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jeremybirn
09-30-2006, 03:53 PM
This thread is archived.

Lighting Challenge #7 is on-line!

Eyes are possibly the most important part of a character, and learning to light and render eyes convincingly can make the difference between creating an engaging character and making a zombie. To get started, you can download the scene here:

http://www.3drender.com/challenges/

The rules are to shade, light, and render this scene, to look like an eye. All shading and rendering techniques are fine, as long as your model is lit in 3D, with all the illumination and shadows coming from the light sources you add to your 3D scene. (This means basically anything goes except for projecting a photograph of an eye over the geometry...) Any minor tweaks you want to make to the scene are OK. You do not need to use all of the geometry if you find that this eyeball model has more parts modeled than you need. After you've posted your own entries, please share how you did it and try to help other people with their projects.

-jeremy

ShadowM8
09-30-2006, 04:17 PM
Good luck everyone!
I think this time I'll actualy have the time to light this myself.
I'm also looking forward to see your entry Jeremy :)

barrymcw
09-30-2006, 06:42 PM
Looking forward to this one.

However, I've just DL'ed the .obj file and all I see is the patch of skin, no geometry for the eye or the eyelashes.

I don't mind dropping in a sphere & some lashes, but I thought I'd ask if maybe this file was a mistake.

Cheers.

ShadowM8
09-30-2006, 06:46 PM
XSI OBJ exporter didn't allow for NURBS so you also need the IGES file !
Unless Jeremy re-exports from Maya.

jeremybirn
09-30-2006, 06:55 PM
Sorry about that! The .obj problem is fixed. It now has all the models. (Shift-reload the download page and you should see the file size change for the new obj file.)

The obj file has everything converted into polygons. You'll want to do a polygon smoothing operation on the surfaces before you'd render a close-up. Alternately, if you want NURBS surfaces, you can import them from the IGES file.

If people want me to host more file formats, I'm always willing to. If anyone wants to provide me with files for Max, C4D, Modo, or whatever other app you use, then I will host them, and that might make the challenge more convenient for other people who use your brand of software.

-jeremy

barrymcw
09-30-2006, 06:58 PM
Thanks for the quick response. However c4d doesn't seem to be able to open that file, Modo neither.

I'm kicking around the internet a bit and apparently the c4d Engineering bundle supports it, which leads me to believe I can figure out a way to open it with a little work. But I may end up just dropping in that geometry myself. If I do that (I'm gonna be off the computer for the next several hours) I'll post the c4d file for anyone else to use if they like.

jeremybirn
09-30-2006, 07:17 PM
I just added DXF and FBX formats, in case those suit anyone's importers.

Once it's imported (and smoothed if you imported a polygonal format) the geometry should look like this:

http://www.3drender.com/challenges/eye/sideview.jpg

-jeremy

sjmcc
10-01-2006, 12:18 AM
barrymcw: Cinema imports the obj file fine. If you have the option the fbx is actually nicer though. With the obj the axis for all objects in the scene is placed a 0,0,0 regardless of where the object is in the scene. The fbx imports with the axis in the proper place.

barrymcw
10-01-2006, 01:50 AM
Thanks much. The new OBJ works perfectly.

I doubt I'll get a render in this evening, but I'm excited to get started.

Cheers.

Kender
10-01-2006, 02:06 AM
Great, I'll try to do this challenge. Others one were greatly done !
Thanks Jeremy for these challenges!

Leotril
10-01-2006, 02:42 AM
Hello Everybody.. My first post at 3dRender and also first 3d graphics post ever !!

I been playing for Maya and Renderman for 2 months now .. ... Im using Renderman for Maya (RfM) plugin k.

So i change the Skin Surface to Subdivision Scheme and add SubSurface Scattering .. Im also using DeepShadow from Renderman .. No GI or Ray Trace for this yet.. Ill like to work on the Eye Shader maybe changing color .. also i liketo add some bump to the skin..

here's the image
http://img120.imageshack.us/img120/4097/eye2spotsq5.th.jpg (http://img120.imageshack.us/my.php?image=eye2spotsq5.jpg)



Thanks for all the help..

danharing
10-01-2006, 02:59 AM
Thanks for these challenges Jeremy. This looks like the first one I'll actually have time to take a crack at. Thanks again.

Taxman9
10-01-2006, 03:56 AM
Hey, this looks cool, Ill give it a try. Ive got it working in C4D, and I have a file, so let me know where to send it, if you want it.

elte
10-01-2006, 06:43 AM
Wow Jeremy I just finished my candle scene and this has already came up ( I know I was late :p).

