult Posts: 26,234
    edited May 2016

    No, barbult, I was using the generic Uber base. Thanks for pointing this out. This was the difference maker. Thank you for making a render. I'm not actually using Darius 6. Just his eyes.

    Great to hear that you got it straightened out!

    If you want to apply the material to only the eyes, select all the eye surfaces in the Surfaces pane. Then hold down the Ctrl key while you double click in the optimized material preset. When the dialog box pops up, change the selections to 'Selected" and "Replace". That will change only the eye surfaces that you selected and leave the skin alone.

    Screenshot 2016-05-16 01.23.12.png
    305 x 295 - 12K
    Post edited by barbult on
  • xyer0xyer0 Posts: 6,334

    I'm not actually using Darius 6. Just his eyes.

    Doesn't matter; that optimised preset works on any G2M figure, whichever texture set you've applied to him.

    Note that the optimised thing should just be a starting point — it gives good general surface parameter values for most lighting and scene conditions, but there are circumstances where you will have to roll up your sleeves and start tweaking.

    Thanks for pointing out that it's just a starting point, SpottedKitty. That became clear after the first render was complete. Now if I can just get my render times under 30 minutes so I can quickly test what each parameter is doing.

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