Quick Reply
Search this Thread
Instructor
Original Poster
#1 Old 3rd Nov 2019 at 7:48 PM Last edited by k2m1too : 15th Dec 2024 at 12:56 PM.
Default Costume makeup contacts issue with halo on sclera
So I've been working on making some contacts ("costume makeup" style not default replacement) that cover the entire eye. I've actually successfully made them. However, I notice that there is a distinct shadow that I can only presume is the default eye bleeding through. As you can see with this picture, there is a dark "corona" on her eyes that are NOT part of my design.



As a test, I made a test set of contacts, where I set the texture to a solid light grey and the control is just solid red. I set the color to RGB(255,0,0) to illustrate. As you can see from Charlotte's eyes... There is a distinct darker ring where the sclera would be.


Any thoughts on what is causing it and how to overcome this? My only guess is that since this is make up, it is inherently slightly translucent? (In hind sight, I should have tested the "test" contacts on a non-supernatural, but I don't think the issue is strictly related to supers. I will test again on a human subject to verify.)
Screenshots

Duh and/or Hello!
(simblr)
Instructor
Original Poster
#2 Old 8th Nov 2019 at 5:31 PM
Well, I finally got around to testing the contacts on a non-supernatural sim and the odd corona still shows up. So it's not that.

Duh and/or Hello!
(simblr)
Instructor
Original Poster
#3 Old 28th Feb 2021 at 11:04 AM
I'm necro-bumping my own post because I never did get any suggestions. Maybe different people are around now and might have some thoughts. I know my pictures show supernaturals, but I DID test on normal humans and the issue persists.

Duh and/or Hello!
(simblr)
Lab Assistant
#4 Old 15th Nov 2024 at 8:59 AM
I'm trying to make sclera contacts (with no pupils and iris) and having the exact same issue. Were you able to find a solution?
Lab Assistant
#5 Old 16th Nov 2024 at 12:13 AM Last edited by Slamyy : 16th Nov 2024 at 7:19 AM.
SOLVED IT: It's caused by the EA's eye color using a full black specular rather than the face spec.
I will upload a mod soon to fix that.

EDIT:
I was hoping to make a mod that solves the problem at the root by changing the specular that is used by default eyes. That didn't work, more info under spoiler.



I also tried making the contacts makeup use a black specular but that didn't work either.

So here's the only working solution right now, which is a bit unpleasant:
Edit all your default face speculars. You just need to make the eye area black by adding a black rectangle at the bottom left corner, as shown in my screenshot.
Screenshots
Forum Resident
#6 Old 16th Nov 2024 at 8:02 PM
Quote: Originally posted by Slamyy
I was hoping to make a mod that solves the problem at the root by changing the specular that is used by default eyes. That didn't work, more info under spoiler.

I'm curious if this can be fixed in the contacts instead, because I definitely have CC contacts that don't do this.
Pyxis' From The Stars 'Haunting Ghost' contacts, for example, look correct on both on EA and simbouquet's eyes as well as with Kurasoberina's specular. I also don't use either of aWT's eyes but I know they're in popular use, if that could be related.

thecardinalsims - Cardinal has been taken by a fey mood!
Lab Assistant
#7 Old 16th Nov 2024 at 11:02 PM
@CardinalSims Looks like the problem doesn't show up with Sim Eye Shader. I made a few tests: Looks fine on EA's mesh with SimEye shader, problem appears on both EA and aWT meshes with SimSkin shader, tried SimHair shader on aWT eyes out of curiosity and it made the problem even worse and shadows cast really ugly on them on top of it, but the eye sliders work with SimHair shader.
Screenshots
Forum Resident
#8 Old 16th Nov 2024 at 11:41 PM
@Slamyy I've never been able to part with the occult glow and real catchlights, so I'm used to not using the SimSkin eyes.

simbouquet's Re:Cerberus eyes are really promising, the iris is already a more appropriate size. I also use their Eye Shader Tweaks, so even more reason to use SimEyes
Those are relatively new though, the way I worked around the sliders before then was using OneEuroMutt's Eyeball Size and Sunken Eyeballs sliders instead. Bigger eyeball sunken to avoid clipping or smaller eyeball moved forward to fill the gap works in a pinch for iris size. Not as much fine control as aWT's sliders, but a good middle ground.

thecardinalsims - Cardinal has been taken by a fey mood!
Instructor
Original Poster
#9 Old 17th Nov 2024 at 3:37 PM
Sorry it's been so long since I worked on these... lol I guess I'm not following what the 'fix' is? To change the shader used on the contacts? I would love to get several set of contacts I had in the works to a usable state.


Also, iirc, these contacts by Arisuka do not have this issue as a reference.

Duh and/or Hello!
(simblr)
Lab Assistant
#10 Old 17th Nov 2024 at 6:18 PM
Quote: Originally posted by k2m1too
Sorry it's been so long since I worked on these... lol I guess I'm not following what the 'fix' is? To change the shader used on the contacts? I would love to get several set of contacts I had in the works to a usable state.


Also, iirc, these contacts by Arisuka do not have this issue as a reference.