I hope to see your entry in this one Jeremy. This is gonna be exciting!

sjmcc
10-01-2006, 07:01 AM
Okay, this is my first crack at this and it needs some work. I'll render a larger version when I have a version that I am happier with. Let me know what you think.

lazzhar
10-01-2006, 10:05 AM
Good luck everyone!
I think this time I'll actualy have the time to light this myself.
I'm also looking forward to see your entry Jeremy :)
I managed to hack his computer and got his entry, here is it:
http://img434.imageshack.us/img434/8537/29616ww5.gif

Dont tell anyone ok?

Looking forward to see what this challenge comes up with, excpecting gorgeous renderings.

MLoDY447
10-01-2006, 06:55 PM
tahnks for another challenge Jeremy :)

just downloaded :) gonna start

good luck everyone

Muthauzem
10-01-2006, 08:22 PM
Okay... :D This is my first time in the Lighting Challenges =D

The scene is very simple and the skin seems to be like rubber =x But I tried my best...

http://img526.imageshack.us/img526/842/olhoqj0.jpg

See Ya =)

Leotril
10-01-2006, 09:20 PM
Nice work guys...

@Mauricio your eye is looking great .. try to put some reflections also SS on the skin all right..

@sjmcc (http://forums.cgsociety.org/member.php?u=68586) nice artistic look ... i like it :)

here's my update
http://img168.imageshack.us/img168/972/eye3newqm0.th.jpg (http://img168.imageshack.us/my.php?image=eye3newqm0.jpg)

I did some work on the skin bump also change the eye color to green using a 3d solid fractal with that .. i change some of the eye materials to blinn n i dont know about that....

I would like to work on a layered shader to give more depth to the eye .. ill do that later when i get some free time..also i like better reflections on the eye like mapping an image ??? i dont know how to do it since im not using GI or Ray trace ,, i get some weird eye look relfections with that.. =(


Chears

Mike RB
10-01-2006, 09:43 PM
Just downloaded the file, assigned basic materials with some sss on the eyes and skin, threw the kitchen hdr in there with an added directional light. Not bad for a start, poor eye image though.

http://www.elementvfx.com/WebDemo/eye01.jpg

Polyphemus
10-01-2006, 10:49 PM
Hi - Here's my first try:

http://img476.imageshack.us/img476/6063/eyexx1.jpg

Image needs work - all crits welcome :). By the way - on my first monitor you can see the colours in the image, on the other it looks rather like a grayscale image. Haven't checked out the image on my laptop yet, but do you guys think I should saturate the image a little more or does it look OK on your monitors :).

- Poly.

jeremybirn
10-01-2006, 11:12 PM
Leotril - Great start! Keep going with shadows of the lashes, reflections, texture, etc.

sjmcc - Good start. Keep going with shadows, skin shading, etc.

Muthauzem - Great start! Keep going with shadows of the lashes, reflections in the eye, skin textures, skin shading, etc.

Mike RB - Nice image. Keep going with developing that skin shader and softening reflections and shadows.

Polyphemus - Good start. If you expose it a little brighter it should work on more monitors. Try to get shadows of the lower lashes as well as the upper, reflections in the eye, texture on the skin and tear duct.

-jeremy

danharing
10-01-2006, 11:30 PM
Crap. Just missed Jeremy's critique. Oh well. This is my first attempt at one of these challenges. I'm still working on the textures, (especially the eyeball itself) but I went ahead and started lighting anyway. I'm going to try to get some SSS on the skin and reflections in the eye. But please crit away. Thanks.


http://i40.photobucket.com/albums/e214/xdharingx/eye_07copy.jpg

jeremybirn
10-02-2006, 01:55 AM
danharing -

That's nice basic lighting. The high contrast really shows off the lack of sub-surface scattering in the skin shader (none of these early entries have had it yet, but you know they're going to start...) there would be a much more interesting, warmer terminator as the skin moves between the bright and dark tones if the skin were a little translucent.

-jeremy

sjmcc
10-02-2006, 02:10 AM
Thanks for the comments Jeremy. Made some changes heres another try. I actually changed the lighting completely because of ridiculous rendertimes. Also made a new eyeshader that still needs some work and tweaked the skin shader a little.http://www.allcinema4me.com/cinema/lighting/Web2.jpg

Leotril
10-02-2006, 03:07 AM
Nice work..

I Change the angle .. using the same settings as my last shot.



http://img90.imageshack.us/img90/373/eye3new2id4.jpg


render time 11 minutes =)

Mike RB
10-02-2006, 05:25 AM
Did a little skin texturing....

http://www.elementvfx.com/WebDemo/eye02.jpg

sjmcc
10-02-2006, 06:21 AM
I like your image Mike RB. One thing that stands out is the two highlights on the skin toward the bottom of the image. They make it appear very plasticy ( if thats a word ).

danharing
10-02-2006, 07:46 AM
Mike RB - I agree with sjmcc. I like the skin texture you have going on, but the specular highlights do give it a bit of a plastic-y feel. Love the eye though.


