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Poser - OFFICIAL F.A.Q (Last Updated: 2026 May 16 5:18 am)
is the open claw eyes uvmap advantageous over the sphere style?
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is the open claw eyes uvmap advantageous over the sphere style?
I'm sorry for not answering. This post was soon after the site software changed, and notifications of replies stopped being sent. I'm not sure what you mean so I can't answer. However, I will point out that V4's eye, with the discontinuity between sclera and iris, is a big problem. The iris edge is always too sharp.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
IF I use the eye surface for reflection how do I get the bump/displacement on the sclera and not on the cornea?
You would need to find or make a UV-mapped mask image that distinguishes between those two areas (one white, the other black) and then you'd use that to control the amount of bump by multiplying (plug in) this mask (white where you want bump and black where you don't) with the bump value. If the mask is the other way around, then you would invert it first using a math:Subtract node (1 - map)
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
The open claw style map is where the sphere is cut at the back with a cross shaped cut (as you'll see in the V4 sclera uv) to unfold, producing a vaguely X shaped map. Sphere style is usually produced when a hemisphere style geometry is mapped with a planar normal style mapping, as seen on the V4 eyesurface uv. I've found that the claw style mapping is better at reducing distortions toward the back of the uv area and has a better range of distortion free horizontal image area for texturing. The sphere style is used often when visible area of the uv is of lesser importance. Self explanatory considering the above why V4's eye uv's were mapped the way they were, although I think that whoever did the mapping perhaps went overboard in fiddling with the maps in terms of end user friendliness (perhaps so with the geometry also).
I've never rendered the back of an eyeball - why would it even matter how that is UV mapped (the back) ?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Neatness sake on the part of the modeler, I'd say. Just one of those fussy things. Who can say what purpose a model will be put to? I see that your bbeye is 2 hemispheres with a planar style mapping... I predict you will say "what difference does that make?"
Subjectively none I guess, but... apply a checkerboard pattern image map to the 'eye' prop and note all of the stretching going on in the uv's. Now apply the same patterned image map to V4's various eyeball materials and you'll perhaps realize why the modeler mapped her eye the way he did. It's assumed by most modelers during uving that an attempt should be made to provide the best uv's for image maps to be applied to. Shader considerations are usually a matter of speculation on the part of modelers. As you well know.
Not saying that V4's eyes are mapped or made better than bbeye at all... it's a matter of purposes I guess. Ideally a hybrid of both methods would be best IMHO. bbeye has the cornea built in to the cover, which I feel is superior. V4's eyeball mesh is a closed object which I feel is better considering extreme range of rotations. From a texturing/image map perspective I'm on the fence about the handling of pupil and iris in either... Leaning more toward including the uv's altogether as you've done with bbeye but wish that it were a closed mesh unfolded at the back.
That's why you do not want to use glow. It's a pain in the butt.
I'm guessing your refracting-transmitting shader won't help, as iris still too close to cornea.
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Dublin from Danae I think. Danae's skin mats look so good.
I must say, Bagginsbill, you've given me yet more stuff to do to Annie, lol! I'm going to end up making all new maps for her anyway, so this is really good stuff to learn. Some of these results are awesome!
I must say though, all this attention on the eyeballs is great and all, but if we're going to get them to this level, perhaps (especially in V4's case) we should look at making the lashes better... just, y'know, saying! ;)
Bookmarked the thread for future reference. Thank you all! :)
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