Sorry, I forgot that your eyes use SimEye shader in the first place, so my fix doesn't really apply to your problem in your first screenshot, because what I observe doesn't happen with the regular Eye shader.
I would guess that in your first screenshot, there is a problem with your mask texture, because it can cause transparency issues if it doesn't cover the whole area.
But you said you tried a full red mask after that right?
If you don't mind uploading the file I can check it also.
Instructor
Original Poster
#11 Old 30th Nov 2024 at 10:29 PM
I decided to pull those contacts out of the trash heap that is my WIP bin and.... I'm here to tell ya I have no idea what I did differently but the current set doesn't have the same corona issue. The mild line on these is actually a badly blended control, not because of the bleed through. All I can guess is maybe my alpha wasn't quite as opaque as I originally thought but... who knows. It was 5 years ago...
Screenshots

Duh and/or Hello!
(simblr)
Scholar
#12 Old 1st Dec 2024 at 7:52 PM
Quote: Originally posted by Slamyy
@CardinalSims Looks like the problem doesn't show up with Sim Eye Shader. I made a few tests: Looks fine on EA's mesh with SimEye shader, problem appears on both EA and aWT meshes with SimSkin shader, tried SimHair shader on aWT eyes out of curiosity and it made the problem even worse and shadows cast really ugly on them on top of it, but the eye sliders work with SimHair shader.


Been watching this for a while. A couple of odd shaders you may want to try, are Plumbot skin 0x1C608236 (476086838) and CAS Simple Hair 0xA7B368FB (2813552891). I have never used these shaders for eyes, soooo... Plumbot skin isn't in Delphy's Geom Editor tool, or the S3PE shader drop down list, CAS Simple Hair is in the tool, ut not the drop down. I usually change the shader in s3pe, then make a new TSRW work file that includes the shader.

Again, don't know if either will help, but might be worth trying.

Also, is it possible to add a face overlay default in your eye package? My thoughts are that the defualt overlay would only get applied to the Sim that gets the replacement eyes. The overlay would be the basic EA, but with no texture for the EA eyes.

And again... no clue if this would work, but perhaps something to try?

Shiny, happy people make me puke!
Instructor
Original Poster
#13 Old 15th Dec 2024 at 12:54 PM Last edited by k2m1too : 15th Dec 2024 at 1:03 PM. Reason: typo
So everyone keeps mentioning 'shaders', but I don't see see how to change those... You mentioned something about doing it in s3pe, but not how. Could you clarify?

And I cannot figure out what I did differently on the above bird contacts, because my next set is right back to having the corona issue... I used Arisuka's contacts as the base for cloning, so I would think whatever shader they used, would be the same. Those contacts do not have the same issue.

Duh and/or Hello!
(simblr)
Instructor
Original Poster
#14 Old 15th Dec 2024 at 1:16 PM
Also to clarify - I am not making eye replacements. I am making costume makeup style contacts.

Duh and/or Hello!
(simblr)
Scholar
#15 Old 15th Dec 2024 at 3:58 PM
Quote: Originally posted by k2m1too
So everyone keeps mentioning 'shaders', but I don't see see how to change those... You mentioned something about doing it in s3pe, but not how. Could you clarify?

And I cannot figure out what I did differently on the above bird contacts, because my next set is right back to having the corona issue... I used Arisuka's contacts as the base for cloning, so I would think whatever shader they used, would be the same. Those contacts do not have the same issue.


Shaders can be changed using Delphy's Geom Editor tool, or in s3pe. Changing shaders for garments and accys doesn't appear to be available in TSRW. In s3pe, select the geom and click Grid at the bottom. Click down arrows to open the list in the pic. Most shaders can be found here. If you know a shader number that isn't in the list, you can copy/ paste it to the shader line.



Delphy's editor is here on MTS, along with several other tools. Just import the geom, and click the drop menu. Not all shaders are here either. As you can see, you can change a lot with this tool.

Screenshots

Shiny, happy people make me puke!
Instructor
Original Poster
#16 Old 15th Dec 2024 at 6:25 PM
That explains my confusion. The information for shaders is in relationship to meshes, which doesn't apply in my case. As I've said, I am making costume makeup, not an eyeball replacement or accessory. There is no mesh.

Duh and/or Hello!
(simblr)
Lab Assistant
#17 Old 15th Dec 2024 at 9:26 PM
Quote: Originally posted by k2m1too
That explains my confusion. The information for shaders is in relationship to meshes, which doesn't apply in my case. As I've said, I am making costume makeup, not an eyeball replacement or accessory. There is no mesh.

Yes, your contacts have no mesh therefore you don't need to do anything related to shaders. I think LadySmoks was just replying in regards to my little test with eyeball shaders.

Quote: Originally posted by k2m1too
And I cannot figure out what I did differently on the above bird contacts, because my next set is right back to having the corona issue...

My guess would be that your recolor mask is not fully covering the entire eye texture. You can try using a full red mask to see if it fixes the issue. Or if you're willing to attach the files, I can give it a look.
Back to top