Thanks so much for the feedback Jeremy. I tried to fake some sss with a fill light and lighten up the terminator. It loses some of the contrast, which I liked, but overall it feels a lot better. Still a ways to go though. I've been noodling with the textures all day, so I'll probably call them done, unless there's something glaring that I haven't noticed because I've been looking too closely. Tomorrow I'll tackle some shaders and see what I can manage. Crits very welcome.


http://i40.photobucket.com/albums/e214/xdharingx/eye_12copy.jpg

jojo1975
10-02-2006, 09:06 AM
This is COOL !!!
Yesterday I started hand painting the pupils, hope to update soon :)
Jeremy if you need it I will send you 3ds Max file with new OBJ.

Jojo

Scizzer85
10-02-2006, 11:33 AM
Ok so this is the first time I have entered anything into the lighting challenges. I actually worked up the guts to show off some of my work. Give me all the crits you want because I know it's just meh. Thanks for giving me a chance though!

-Sean

http://img.photobucket.com/albums/v248/lilsciz/EYEFORANEYE2.jpg

JCBug
10-02-2006, 12:03 PM
Jeremy - Thanks for this new challenge. I am going to try it.

I just come back to the Challenge #5: Under The Boardwalk.
It's an honor to see my work on the gallery, (page 24)
but my name is incomplete : Jean-Christophe
It misses my surname : Jean-Christophe Boujon.

(I hope in myself that you will put my work in the gallery Challenge #6 ;-)
Thank you very much for the time you spend for us.

suchoparek
10-02-2006, 12:21 PM
Hi Folks,
this challenge is very funny to me! Here my first try: the skin is "foam rubberish", tears conduit (well, where tears exit from eye, you know...) isn't texturing yet, and maybe pupil is a little overcasted. Rendered with FPrime level 8, MonteCarlo Radiosity, no lights at all, only HDRI, rendertime ab. 15min. As usual, comments are welcome!
http://img145.imageshack.us/img145/671/occhiorender0001tl7.jpg

Mike RB
10-02-2006, 02:57 PM
Took some of the shinyness down on the skin, and added more SSS

http://www.elementvfx.com/WebDemo/eye03.jpg

elte
10-02-2006, 03:04 PM
Hi Mike,
That's getting along nicely. Some texture would make it as if it's a photo already :)
Hope you don't mind to share the technique once it's done.
Good luck. :)

-lt-

Mike RB
10-02-2006, 03:25 PM
swapped out the eye texturemap...

http://www.elementvfx.com/WebDemo/eye04.jpg

jojo1975
10-02-2006, 09:53 PM
Here my WIP, a tribute to Blade Runner. The eye is all hand painted in PS with the add of the trasparency of the reflected image directly in the texture.
Tomorrow I hope to paint the part of the head in zbrush.
Critics are wellcome :) (especially from blade runner fans)
http://www.webalice.it/giorgio.luciano/CGTALK/eye1.jpg

suchoparek
10-02-2006, 10:22 PM
@jojo: blade runner? I'm here!! Nice idea, if i was you i'd continue this theme, you could lighting all scene as if that eye's really look that panorama, a night-like lighting, you know...

@mike: great! i like particularly eyelashes, but everything is really solid!

ACamacho
10-02-2006, 10:32 PM
@ Mike RB: Very nice image so far! Skin is looking better and the eyes are coming along nice. The only part that stands out for me right now is the shadow in "crevice" above his eye. Seems a little dark. Maybe if it was a bit more colored or toned down a little? But otherwise great:thumbsup:

Here is my entry so far:

http://www.angelcamacho-torres.com/files/challenge/angel_eye_test.jpg

It's a low quality render. Trying to get everything done procedurally....don't have photoshop installed on this computer. The skin is MiSSS material with a few tweaks/bump. And the iris is a network of ramps with some UV noise on them. 1 areaLight and 4 spotLights.

Rendered in Mental Ray/Maya 7. Fire away....

MinaRagaie
10-02-2006, 10:49 PM
:sad:I'm late again...
I'm still working on a brakdown for challange 6... don't wanna miss the fun on this challange, so thought I'd show up here early to see wt's goin' on

@Mike RB Very very Nice Image, espicially for a WIP!!
-The SSS shows very nice warm lines espicially on the inner edge of the eye lead
-I'm wondering how you Got the SSS to work on a non complete head model, Is it a physical SSS?
-the Inner Eye corner should be showing more of a red color.
-The new Texture map looks more natural but There should be a hazzy line around the iris (like the one on the image Jojo1975 posted) - or at least I think so
-I'm wondering also about where that eye is located, the lighting feels like an exterior shot but the eye is catching a reflection of a window from an interior (I'm not saying it impossiable)

Mike RB
10-02-2006, 11:09 PM
Thanks for the comments guys. There is still lots of work to be done...
regarding the lashes... I put a fresnel reflection on them and made them 50% transparent to soften them. Regarding the SSS, modo's SSS dosent require a closed surface, it's happy to scatter nicely on open surfaces.

