Need Help

General discussion about 3D DCC and other topics
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xsi_fanatic
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Need Help

Post by xsi_fanatic » 13 Oct 2016, 05:58

Hi guys,

I have exhausted all options on this matter. I'm trying to maintain a specific look for the specular highlights on the eyes of my character.

I tried light linking, and adjusting the Map application type on the shader settings. I tried playing around with the reflection settings.

I tried disabling reflections from the Dome Light in the Visibility Options. I'm lost at this point.

Does anyone have a solution to giving a character's eyes realistic specular highlights?

Would appreciate any help I can get on this matter.

Please and thank you,
Jason
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NNois
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Re: Need Help

Post by NNois » 13 Oct 2016, 07:08

First you shouldn't use an environment map !!!

Remove the environment and use only dome lights and play with a set of two dome light with light linking. Then play with the "enable Specular" on the light affected on the eyes.

One the "look side" you can get an Environment like reflection on your material by using the secondary reflection layer (ex: coat)

PS: In redshift there's TWO refections, one comming from the light == Specular, and one comming from the GEO == Reflection, the two are represented by only One parameter in the shader == Reflection.

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xsi_fanatic
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Re: Need Help

Post by xsi_fanatic » 13 Oct 2016, 08:45

NNois wrote:First you shouldn't use an environment map !!!

Remove the environment and use only dome lights and play with a set of two dome light with light linking. Then play with the "enable Specular" on the light affected on the eyes.

One the "look side" you can get an Environment like reflection on your material by using the secondary reflection layer (ex: coat)

PS: In redshift there's TWO refections, one comming from the light == Specular, and one comming from the GEO == Reflection, the two are represented by only One parameter in the shader == Reflection.
Thanks for the pointers. I'll give it a second try :D

julius
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Re: Need Help

Post by julius » 13 Oct 2016, 09:41

Yes, remove environment and use domes or physical lights.
Try to associate only the lights you want with the geometry of the eyes : for that, put the eye geometry in the "associated Models" group of the concerned lights
Then, in each lights property tab, choose exclusive (light will not influence the geo in the group) or inclusive (light will influence ONLY the geo in the group) in "selective light"

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xsi_fanatic
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Re: Need Help

Post by xsi_fanatic » 13 Oct 2016, 11:23

julius wrote:Yes, remove environment and use domes or physical lights.
Try to associate only the lights you want with the geometry of the eyes : for that, put the eye geometry in the "associated Models" group of the concerned lights
Then, in each lights property tab, choose exclusive (light will not influence the geo in the group) or inclusive (light will influence ONLY the geo in the group) in "selective light"
I'm trying it without the Environment shader, but I've already exhausted the methods you mentioned. I'm probably gonna go old school and use a Phong shader for the highlights.

julius
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Re: Need Help

Post by julius » 13 Oct 2016, 11:44

I think you should first try to get a correct look with a dome for your hole character, decreasing the eyes material reflections (I think a part of the problem come from your material setup). Then, when you got it, you add some lights in inclusive mode (or not if it works without it), and try to get a good spec with this new light. Use small and bright light sources, in order to get a little and sharp specular, and avoid mismatch with the general lighting.

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xsi_fanatic
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Re: Need Help

Post by xsi_fanatic » 14 Oct 2016, 04:30

julius wrote:I think you should first try to get a correct look with a dome for your hole character, decreasing the eyes material reflections (I think a part of the problem come from your material setup). Then, when you got it, you add some lights in inclusive mode (or not if it works without it), and try to get a good spec with this new light. Use small and bright light sources, in order to get a little and sharp specular, and avoid mismatch with the general lighting.
That's exactly what I'm doing :)

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mc_axe
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Re: Need Help

Post by mc_axe » 14 Oct 2016, 13:09

Sometimes rayswitch is also handy when you get extreme effcts only in one mat, not sure if any use here. In general reflections in rs litlle bit tricky.

julius
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Re: Need Help

Post by julius » 14 Oct 2016, 16:15

I don't understand why it wouldn't work, but without the scene, it's difficult to say more... :-?

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xsi_fanatic
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Re: Need Help

Post by xsi_fanatic » 16 Oct 2016, 04:12

julius wrote:I don't understand why it wouldn't work, but without the scene, it's difficult to say more... :-?
Looks like the best solution for this would be HDRI Light Studio as it gives better control

julius
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Re: Need Help

Post by julius » 16 Oct 2016, 15:08

yes, you're probably right, HDR Light Studio is very good in that kind of project.

NNois
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Re: Need Help

Post by NNois » 17 Oct 2016, 10:53

or use the real power of a pathtracing engine with a kit like that, 10 times better IMO over HDRLightStudio
https://www.behance.net/gallery/2971409 ... hts-HDR-30

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xsi_fanatic
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Re: Need Help

Post by xsi_fanatic » 17 Oct 2016, 12:17

NNois wrote:or use the real power of a pathtracing engine with a kit like that, 10 times better IMO over HDRLightStudio
https://www.behance.net/gallery/2971409 ... hts-HDR-30
Can you be more specific ? What do you recommend ?