Glow for only one eye
Geminii23
Posts: 1,328
in The Commons
Does anyone know if it is possible to apply a glow to just one eye and not both?
Thanks

Comments
If you're talking about doing the glow with Iray, you can add a "mask" to the Emission Color slot under Surfaces. If you do it half black and half white I THINK it should only apply the glow to one eye.
Yes, as Diva said use the LIE of the emissive slot and cover the side that is not supposed to glow with a mask
If you can select the eye surfaces of the eye that you want to use in the Surface Tab, add the Diffuse Map to the colour channel of the Emissive channel and set the lumen to the desired output level.
I’d probaly render eyes with normal texture apply the glow and spot render removing the glow from the second pass in photoshop
You don't need LIE or a mask. The eyes are on the same map but separate. Just put black where you don't want glow.
So I would definitely prefer to come up with a solution that works in 3DL as I try to avoid using iRay (takes way too long to render on my Mac). I should also mention that I have all of the following at my disposal:
https://www.daz3d.com/awesome-eyes
https://www.daz3d.com/awesome-fantasy-eyes
https://www.daz3d.com/da-glowing-eyes
https://www.daz3d.com/sci-fi-eyes-for-genesis-2-3-female-s-male-s
So I have plenty of options to choose from, but it seems like all of these change both eyes and don't provide any heterochromia option. One way I thought I might be able to achieve this in DAZ would be to duplicate the entire character, hide just the left eye on the main character and then hid everything except the left eye on the duplicate. Parent that to the main character.
On the heels of the new Deadpool movie, I am trying to take a stab at Cable.
Going for genesis 3 or below, both eyes are dialed together, I'm not sure about g8 in the moment, as I'm not using it all that much. So, if you want to have only one eye glowing you need to cover the other one in the emmissive channel, which is solved easiest using the LIE, adding a layer or mask covering one eye.
I'm not sure how you mean to solve it @ChangelingChick can you explain? We probably mean the same after all.
As said, just edit the diffuse map (copy the mismatched eye colors to one map), edit the emissive map (so only one eye is anything but black in the emission map).
Surfaces tab is your friend.
Duplicating the character would be way to much efford. The first products using heterochromia came up with g3 and probably don't have the 3DL mats.
Lets say you use the glowing eyes, the glow effect will be managed through a change in the sufaced tab of the irises and in 3DL that will be the ambient channel that causes the glow. but be aware that this is not as efficient as the emissive yoiu see in Iray.
With the glowin eyes you might already have some map lying in the ambient channel cover the half you dont want glowing with a mask or layer in LIE. Or you just move your diffuse map to the ambient colour map channel, choose a colour you want it glowing and set the ambient strength to 200 or above (remove limits)
Ok, but this character I am working with is Scott 6. G2M which I don't think he even has iRay shaders. I don't see emmissive as an option in surface for cornea or iris. Also, as I mentioned previously, I don't want to use iRay. I avoid it at all costs because a simple render can take 5 - 10x longer on my Mac (AMD cards only). I have been able to edit the diffuse to achieve different colored eyes but that doesn't solve the glowing issue.
The character I used above is Lee with 3dl shaders so that is what you can get
Ok. So I think I am close. I applied one of the Sci-Fi eyes and then altered the Iris Emission color. So that made it look like it was glowing. Then I opened the Base Color in the Cornea section and made half of that black. So this did achieve close to the result I am after. Ideally I was hoping to make one of his eyes a normal looking blue, but can't seem to figure that out.
The Ambient channel is what you want for 3DL glow. It's not a "true" glow though. You have an Iray shader on it right now.
Yeah. It is iRay. Didn't want to do it that way, but seems like I might have no other choice. But the problem I am having now is figuring out is there is a way to get the right eye to be a normal blue eye instead of just a black version of the same. So I was hoping for two completely different looking eyes.
If you apply the Ubersurface (3dl one) shader that has an emmissive channel - IIRC.
Personally I would do a render with both eyes either glowing or natural then do a spot render to a new window of the eyes other wise and combine in PS or GIMP or whatever.
then you probably need to start out from normal eyes and move those in the emissive channel and cover one side. If you want the whole eye glowign like in your example you need to to the same for Iris sklera an pupil.. did I miss one? not sure maybe there is another one that belongs to the eye
In your library you will find a "Light Sphere" in "Props/Built-in"
What if you scaled that and placed it by the iris and edited its settings.