Leotril
10-03-2006, 12:21 AM
Nice Images.. :thumbsup:

litle update .. did some work on the eyes

http://img268.imageshack.us/img268/8440/eye4mg4.jpg

digdenton
10-03-2006, 02:09 PM
Great job so far everybody, there's some really nice images (as with all the lighting challenges). Here's my WIP, still a lot to be done, but it's coming along.

http://img389.imageshack.us/img389/7442/render5hu0.jpg (http://imageshack.us)

danharing
10-03-2006, 05:39 PM
Very cool stuff being done by all. NIce job.

I've been staring at this too long to be objective anymore. So I'l probably leave it for a few days and see if there's anything new I can bring to it.


http://i40.photobucket.com/albums/e214/xdharingx/eye_18.jpg

ACamacho
10-03-2006, 06:49 PM
update:

http://www.angelcamacho-torres.com/files/challenge/angel_eye_test2.jpg

-tweaked the eye shader and softened the edges. I was thinking of adding more layers to the iris ramp to get more of a veiny feel.

-tweaked eyelashes and added some specular to them.

-added another areaLight to the left.

-still have to add a reflection map....undecided actually.

-added slight bump to eye shader (iris and veins).

Fire away...

MasterZap
10-03-2006, 07:07 PM
http://i51.photobucket.com/albums/f366/MasterZap/eye2.jpg

A Quick hack.... 1000 problems with it... but I'm busy. Later.

/Z

MLoDY447
10-04-2006, 02:54 AM
work guys - ive messed smth with my texture :?

and my eye looks like glass - but i like it :)

http://static.flickr.com/92/260440632_8339c6ba58_o.jpg


JEREMY - i love ur challenges :)

CHeers

Mike RB
10-04-2006, 03:45 AM
ok, I got rid of my sunlight, and broke down my render as far as I am now:

diffuse lighting from the HDR image
http://www.elementvfx.com/WebDemo/eye_diffuse.jpg

subsurface scattering from the HDR image
http://www.elementvfx.com/WebDemo/eye_sss.jpg

reflections from the HDR image
http://www.elementvfx.com/WebDemo/eye_ref.jpg

result with bump and color textures...
http://www.elementvfx.com/WebDemo/eye_result.jpg

ACamacho
10-04-2006, 02:26 PM
@ MLoDY447: Nice image. The skin looks odd to me. Reminds me of cheese actually :) It looks like the specular and bump portions look fine, but the color itself seems too pasty. The eye itself looks good also....and I don't mind the "glassy" look. Illustrative. :)

@Mike RB: Cool breakdown. Don't have much to critique other than the bright rim in the inner part of the eyeball. The overall lighting seems to match much better to the reflections. Great image. :thumbsup:

Hamburger
10-04-2006, 03:26 PM
http://www.kiernanmay.net/images/cgchallenge/Kiernan_Eye.jpg

Certainly is a hard challenge this time round. Here's my first little attempt, done in Maya and I added a slight blur with Photoshop.

@Mike RB That breakdown was great, you've got the skin looking really good especially those subtle bumps.

@Mlody44 That's a lot of detail you've got there and it's working really well, however I'm not too sure about the actual colour.

subcast
10-04-2006, 04:30 PM
The work posted here is really inspiring. This is where I'm at now. not sure what else to do at this point. maybe some dramatic lighting

http://www.subcast.com/posts/eye_01.jpg

ACamacho
10-04-2006, 04:40 PM
Cool images so far guys! Keep up the good work:thumbsup:

@ subcast: Yeah right now the lighting seems flat. Maybe adjusting the light so it comes from more of an angle than frontal. The texture on the eye looks good though. The reflections seem to be a little "too" perfect but a slight bump can fix that.

BarberofCivil
10-04-2006, 06:12 PM
Here's my first posting on this one. This one's tough to get good textures, especially the skin. Some good results so far though.


http://i69.photobucket.com/albums/i52/barberofcivil/Eyeball-01.jpg

behrooz
10-04-2006, 06:43 PM
hello guys , nice done everybody. i like -MLoDY447- version.

this is my first try:

http://xs107.xs.to/xs107/06403/ff.jpg (http://xs.to)

http://xs107.xs.to/xs107/06403/tyt.jpg (http://xs.to)

i know that the skin seems plastic .the human skin(see below) in closeup view seems a little plastic but not as too as my render.

http://xs107.xs.to/xs107/06403/skin_p.jpg (http://xs.to)

legloups
10-04-2006, 07:04 PM
Hello to all, It is my post first one on CG Society and I find this very nice challenge...
Then here are my first tests:
http://www.deltazone.org/~fc4d/images/legloups_legloups-killer-eye.jpg

http://www.deltazone.org/~fc4d/images/legloups_legloups-blue-eye.jpg

Good evening and good courage in all

legloups
10-04-2006, 07:15 PM
The subject of the eye is really well found, but difficult in approached...

