Eye texture not appearing/Only showing White

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Eye texture not appearing/Only showing White

Postby ermelious » Tue Aug 27, 2024 5:34 pm

I read somewhere that Rigging the character is required before the eye will show up, but even after adding the rig, the textures of the eyes are white. Any advice?

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Re: Eye texture not appearing/Only showing White

Postby Ricardo2020 » Wed Aug 28, 2024 1:51 pm

The eyes are white because there is no texture assigned to them. To fix this, you need to have the eyes selected as the screen shot shows, then go to the Alternate Materials selector and choose which color you wish to have the eyes become. This will hold true for any asset which does not present the expected color or feature. If this does not fix the issue, then there is a path discrepency either in the settings or the file structure.

I have also seen this when the viewport rendering settings via those little round buttons in the upper right corner of the viewport are set to give a no shader view, as in, the lowest possible setting. Try clicking a more advanced viewport render via those little hickeys. The eyes should then have the material you selected for them showing in the viewport. The actual rendering engine used to create a final image can always be set to higher degrees than the viewport, but I like to at least see shaders in action, so I will do EEVEE viewing at the least, with Cycles being preferred since it has all the supported options in place and ready to use.

The problem with Cycles in the viewport is noise as the machine catches up to the viewport as things change. If you take your hand off the pointing device, things eventually settle down and you will get a good look at what your final image will be. I do not recommend doing this if you are putting together a scene from scratch or even premade objects. That is why the lower settings are there. On an average computer, you would not use shaders until you got a pose, a camera, and some stuff to shoot a portrait with.

The more complex your end result becomes, the more tradeoffs you will encounter based on machine capabilities and knowledge of the software. I have a modest old workstation which happens to be very useable even after ten years of service. It was built to last and last it has, still able to blend, albeit rather slowly. However, this box is rather powerful compared to the average consumer computer. It is, after all, a pro grade workstation. There are posts about Spanky on this forum if you want to know more as you look at the things I am doing with it here.

And so, to those reading this, happy modeling. Let us turn the eyes green...
Paddle faster. I hear charango music!
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Re: Eye texture not appearing/Only showing White

Postby ermelious » Sun Sep 01, 2024 7:26 am

Ricardo2020 wrote:The eyes are white because there is no texture assigned to them. To fix this, you need to have the eyes selected as the screen shot shows, then go to the Alternate Materials selector and choose which color you wish to have the eyes become. This will hold true for any asset which does not present the expected color or feature. If this does not fix the issue, then there is a path discrepency either in the settings or the file structure.

I have also seen this when the viewport rendering settings via those little round buttons in the upper right corner of the viewport are set to give a no shader view, as in, the lowest possible setting. Try clicking a more advanced viewport render via those little hickeys. The eyes should then have the material you selected for them showing in the viewport. The actual rendering engine used to create a final image can always be set to higher degrees than the viewport, but I like to at least see shaders in action, so I will do EEVEE viewing at the least, with Cycles being preferred since it has all the supported options in place and ready to use.

The problem with Cycles in the viewport is noise as the machine catches up to the viewport as things change. If you take your hand off the pointing device, things eventually settle down and you will get a good look at what your final image will be. I do not recommend doing this if you are putting together a scene from scratch or even premade objects. That is why the lower settings are there. On an average computer, you would not use shaders until you got a pose, a camera, and some stuff to shoot a portrait with.

The more complex your end result becomes, the more tradeoffs you will encounter based on machine capabilities and knowledge of the software. I have a modest old workstation which happens to be very useable even after ten years of service. It was built to last and last it has, still able to blend, albeit rather slowly. However, this box is rather powerful compared to the average consumer computer. It is, after all, a pro grade workstation. There are posts about Spanky on this forum if you want to know more as you look at the things I am doing with it here.

And so, to those reading this, happy modeling. Let us turn the eyes green...

Thanks for the wealth of information and assistance! I'm actually having issues with blendshapes not importing to Unity now, have created a thread here: viewtopic.php?f=23&t=24220
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