punkduck wrote:Great as always. Sorry that I Did not have the time in the last days to give a comment,
You dare something!
punkduck wrote:How did you do the light effect of the eyes?
I selected the respective faces in editmode and assigned an emission shader with a nice color that has contrast to the environment to give a good white point, with an emission strenght of 6 (lava and plasma are a bit weaker, 4 or 5, in order to step behind the eyes effect of the glarenode. The stronger the emission was in the first place, the better the outcome.)
Here's the very simplistic post processing setup (the image is unsharp because i forgot to switch the input for the screenshot - no z-data used):
and inside the "custom sharpening":
The usage of emission strenght differences for determinating if streak or not, using the threshold to dial features in and out, is not the standard way though. Rather would you assign material or object indices and use those "maps" via ID-Mask-node. But i'm lazy and a bit unorganized - and sometimes i don't get what i expect when i work with the ID Mask node, so i avoid these.