ACamacho
10-04-2006, 07:26 PM
update:

http://www.angelcamacho-torres.com/files/challenge/angel_eye_final.jpg

This will be my final.....for now at least. Crunch time again. :) But the changes were:

-highlights on eyelashes.
-Broke up the specular on the cornea.
-added some red from the occlusion to the eye edges (to integrate the eye a little better).

I know it has some issues and may go back and fix them in the future.

@ behrooz: Cool idea on the cat eye. It's original :)

MinaRagaie
10-04-2006, 08:10 PM
@JeremyBirn, I've just posted a breakdown of my work in the last challange, thought I'd let you know about it here.

@MikeRB nice breakdown, I don't know how to composite a sss pass would you mind sharing the technique (if u got time)

Sorry for not sending any feedback.
I've catched cold... (bad timing!!! just when I've finished theat breakdown, and was about to start on challange 7. I'll try to work on that one through the weekend though)

legloups
10-04-2006, 08:36 PM
The image is very beautiful, but the iris doesn't make completely real...

Mike RB
10-04-2006, 08:57 PM
I didn't comp it, I rendered my result image straight out of modo, for the breakdown I just turned stuff off to isolate each effect so you could see what I'm doing.

MSB
10-04-2006, 09:34 PM
Mike RB : can you tell us how did you mange to get that excellent reflection on the eyes?
if possible the shading network for the reflection. thanks.

A question: How do people mange to get high-contrast reflection?, i mean something like bright spot and very weak reflection , is that composting or there's some sort of trick related to modifying the HDRI in HDRI app (like hdri shop).

thanks.

here's my entry.(with little of composting in PS)
http://img124.imageshack.us/img124/1151/composting4comphj1.jpg

raychem2004
10-04-2006, 10:09 PM
Hello,

this is my first challenge. I am impressed by everyone's awesome work and I hope I can be as good as you guys (and gals) in the future. So, here is my submission. I used mental ray rendering in max 8. The skin is sss material and I used raytrace material for the eyeball parts. I know it looks kind of unreal, so I hope I can get some suggestions on how to get the realistic effects I see on this thread. Thanks!

http://www.carbonwood.com/eye.jpg

ACamacho
10-04-2006, 11:07 PM
@ raychem2004: It's a solid start. The lighting is even and pleasant....if you wanted to improve it maybe adding a light on either side to give a sense of direction (how strong is up to you). That might also help add nice specular lighting on the skin/cornea and maybe add a little more form to the iris. Not to mention give some potentially nice shadows from the lashes. :)

Other than that I would suggest changing out the eye(iris) texture for a more detailed one. Hope this helps!

raychem2004
10-04-2006, 11:41 PM
ACamacho: Thanks for the suggestions, I will go back and tweak the image a little. I particularly agree with your suggestion for more specular lighting on the skin/cornea. I've always had some trouble visualizing specular lighting so I will try to improve that. Thanks! :)

jeremybirn
10-05-2006, 04:36 AM
Lots of great renders here! I'll go through and look at all of them. (And I'm dying to try this challenge myself, I think I'll dive in this weekend.)

One technical glitch that jumps out at me is that a lot of people have a gap (black or white) between the eyeball and the tearduct. I think this happens when you make the outer eye layer transparent, but don't make it refractive. If you want to leave the outer eye transparent, and don't want to use refraction, I'd think you could pull out the edge of the tearduct to cover it. But refraction is what pulls the colored pattern from the iris out onto the front of the eyeball, even when viewed from the side, so it could be a good thing to use...

-jeremy

jeremybirn
10-05-2006, 05:49 AM
raychem2004 - Welcome! That's a good start. Right now it's kindof flat and uniform looking in the lighting, and the textures could use some variation as well.

MSB - That's great! Really an eye-catching entry. It passes the "glance test" (that if you just look at it quickly or from a distance, it reads as real). It looks like you have some "one-sided occlusion" that darkens the eyeball without darkening the tearduct next to it, maybe the transition from textured to untextured surfaces is what makes that edge jump out but it would be great if the tearduct could darken and meld more seamlessly with the sclera.