I am not sure how that would work, but would be worth playing (it has been a while since I messed with 3dl effects)
Personally, I would just create a sphere primative and parent it to whatever eyeball you wanted to and just apply whatever shaders or ambient features you wanted to make it glow. That way it behaves as the eye normally would, yet have the effect you wanted it to.
If you wanted only the pupil effect, I would create a duplicate figure, delete everything but the eye you wanted to make a separate object and basically duplicate the process above. The end result you would have 3 eyes:
Normal eye-On
Normal eye-Off
Extra eye-On
-MJ
Oh my flipping geodes, guys. This is like using a supercomputer to add 2 and 2.
Here. Here are two masks. Plop Blackwhite in to make the left eye glow, plop Whiteblack to make the right eye glow.
In Iray, set up whatever emission you want, plop the masks into Luminance map.
In 3DL, either do the same with AreaLight intensity or Ambient strength.
Wow.
I think the issue is for some figures, there is only one eyeball map and one mat zone for BOTH eyes. In those circumstances, this solution will not work.
Based on previous statements, i assumed this was one of those situations.
-MJ
Hahaha. Thanks. But the only spot I see for this is under Irises -> Emmission -> Luminance. But it didn't actually do anything.
Man, I really opened a can of worms here. LOL
am they glowing.. the worms, I mean? ... Now I think I should try worms glowing on one side and not on the other :P
You couldn't put a ghost light in the socket?
I always try to render in 3DL because I am on Mac with AMD, so iRay is just way too slow. I do know what you mean about undesired results. I have tried to render some scenes that were made in iRay and it looked all messed up in 3DL.
So, here is a workable attempt doing this completely the wrong way. Duplicate the figure, hid all parts and parent the third eye. It was pretty quick considering all of the back and forth here. But I do really want to know the proper way to do this.
So, just to be clear, this is what Divamakeup, ChangelingChick, Will and others were getting at, but I find pictures can help clarify what was meant.
I want to first run through the simple option, and then from there you can decide if you want to try from some more complex options.
First Scott out of the box. Not sure if you were using other texture sets that might have been using a different 3Delight shader, but will get to that in a minute.
By default Scott's shaders should be called AoA_Subsurface. You will want to select the Irises surface (leave the Cornea alone for now). The channels you are interested in are Ambient Color and Ambient Strength.
Change the black Ambient Color to white, and then click the drop down to select a map. I am using one of the ones Oso3D provided above. Pick the left or right side one based on the one you want to glow.
Adjust the Ambient Strength to 100% for now. you can leave the other ambient channel as it is.
And here is the render with the new settings.
If your texture preset that you used on Scott uses the Daz Studio Default shader, the two channels you will want to change has the same names, and can use the same settings.
At this point, see if you can get similar results to what is shown here. If not, there may be some trouble shooting left to do to figure out why.
If you have gotten it to work up to this point, now you can tweak it further if you would like. For instance, you may want to put the diffuse map in the ambient color channel and use the black/white mask in the ambient strength channel so that it doesn't wash out the color of the eye, if you prefer. Or change the ambient color once you have this masked out, since the black will always result in no glow effect.
Also, as you may already know, the ambient channel on these shaders doesn't cast light. In most cases for something like an iris that is fine, but if you want cast light, my personal next step would be to try a small point light near the eye surface in addition to the ambient setting. I believe there was a 3delight shader that could cast lights, but I remember having some issues with it in some cases, and I'm not sure if it is still around and supported. That may be another option if needed. And, or course, iray shaders can cast light.
Only thing different I would've done was to extract the eye entirely out and save it as its own object. That way you dont have to deal with the mat zones for the rest of the figure in your surface tab, or run the risk of mistakenly turning something else back visible.
Glad you got it tho. Happy Rendering!
-MJ
So, I went a different way.
I also used the Oso mask but in the ambient channel for the cornea and sclera. The cornea opacity was upped from 0% to 10% and the ambient strength was set to 500%. The sclera ambient strength was set to 20%.
For the glow, I went old school and used a low intensity point light scaled and placed at the cornea surface.
Thank you to everyone that contributed to this thread. So many interesting ways to approach this and such a wealth of info in here. Makes me want to keep on experimenting with different methods and see what results come from it.
How did you extract the eye and turn that into it's own object?