SINFUL NEEDS OCCULARUM2

 

 MATERIALS ENABLED MESH EYES

The Sinful Needs Occularum2 Mesh Eyes are 100% Omega compatible and pre-installed… so there’s no relay kit to buy! We’ve sought to being together a combination of features with a level of detail and ease of use in a way that hasn’t been done by anyone else on the grid! The Occularum2 eyes are 100% mesh and unrigged. This means you can adjust them to fit practically any avatar! We’ve taken special care to make sure they will shrink down small enough for Petites and other tiny avatars, and they will grow large enough for even the most fearsome dragon or giant!

These eyes are crafted with an actual Cornea layer over the eyeball, which gives an added depth of the lighting and reflections over the materials enabled eyeball… and this layer also means that even if your favorite Omega Eye Installer doesn’t make use of materials, the cornea’s materials will still be visible! Like all mesh eyes, your favorite eye textures will look better than ever before rendered at full resolution for the high definition look, unlike the old system eyes, which were automatically dithered down by avatar baking. Add that level of detail with animated pupil dilation you can customize, and you’ve got some amazing eyes that will really let you express yourself!

You can find these for sale on the SLMP or at the Main Store inworld here. On SLMP, the demo is here and the full version is here.

The Occularum2 Mesh Eyes come with a straight-forward control HUD that you can use for fitting and further customization! When you wear your HUD, you’ll see it has 4 tabs available (at both ends of the HUD) to get you right to the interface you want access to! In addition to those tabs, you’ll find some convenient HUD operation buttons at the top! The RIGHT EYE/LEFT EYE toggles determine which eyes will be affected by the adjustments you make with your HUD. This makes it super easy to apply one save slot to the right eye, and a different one to the left! At the right end of the HUD, you’ll see a row of 5 buttons. The first three are for resizing the HUD: Smaller HUD, Reset HUD Size, Larger HUD. The Question Mark is the HELP button, which will either deliver this notecard or take you to a help page on our website. The – (minus) button minimizes the HUD by rotating it off the screen and leaving just a button in view to bring it back up, and the X button closes the HUD (Detaching it). On to the Tabs and their panels!

POSE (Animations)

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The Pose tab is open by default when you wear the HUD, and this will allow you to freeze into a static standing animation without having to find a pose stand, which will make adjusting your eyes… or snapping pics of your beautiful peepers, super easy! Next to the Standing pose toggle, you’ll find 9 eye pose buttons. You can use these both to make sure your eyes won’t clip your lids after fitting, and also to get your avatar to keep their eyes where you want them when you’re taking snapshots! The Standing pose and the Eye poses can be activated by just clicking the icons. You’ll see a green check appear to show which is in use. Just click that icon again to toggle it off, or click the red X to stop the Standing and Eye poses instantly.

Next to the animation Pose panel, you’ll see the Dilation panel! These sliders and lock can be used to customize the dilation animation on your eyes. The first two sliders, MIN and MAX, determine the range of the dilation. Adjusting the MIN slider up will keep the Pupil larger when not dilated, while MAX determines how large the Pupil becomes when the dilation plays. Activating the lock button freezes the eyes at MIN dilation, which you can continue to adjust with the MIN slider. This is very useful if you want a fixed dilation for a photo! The other 4 sliders are used to adjust the dilation parameters. SPD is how quickly the pupil goes from MIN to MAX state and vice versa. The LEN slider determines the maximum length the pupil will stay dilated (this is randomized to make it more organic, but longer LEN settings will result in more range and longer dilations). The DEL slider sets the minimum delay between dilations, and the VAR slider sets the variance that is added to that minimum delay. It’s worth noting that if you turn all 4 of the sliders to extremes, it may look a little odd… and setting the SPD to maximum while turning DEL and VAR to minimum makes it very difficult for the eyes to stay synced for dilation.

Next to the Dilation panel is the first 20 memory slots! There are eye textures and materials already in these slots, which you apply by just clicking the top part of the button that shows the eye texture, but if you want to replace them with your favorites, it’s as easy as using the applier you want on your eyes, and then picking a slot and clicking the SAVE part of the button at the bottom. You should see the top portion change to show your newly saved eye! Each button can only save a single eye’s parameters, so if you prefer to use two different eye textures, just save the first one, then save the second to a different slot. Then when you want apply them, you can use the RIGHT EYE/LEFT EYE toggles at the top of the HUD to choose which one will be applied to. When saving settings, however, it will always save what is applied to the Right Eye!

A note on Script Time Consumption: These eyes are very low lag, even with the dilation on. Only the right eye runs a timer event, and it’s only for the delay between dilations. However, if you want to reduce your script time to minimum while wearing them, using the Dilation Lock to turn off dilation will drop the script time use to practically nothing, in case you want to minimize your footprint for whatever reason.

MEM (Memory)

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This tab of the HUD is filled with more memory slots! There are 68 more memory slots on this page, giving you a total of 88 with the 20 on the pose panel! They are all full of beautiful eye textures you can use, and every single one can be saved over with other textures if you do desire!