ACamacho - That's great! There's a lot to like already, nice softness to the skin, the lashes look pleasant, there's a sense of wetness in the tearduct area that's very nice. As you say, there are issues you could come back to. The waviness of the iris, the bump pattern on the cornea, making the viens more natural, and the occlusion at the edges of the eyeball are all things you could come back to.

legloups - Welcome! Those are really interesting. If there's an area to really focus on, it's the transitions where the eyeball meets the skin. If you can make those look more organic and well connected, it'll sell the whole image, even with some stylized the colors and textures.

behrooz - Those are looking really good already, I like how you're working on the skin sheen, probably some more color in the skin and softer transitions into the eye will push it even further. I think in some places the bump is a bit much, especially the dent where the reddish spot appears, that looks like it could be a color-only feature.

-jeremy

sjmcc
10-05-2006, 06:27 AM
Okay made a few small updates. Does anyone have any tips on achieving that proper wet look for the eye? Worked on both the skin and eye but still need to keep tweaking.http://www.allcinema4me.com/cinema/lighting/Web3.jpg

jeremybirn
10-05-2006, 07:07 AM
sjmcc - Nice work so far. I think the reflectivity of the eye would work better if it had a brighter environment to reflect. It looks like the eye is reflecting the skin of the lower eyelid more brightly than the environment around it, which is something you rarely see. See if you can get some warmer tones into the skin, too, that could really bring it to life.

BarberofCivil - Good start. Yep, those bump maps can be tricky up-close.

subcast - Yeah, some illumination and shadows would be a big plus. Also, look at the edges of the eyeball and how they blend with the corners of the eye, and see what you can do with the reflection environment.

HamburgerTrain - That's looking great overall. Really it's the edges where the eye connects with the eyeball that need the most detailed attention. Perhaps a little more reflectivity would help the skin as well.

Mike RB - Wow! Terrific work, and I really appreciate the breakdown as well. The eye is starting to look really believable.

MLoDY447 - That's a good start. Using a texture map derived from a photograph can be tricky, especially where the eyelashes that are mapped on don't match the modeled lashes, or where there are little highlights in the map that don't match the reflections we'd expect below the eye. See if you can get some occlusion in the fold above the top eyelid, so it doesn't go so bright there.

MasterZap - I'm grateful whenever you can spend time on these. The skin already has a nice feel to it.

danharing - Good start. See if you can get some occlusion in the fold above the top eyelid, so it doesn't go so bright there. Try to study photo reference for the transition between eyelids and eyeballs.

cg_joe - Good start. The skin texture is somewhat mixed: looking good in places with detail, other places looking stretched out detail, other places less detail more blurred. Maybe the fold above the eye could go a little warmer in color, and the tearduct a lot warmer?

Leotril -Hi! Pinkeye is a disease, isn't it? That looks consistent and organic up to the pupil, but then the cut-off is pure black with a hard edge.

Hannibal Chew
I just do eyes, j'j'... just eyes... just genetic design, just eyes. You Nexus, huh? I design your eyes.

Batty
Chew, if only you could see what I've seen with your eyes.
jojo1975 - Great concept. I look forwards to seeing the execution with z-brush worked in there.

suchoparek - That's a great start. Keep going with more color and reflectivity in the skin, and work on the transition in the gaps at the corners of the eyes.

Scizzer08 - Welcome! Keep going with that project! Add some shadows, tone down the reflections so they look more natural, maybe add some specularity to the skin.

-jeremy

Leotril
10-05-2006, 08:08 AM
@Jeremy.. thanks for the comments i didn get the pinkeye thing :rolleyes:
Im having trouble blendin the inner_iris material with the inner_lens material k.. i change the surface shader material of the inner lens to blin then i try to blend those but if look up close you'll see what im taking about .. it looks like is on top of the iris material .. like a bump or something .. i dont like it :sad:

Im using renderman with maya 7


here's my update
http://img153.imageshack.us/img153/2702/eye4e7gq5.jpg

raychem2004
10-05-2006, 08:10 AM
@jeremybirn: thanks for your advice and encouragement, I'm working to improve the look of the eye.


here's an update on my eye. It still needs a little work on the skin; it's still looking a bit plasticky. But I tried to adjust the light a bit, getting some more specular on the area around the eye. I also swapped out the texture in the the iris. It looks a bit dilated, but I think it looks better than before.

also, kudos to everyone's work! It's very inspiring :)
http://www.carbonwood.com/eye3.jpg

JCBug
10-05-2006, 08:45 AM
Jeremy - Thanks for my name correction.

Mike RB - I really like the iris reflections.

suchoparek - Cool veins...

behrooz - Great work, I like the iris and colors.

Here is my work, I've tried to find a pretty iris, but it's difficult.
The shadows are too hard, but I carry on. Rendered in 1H15 on C4D.

http://www.arctique.fr/production/Oeil-test-06.jpg

jojo1975
10-05-2006, 01:37 PM
Just want to add a tip for all max and zbrush user.
While importing use flip option for the headpatch !
Hope to upload this week-end new version of eye modified in zbrush ;)

MLoDY447
10-05-2006, 04:18 PM
Jeremy - thanks fr advice i just started to working on that.

