Suzanne has black eyes. Why?

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pauljohns
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Suzanne has black eyes. Why?

Post by pauljohns » Sat Nov 17, 2007 12:52 pm

Hello, I'm a n00b and this is my first post. For hours today, I've been getting accustomed to Blender and Indigo. My first issue was that when I was trying to make a colored-glass "Suzanne" she was coming out black or 'phong' looking, like plastic. I resolved me own problem simply by changing the 'gain' from the default 100 to 2.00, just in case any other n00bs are reading this.

Now, when I try to make a glass Suzanne, everything comes out fine except her eyes have black ring around them.

The following pics show the problem I'm having and the settings I'm using in Indigo.

Can anyone help me fix this? Whatever the case is, I'm using the default model of Suzanne, so I'm guessing there's something up with my settings in Indigo.

Thanks in advance for reading.
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indigooptions.JPG
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im1195256473.png
im1195256473.png (955.21 KiB) Viewed 4830 times
im1195259729.png
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joegiampaoli
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Post by joegiampaoli » Sat Nov 17, 2007 1:19 pm

She looks like she's stoned :shock:
Joe Giampaoli
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pauljohns
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Post by pauljohns » Sat Nov 17, 2007 1:33 pm

I agree, she does. I haven't fed her drugs for about a week though, so it can't be that. Hmmm...

I tried selecting all vertices and made sure th normals are all pointing outwards, but no go.

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alexmeyer
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Post by alexmeyer » Sat Nov 17, 2007 4:30 pm

Actually, I think that's how the suzanne model always works... I have no idea how, but it does. If anyone else could correct me on this if I'm wrong...
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dmn
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Post by dmn » Sat Nov 17, 2007 5:14 pm

Suzanne isn't a single solid mesh. Go into edit mode then select a vertice on the eye ball and you will see that it is its own mesh. The darkness is the result of light passing through the surface twice, doubling the refraction/absorption (I think?). If you want to fix it, delete the outermost edge loop on the eye, then scale the next edge loop so it is just smaller than the eyesocket, then merge the outermost edge loop of the eye and eye socket, and no more black eye! :twisted:
et voila!

I guess Suzanne wasn't originally intended to be rendered as a transparent object, but was to be used for animation.
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low low res 2min render on nearly obsolete laptop
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Post by dmn » Sat Nov 17, 2007 5:17 pm

here is the blend
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fixed eyes
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Kram1032
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Post by Kram1032 » Sun Nov 18, 2007 4:14 am

actually, there even are small gaps.
If you make it entirely correct, you need to tweak more than just deleting the outermost ring^^

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pauljohns
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Post by pauljohns » Mon Nov 19, 2007 5:52 am

Thank you so much, dmn, for not only giving me the answer, but supplying my with a mesh that's better suited for transparencies. That was very unexpected and nice. I'm just glad to know, there's nothing wrong with my settings, and that Suzanne isn't on crack. Thanks everyone. Dmn, I owe you a beer. :D

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Post by dmn » Mon Nov 19, 2007 11:05 am

Glad to be of help where I can.

pwnage101
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Post by pwnage101 » Wed Dec 12, 2007 6:03 pm

yea i'll have to agree it's the light passing through the surface twice. it's probably best that you take the edges of each eye and merge them to the actual face. it will need a little tweaking if you have subsurf on but you will get the effect you want.

here's an old render that had me stumped until quite some time ago:)


Edit: oh opps, sorry. must have missed the last couple posts
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high suzanne
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