stzaske
01-29-2003, 10:29 PM
Okay I've model my character using perfectly round eyes. These eyes where stand ins, for more complex eyeballs. Now that I am building the more complex eyeballs, I've run into a problem.
My complex eyes are not round, but rather have a sunken iris, a pupil, and I may even add a transparent cornea (though I'm afraid what that would do for rendering times). All I really want is a way to control\dialate the pupil, and a realistic looking glassy reflection off of the cornea area.
My main problem, now that I have eyes that are NOT perfectly round, is that when the pupils drop below the sightline of my eyelids or cheek, the cheek/eyelid shape fills in the space where my characters CORNEA WOULD BE. So I need to find a way to stop this from happening. I can see only two solutions, but I'n happy to hear your suggestions.
Solutions:
1. Go back to round eyes and create the pupils and Iris using a procedural texture. The problems with this solution is that; a. I'm not sure how/if (maybe using MEL) I can easily animate the the pupils being dialated. The other weakness to this solution is that the reflections in the eyeballs will not be realistic, since real eyes are NOT round.
2. Create some sort of influence object, the shape of a cornea AROUND the eye that influences the face and eyelids. The weakness here? I'm not sure how to accomplish it. Can I just make a completely transparent cornea object?
If anyone knows of an elegant solution for animating relatively complex eyes, I'd be interested in hearing about it.
-=STZ=-
My complex eyes are not round, but rather have a sunken iris, a pupil, and I may even add a transparent cornea (though I'm afraid what that would do for rendering times). All I really want is a way to control\dialate the pupil, and a realistic looking glassy reflection off of the cornea area.
My main problem, now that I have eyes that are NOT perfectly round, is that when the pupils drop below the sightline of my eyelids or cheek, the cheek/eyelid shape fills in the space where my characters CORNEA WOULD BE. So I need to find a way to stop this from happening. I can see only two solutions, but I'n happy to hear your suggestions.
Solutions:
1. Go back to round eyes and create the pupils and Iris using a procedural texture. The problems with this solution is that; a. I'm not sure how/if (maybe using MEL) I can easily animate the the pupils being dialated. The other weakness to this solution is that the reflections in the eyeballs will not be realistic, since real eyes are NOT round.
2. Create some sort of influence object, the shape of a cornea AROUND the eye that influences the face and eyelids. The weakness here? I'm not sure how to accomplish it. Can I just make a completely transparent cornea object?
If anyone knows of an elegant solution for animating relatively complex eyes, I'd be interested in hearing about it.
-=STZ=-