JCbug - i like the lightning u got here :) :thumbsup:

ACamacho
10-05-2006, 04:42 PM
@ jeremy: Thanks for the critique. Hopefully I'll get some time soon. I'm just gonna redo the iris....wasn't happy with it. Although me being me it'll end up procedural again :D

@ JCBug: Very nice lighting. Very dramatic....the best so far:thumbsup:

JCBug
10-05-2006, 05:27 PM
ACamacho - MLoDY447 - Thanks for your comments !
That gives me courage to improve.

I've done another version, but less dramatic, maybe worse ?

http://www.arctique.fr/production/Oeil-test-11.jpg

MLoDY447
10-05-2006, 05:50 PM
JC - its not worse :) i like it as much as previous :)


http://static.flickr.com/105/261555952_ba1afce88c_o.jpg






http://static.flickr.com/101/261555948_308b6ead12_o.jpg


:)

JCBug
10-05-2006, 06:37 PM
MLoDY447 - Incredible textures ! It's surreal, a little surgical... Good job !
Did you add eyelashs ? How did you made them so reals ?

I've done some changes on the shadows.

http://www.arctique.fr/production/Oeil-test-07.jpg

MLoDY447
10-05-2006, 07:52 PM
JC - thx :) i didnt add any i just moved them closer to the eye edges and I moved them deeper in the skin :) the light which is casting shadows is faking that :)

Im just making breakdown so u will see from the begining

BarberofCivil
10-05-2006, 09:46 PM
New render. I don't know what's wrong with this guy, some sweating condition, likely caused by having rubber for skin...

http://i69.photobucket.com/albums/i52/barberofcivil/Eyeball-02.jpg

SousaDavid
10-06-2006, 10:50 AM
JC your image is beautiful like this, the shadows are good.

top JC :D

Diabolos
10-06-2006, 01:26 PM
As you can tell, from the candle light challenge, I like vampires - so here is my interpretation...

D,

http://i100.photobucket.com/albums/m34/diabolosgermany/eye_challenge.jpg

Scizzer85
10-06-2006, 06:09 PM
hHey thanks for the input. I redid the skin texture to make it look less uniform and I turned the specular higher on it. Also I made the outer eyeball more of a glassy texture but I still am having problems getting that "wet" look for the eye. Anyways I made some changes and I am happier but still not satisfied :)

http://img.photobucket.com/albums/v248/lilsciz/EYEFORANEYE2-1.jpg

ACamacho
10-06-2006, 09:41 PM
@ JCBug: Very nice like the others! One thing you might want to add is maybe add a little more warmth to the dark areas of the skin. Notably in the dark area in the upper eye. Nothing major but maybe more of a colored falloff instead of going straight to black. Still very cool. :)

@ MLoDY447: I can't wait to see your breakdown dude. :) Skin looks a little pasty still for my tastes but it's got a cool style now. I can totally see that being an awesome poster.

@ Diabolos: Cool take on it. Would be nice if the iris had some specular hits on it (and darker).

In the process of recreating the iris I decided to start over. :P But I want to try and finish the other one too. Some very awesome renders guys!


***EDIT***

here's the new one (inspired by you guys :) Had to try the angled camera approach. ). Rendered in Mental Ray and even takes alot less time than the previous one:

http://www.angelcamacho-torres.com/files/challenge/iris_test1.jpg

-redid the iris shader. Tried to add more variation.
-redid the skin shader. Still miSSS but more 3d textures mixed in.
-One arealight for the key anda spotlight for the main fill (the rest of the fill comes from the SSS).
-added DoF in post.

Things to add (when time allows I guess):

-little more variation on the skin.
-more veins in eyes.
-eyebrows
-background.

Fire away....

behrooz
10-07-2006, 12:48 AM
@ ACamacho- very nice done the first one was great. but in your new render, around the iris is too blured. i waiting for see your completed version.
@ jeremy- thank you for your useful critique. i correct some of those.
@ JCBug- for me you are the best so far.i like your lighting. you just need some correction on skin color.

here is my new one:

http://xs207.xs.to/xs207/06406/eye_try2.jpg (http://xs.to/)





vbmenu_register("postmenu_3904123", true);

Weepul
10-07-2006, 03:34 AM
Very nice, behrooz! :) Though I'm left wondering how much of the shading is rendered, and how much is due to the image map... Could you show it with, for example, sidelighting?

MasterZap
10-07-2006, 07:30 AM
Aaaah... so much great SKIN, so little good EYES.

Here's a big thing you need to think about. GAMMA/TONEMAPPING and FRESNEL.

Most eyes here look like the reflections are added in a gamma=1.0 image, then displayed on a gamma=2.2 screen. One needs to render in a proper gamma, or use some tone-operator that is suitable for converting physical light values to something displayable on a computer screen (and no, multiply by 255 ain't it ;) )

Also... many eyes reflectivity seems to lack the fresnel-effect.

