Neyjour opened this issue on Aug 25, 2007 · 7 posts
Neyjour posted Sat, 25 August 2007 at 10:15 PM

"You don't know what we can see
Why don't you tell your dreams to me
Fantasy will set you free." - Steppenwolf
Neyjour posted Sat, 25 August 2007 at 10:16 PM

"You don't know what we can see
Why don't you tell your dreams to me
Fantasy will set you free." - Steppenwolf
Neyjour posted Sun, 26 August 2007 at 4:51 AM

But now I'm finding I can't achieve a glossy/wet finish. "Shininess" is all the way at 100%, so...??? I've been playing around with these settings for hours! I'm starting to go cross-eyed. LOL! sigh
"You don't know what we can see
Why don't you tell your dreams to me
Fantasy will set you free." - Steppenwolf
Hoofdcommissaris posted Sun, 26 August 2007 at 5:10 AM
I think glossy/wet actually is 'reflection', and in case of something with a relatively smooth surface as an eye, rather clear reflections (as opposed to 'blurry'). Mind you, when you up the reflection, you might find a bit of a 'glowing' effect in the total shader. That is because the value of the color, transparancy and reflectivity can't surpass 100. So this could result in some more hours. You might end up having square eyes...
Neyjour posted Sun, 26 August 2007 at 1:24 PM
Hehe. :P Thanks very much! I'll play with the reflections and see if that does the trick. 
"You don't know what we can see
Why don't you tell your dreams to me
Fantasy will set you free." - Steppenwolf
Miss Nancy posted Sun, 26 August 2007 at 2:34 PM
it also needs a complex environment with plenty of surfaces to appear in the reflection of the cornea.
dvlenk6 posted Sun, 26 August 2007 at 2:52 PM
Eyes have SSS qualities.
Eye specularities are anisotropic.
Eye reflections are fresnel.
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