A note on Texture Memory Used: SL Viewers will now occasionally warn you that “such and such HUD uses a lot of texture memory and may cause poor performance!” Naturally, you don’t have to wear this HUD for the eyes to work. So you can just close/detach it until you feel like using it to customize your eyes or use the poser. If you’d prefer to be able to have the controls available to you all the time, you can reduce the texture memory the HUD is using in your viewer by simply saving 1 eye texture in all of your memory slots. This will cut the reported render cost (which is only for you, since no one else has to render your HUD) to about 1/3 😉

MATS (Materials)

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This tab is chock full of customization options ranging from RGB tinting and full bright to custom diffuse, normal, and specular maps! The most important thing to note here is the indicator on the right end of the HUD that tells you which layer of the Eyes will be affected by the Materials adjsutments here. By default, it’s set to the Eyeball, but you can use the controls here to change the appearance of the Cornea layer as well! Most of the controls on this page are self-explanatory. You can use various controls to set an RGB tint value, and you can even save up to 10 og those tints for later use by clicking one of the silver down arrows under the picker to assign it to a memory node.

Next to the RGB controls are the Materials Options. BRIGHT toggles Full Bright on and off. SHINE lets you rotate through the old school, pre-materials Shine options. NOTE: Turning Shine on turns OFF Materials. ALPHA sets the transparency. 100 Alpha is SOLID. 0 Alpha is completely transparent. GLOW lets you set the Glow level. Clicking MATERIALS toggles the Materials settings on and off. You may find that some eye textures look better without materials on. GLOSS sets the Glossiness materials level, and ENVIR sets the Environmental Shine level. Color sets the Environment Shine reflection color. When you click the COLOR box, it inherits the ACTIVE RGB TINT. So if you want, say, purple reflections but no tint on the eyes, set the ACTIVE RGB TINT to your purple, click the Materials COLOR box to set it to purple, and then click the white RGB button to clear the ACTIVE RGB TINT back to white.

In addition to being able to use the + and – buttons to adjust the RGB values, you can click SET RGB to be prompted to enter a value. Likewise, if you click on the ALPHA, GLOW, GLOSS, or ENVIR words, you will be prompted to enter a value to set those, as well.

Below those Materials settings, you’ll see 4 Alpha Mode options: MASK, BLEND, EMISSIVE, and NONE. You’re probably familiar with MASK and BLEND from various other mesh parts. In most cases, there won’t be much use for any of these settings, since your eyeball textures will almost always be solid. If you wanted to use some kind of special cornea texture that emulates something like the X-Files black oil, or blood drips or something, you might find that MASK works better to keep your hair form wiping out the cornea later. Likewise, you could use the EMISSIVE mask option with custom textures to make only parts of the Eyeball or Cornea glow. You could also use the NONE option to make a 32bit texture behave as a proper solid 24bit texture on your eyes, if you found your hair was doing the halo thing to your favorite eyes applier. All of these options are provided just in case you need them.

Finally, at the bottom of the Materials panel are the DIFFUSE, NORMAL, and SPECULAR buttons. When you click those, you will be prompted to enter a UUID in a dialog box. If that is a valid UUID, it will apply to your Eyes as a custom map. You can use this to apply your own textures to the Eyeball or Cornea layer, as determined by which is selected on the panel. Custom Eyeball maps -WILL- be saved in a save slot if you use one! Custom maps on Corneas cannot currently be saved. It didn’t seem like it would be that popular, and it made it far too likely that people would accidentally apply cornea textures to their eyeballs, making them seem to vanish, or eyeball textures to their Corneas, which would make it appear the Dilation was no longer working. If this is an option that proves to be in demand, I’ll include something in a future update.

MESH (Edit Mesh/Fitting)

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The Mesh panel is all about adjusting the physical Mesh to make your eyes fit just the way you want them to. You’ll see that the controls are separated into 3 panes: Position, Rotation, and Scale. Each panel has an Increment that is displayed. This increment sets how large the change is when you make an adjustment. The defaults should be pretty good for normal sized avatars. If you’re very large or very small, you may want to change the adjustment. To change the increment, just click on it. You’ll be prompted to enter a new value. Be very careful on the POSITION increment! it doesn’t take much to make those adjustments unless you are truly gigantic! Do remember that the RIGHT EYE/LEFT EYE toggles are in play on this page, so if you only have one enabled, only that Eye will adjust!

Note that for the Position and Rotation adjustments, the button arrows are representative of of what you see cammed in on your Right Eye. It’s fairly obvious that the APART and TOGETHER arrows would be mirrored for the left eye, but this is also true of the Z and X arrows for Rotation!

You’ll notice that on the SCALE panel, there are X, Y, and Z toggles. You can use these to resize the Eyes on 1, 2, or all 3 axii. Just disable any axis you like the size of, and only the ones enabled will change. Clicking the red X will, however, restore all 3 axii to the default scale.