Need Help
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xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Need Help
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
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
- Posts: 754
- Joined: 09 Jun 2009, 18:33
Re: Need Help
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.
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
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Need Help
Thanks for the pointers. I'll give it a second tryNNois 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.
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julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Need Help
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"
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
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Need Help
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 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"
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julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Need Help
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
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Need Help
That's exactly what I'm doingjulius 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.
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mc_axe
- Posts: 420
- Joined: 12 Mar 2013, 17:44
Re: Need Help
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.
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julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Need Help
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
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Need Help
Looks like the best solution for this would be HDRI Light Studio as it gives better controljulius wrote:I don't understand why it wouldn't work, but without the scene, it's difficult to say more...
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julius
- Posts: 248
- Joined: 12 Jun 2009, 08:56
Re: Need Help
yes, you're probably right, HDR Light Studio is very good in that kind of project.
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NNois
- Posts: 754
- Joined: 09 Jun 2009, 18:33
Re: Need Help
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
https://www.behance.net/gallery/2971409 ... hts-HDR-30
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xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Need Help
Can you be more specific ? What do you recommend ?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