Eyes; just too milky looking.
Genesis 2 Female. IRay. Non-Iray Mats.
What would do this? I know they are non-IRay mats, but can they not be optimized well enough to stop this? I'm seeing a moderate amount of this lately. I've used the usual shader application procedures, even applied 'Water - Thin." I've experimented by reducing this, reducing that, raising this and raising that, and nothing has really helped. Using the characters eye 'Rem Refl' preset helped a bit, but not a lot. I don't see this all the time, but sometimes it's like the plague.


EyeTestG2F2.png
1920 x 1080 - 362K


EyeTestG2F.png
1051 x 415 - 724K
Post edited by HorusRa on
Comments
If you've exhausted the eye texture tweaks, one thing that can improve eye rendering is independent of the textures. That is setting the eye cornea bulge morph to 1.
Another thing to consider is whether you have a whitish environment that is being reflected in the eye.
Thanks for the reply. I had already applied the Cornea buldge, nothing changed as far as the milkiness is concerned.
I've had success with V4 when the eyes would render black by changing the eyeball surface to clear glass - thin. I wonder if that would work in this case?
But judging by the shadow of the eyelid in your second illustration, you've definately got a white foreground that's reflecting from the eye.
Tried that before hand too and it was actually worse. I'm not sure what the white foreground would be, I have an hdri, but its blue/white, the 2 lights in the scene are not white. I'm stumped and no one in Daz land knows, so I will contact daz support.
Try this: set both the Cornea and Eye Reflection surfaces to the Thin Water preset that comes with Studio.
Thanks for the info, but that was already done. I applied all the general optimizations as I mentioned. I'm guessing theres something more complex going on here.
So folks know, the character had IRay Uber Shader applied to ALL the characters surfaces except Cornea, Eye Reflection/Eye Surface, and Tear. I then applied 'water-thin' to those 3. Generally that is the method and usually is fine. Not this time though, and I run into this once in a while. All modifications and experiments I've done to try and correct the milkiness have failed.
I've had similar problems with soft HDRI lighting, finding it almost impossible to get a crisp eye reflection. Might be worth trying different HDRIs, even the default one, to see if that's the issue, rather than the materials settings.
Sometimes I find a spotlight with a narrow beam directed at the eyes can help. Just powerful enough to get a sharp reflection in the eyes without illuminating the face.
I'm not sure about that because Daz Original characters and most others with IRay materials are using eye reflection, including IG IRay Essentials for the G2 line.
Yep, that did it. I got rid of any hdri in all the tests I did and sure enough the milkiness was gone. I've included a screen shot of one such experiement, which is using only a Distant Light and a Linear Point Light. Thanks for bringing that up. I'd never had dreamed an hdri would have done this to the extent that it was. Again, I get this once in a while, therefore I will have to go through my hdri and find ones that don't for any given scene.
Thanks again for mentioning that.
I'll have to try that if any given scene might require it.