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Instructor
Original Poster
#1 Old 3rd Nov 2019 at 7:48 PM
Default Contacts Issue - 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)
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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!
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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.

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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.

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.
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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.

Cardinal has been taken by a fey mood!
Instructor
Original Poster
#9 Old Yesterday 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 Yesterday 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.
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