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About "Eyespass" shader


Driver

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The Klub 17-0219_.png

Some of you guys may already know that "eyespass" shader can be used with any kind of textures unless they cannot have pass.txt file, in Hook5. I've been using eyespass shader to everything I want look wet or moist, like theeth, tongue, oral cavity, and maybe some dildos, indeed the shader is best thing to apply to the stuff that should have wet surface. But one thing I have problem with is, it's affected by main.fx settings like iUseEyeShadowing, or fEyeShiftUp, etc.. I use almost default settings for those eyes related entries though, if you have highly customized settings, it might not be look good. I'm sharing one for the teeth and tongue here, try it out if you're interested.

The Klub 17-0219__.png

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Never tried this, but I know about this trick. Still can't understand why is not possible to get the wet effect using the  usual PBR shader. 

Too bad that Pervokpetr left us and didn't provided a clone of the Eyes pass shader renamed as tongue shader and without those dependencies on those eyes parameters.

I sometimes wonder what we need in order to clone the Eyepass and Eyepass2 shaders as a separate shader to use in-game for various uses.

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2 hours ago, hfg2 said:

I sometimes wonder what we need in order to clone the Eyepass and Eyepass2 shaders as a separate shader to use in-game for various uses.

Agreed, and what eyespass shader also misses I think is mask, without mask always entire texture gets wet.

 

25 minutes ago, ddman2 said:

what's wrong with using CustomModel and green spec map?

Nothing wrong, eyespass just looks different from green spec with maximum glossiness. Eyespass adds the effect which looks like thin transparent film on the surface of object.

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Interesting. Eyepass is full of surprises.

I recently discovered that hook maps are simply ignored by the eyeiris texture (if you use eyeiris/eyeball like me, not iris painted in the eyeball).

Luckily, I also found that any passfile information that affects eyeball affects also eyeiris. In other words, use the eyeball passfile to influence eyeiris. Got nice glowing eyes for the android skin this way 🙂

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4 hours ago, onevision said:

Luckily, I also found that any passfile information that affects eyeball affects also eyeiris. In other words, use the eyeball passfile to influence eyeiris. Got nice glowing eyes for the android skin this way 🙂

In that case I assume you use CustomModel shader for model's eyes, is that right? Eyespass is very unique shader, it doesn't have PBR maps but instead it uses kind of height map for its stage3, and it works as if thin film is floating on the main texture and it distorts "underlying" texture like a lends.

852.jpg

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6 hours ago, onevision said:

Interesting. Eyepass is full of surprises.

I recently discovered that hook maps are simply ignored by the eyeiris texture (if you use eyeiris/eyeball like me, not iris painted in the eyeball).

Luckily, I also found that any passfile information that affects eyeball affects also eyeiris. In other words, use the eyeball passfile to influence eyeiris. Got nice glowing eyes for the android skin this way 🙂

The eye works with 2 textures, eyeball + iris on top. Hook5 / eyepass doesn't work with layers, so it will load whatever the game loads last. The game or hook5 doesn't ignore iris maps. If you add maps to iris and resect it ingame, the maps will load and replace eyeball maps.

You can use the same maps for eyeball and iris so when you mess around with color for iris, the shader won't get disabled.

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1 hour ago, ddman2 said:

The eye works with 2 textures, eyeball + iris on top. Hook5 / eyepass doesn't work with layers, so it will load whatever the game loads last. The game or hook5 doesn't ignore iris maps. If you add maps to iris and resect it ingame, the maps will load and replace eyeball maps.

You can use the same maps for eyeball and iris so when you mess around with color for iris, the shader won't get disabled.

Good to know, thanks for the info.

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On 3/16/2023 at 5:09 PM, ddman2 said:

The eye works with 2 textures, eyeball + iris on top. Hook5 / eyepass doesn't work with layers, so it will load whatever the game loads last. The game or hook5 doesn't ignore iris maps. If you add maps to iris and resect it ingame, the maps will load and replace eyeball maps.

You can use the same maps for eyeball and iris so when you mess around with color for iris, the shader won't get disabled.

I see. Surely "ignore" wasn't the right term, but I noticed that sometimes you have to switch iris for the pass to be effective. And I'm pretty sure that glow isn't working for iris alone.

@Driver Did I use Eyepass or CustomModel? I'm not sure anymore 😕

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Interesting, I know I used @ddman2's two method of making everything use the same maps to keep from having to toggle the iris.  But I just realized that I also use "Eyespass" shader for everything also.  So are we saying that when using the Eyespass shader the Stage 3 map is not used?

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6 hours ago, onevision said:

I see. Surely "ignore" wasn't the right term, but I noticed that sometimes you have to switch iris for the pass to be effective. And I'm pretty sure that glow isn't working for iris alone.

@Driver Did I use Eyepass or CustomModel? I'm not sure anymore 😕

You used CustomModel for sure 😄 cause Eyespass doesn't have glow effect. Glow works for iris alone, I just tried it, but if you have glow on both iris and eyeball, they behave strangely.

2 hours ago, HDiddy said:

So are we saying that when using the Eyespass shader the Stage 3 map is not used?

Yeah so called spec map can't be used in the eyespass, eyespass's stage3 is used for different purpose.

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ddman2

Posted (edited)

12 hours ago, Driver said:

You used CustomModel for sure 😄 cause Eyespass doesn't have glow effect. Glow works for iris alone, I just tried it, but if you have glow on both iris and eyeball, they behave strangely.

Yeah so called spec map can't be used in the eyespass, eyespass's stage3 is used for different purpose.

eyepass has glow. I asked him to add glow to eyepass because CustomModel looks like crap on eyes(no shadow+other eye features). Works on both eyeball and iris. Color blue on eyeiris_s.dds = glow, if the texture eyeiris.png has a bright color.

2023-03-19_19-07-52.jpg

Edited by ddman2
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19 hours ago, ddman2 said:

eyepass has glow. I asked him to add glow to eyepass because CustomModel looks like crap on eyes(no shadow+other eye features). Works on both eyeball and iris. Color blue on eyeiris_s.dds = glow, if the texture eyeiris.png has a bright color.

😮

Didn't know that at all, I'll definitely try later.

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That also means I'd better say farewell to Hook 5 Basic for good. I kept using it for some rooms with cranky lvl_definitions, but every day more incompatibilities turn up.

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On 3/19/2023 at 6:16 AM, Driver said:

You used CustomModel for sure 😄 cause Eyespass doesn't have glow effect

Check attachment. Works for me, but glow turns off sometimes and I have to switch eyeball to get it back.

Still have to try the workaround proposed by ddman2 (same maps for eyeiris). Works like a charm, glow is now persistent,

The basic spec map is used (stage3 = _hook5data\eyes_bumps\eye_h.bmp).

 

Glowing Eyes (Eyepass).7z

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