Make Eyelashes look like eyelashes (in Nodes)

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Re: Make Eyelashes look like eyelashes (in Nodes)

Postby punkduck » Tue Jan 10, 2017 11:49 pm

ngc7293 wrote:Thanks for the information about the Particle system only Node.
About the Lokis node setup. Here is what it it looks like with lashes:

proof lashes-different-nodes.jpg




The picture is really small. Do the eyelashes show semi-transparent areas instead of being fully transparent? Then the result of the shader you presented is weird, because on my box it is working. But blender has other possibilities to generate this problem ;) ... at least one problem I was able to simulate. So if you get semi-transparency instead of fully transparency, please select the material of the eyelashes in the default screen, there is a parameter "Settings". When "transparent shadows" is switched off and you use e.g. a grey background (which is a source of ambient light), then the lashes become semi-transparent. If the background is black, they become nearly solid. At least one other lamp must be there to make the effect visible.

The other problem is, that a semi-transparent area with glossiness works like a mirror ... so for the hair you should change the setup like Aranuvir is doing. E.g. for the eyelashes only the diffuse and transparent shader without Fresnel and glossy shader are sufficient, at least I simplified my setup to this very basic method.
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Re: Make Eyelashes look like eyelashes (in Nodes)

Postby ngc7293 » Wed Jan 11, 2017 3:18 am

transparent-lashs.jpg
transparent-lashs.jpg (42.09 KiB) Viewed 7327 times


I hope you can see this. There is nothing backing the lashes so I assume that means they are transparent. I didn't try to zoom in on the eyelashes because to me they looked fine.

Just for the hell of it, I played with the hair settings: Surface, Volume, Viewport Color, Alpha, Viewport Alpha all to no affect. Well some changed but it wasn't anything major.
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Re: Make Eyelashes look like eyelashes (in Nodes)

Postby punkduck » Wed Jan 11, 2017 10:58 pm

No okay, they are fully transparent now.

That gloss is the normal effect when I'm using the material directly in the way they are exported. For my models I always thought they are too glossy and threw out the Fresnel + glossy shader combination, but that is only my opinion. For the polygon hair I always changed the setup in some way, at least I wanted get rid off the gloss and mirror effect. For my first two models Leska and Evi I have also made polygon hair. But after I learned how to work with strand hair I didn't go on with that, so the last model is forced to take an existing polygon hair, if needed ;)

Typically the importer generates standard setups, these are diffuse + fresnel + gloss, when you only have a texture, an additional path with normals, when a normal map is supplied etc. An additional third map for the gloss maybe supplied also, then the importer generates a third type of setup. But only some assets have a normal map and even less a gloss map. I should work on this part of the code of the importer - this was a proposal from the MH team, but until now I'm still creating parts for the "all-girl-band" scene and this needs a lot of time.
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