And as much as that last cat-eye is "different", something is off with a slit-style eye that has a visible sclera.... in cats and other "slit-eyed" animals you generally only see the iris...never the sclera.

Alas, many attemps here readily outperform my meager one, but I'd just thought I'd throw in my half-a-cent. ;)

/Z

raychem2004
10-07-2006, 07:48 AM
@behrooz: that skin looks awesome!

stoopdapoop
10-07-2006, 08:53 AM
Hey, Here is my current work in progress. I have to try to make the eye coloring look more natural, But I think the skin is looking alright.

http://i32.photobucket.com/albums/d38/dreamlandkirby/testingnofg.jpg

ACamacho
10-07-2006, 11:33 AM
Aaaah... so much great SKIN, so little good EYES.

Here's a big thing you need to think about. GAMMA/TONEMAPPING and FRESNEL.

Most eyes here look like the reflections are added in a gamma=1.0 image, then displayed on a gamma=2.2 screen. One needs to render in a proper gamma, or use some tone-operator that is suitable for converting physical light values to something displayable on a computer screen (and no, multiply by 255 ain't it ;) )

Also... many eyes reflectivity seems to lack the fresnel-effect.

And as much as that last cat-eye is "different", something is off with a slit-style eye that has a visible sclera.... in cats and other "slit-eyed" animals you generally only see the iris...never the sclera.

Alas, many attemps here readily outperform my meager one, but I'd just thought I'd throw in my half-a-cent. ;)

/Z

About the gamma, I assumed the proper way to do that was to set the gamma to .454 (in mental ray at least). 1.0 / 2.2 Gamma.....so I am assuming this is correct? Did it for both images and it actually washed out my procedural shaders (thought it did that to just file textures)....had to town down all the colors by half (really dark).

In the candle light challenge I actually set the MR gamma to 2.2 and assumed it was correct (was trying to wrap my head around the concept of correct gamma). :D

@behrooz: Very nice image! One thing that bothers me though, is that the whites of the eye are blowing out a little much....compared to the lighting on the skin. Then Master Zap's advice about the iris. Which I forgot about :P Still looks really cool though.

About the blurry edge, I did that because of some reference pictures a coworker here took of my eyes. Tried to get that soft, somewhat milky appearance. But it might be a bit much. Thanks for the observation.

Hopefully sometime on the weekend I will post an update...

JCBug
10-07-2006, 02:46 PM
@ SousaDavid - @ ACamacho - @ MLoDY447 - @ behrooz

Thanks a lot !!! For your encouragements and your analysis !
I am very proud of your choice. It's the first time for me.

@ behrooz - Your skin is great, but too much realistic, (the skin spot)...

@ ACamacho - Amazing picture ! The dof is a good idea. Perhaps the specular is hard.

@ BarberofCivil - Good job. Very (so) wet !

@ MLoDY447 - I really like your picture. The skin should be more soft ?

For my work, I've tried with a blue iris...
And add some displacement mapping on the eye slash to do more realistic.
I've changed the HDRI reflexions and the ocular globe textures.
(excuse me for my english)

http://www.arctique.fr/production/Oeil-test-13.jpg

ACamacho
10-07-2006, 04:42 PM
@JCBug: Pretty cool. :) I prefer the previous eye texture...just because I liked the color scheme you had going. But the eye shading itself looks much better here. The skin might feel a little on the warm side(style choice I know) and overall I like the lighting in the previous one. This one is nice too though:thumbsup:

update:

http://www.angelcamacho-torres.com/files/challenge/iris_test2.jpg

Changes:

-added eyebrows.
-tweaked veins in the eye so it's more visible.
-added background.

Had to render the eyebrows in a seperate pass because MR is having trouble with rendering shave hairs. And somehow whether I've been looking at the reference photos or coincidence, it's looking more like me. :scream: Will update the other one soon...

Fire away...

lotusexige
10-07-2006, 06:45 PM
OK I'll wade in, 7 pages late, and join the challenge :)

Here is my attempt so far.

Obviously very little work done on the skin. I need to sort out the specularity on the edges where the eye meets the skin so make it look right - but I am having trouble with my specular shader at the moment.

Anyway enough excuses:

LiquidStorm3D
10-07-2006, 09:51 PM
Some really nice submissions on this one, good job to everyone. I especially like ACamacho's render, looks real nice :thumbsup:

This has to be the creepiest challenge I've ever seen, so many eyes, just staring at me... AHHH!! :argh:

I'll try to have something in this week, been rather busy lately. I have the file, just need to set it up and then do some texturing and tests.

sjmcc
10-08-2006, 06:40 PM
Wow I lot of really nice stuff going on here. Jeremy I took your suggestions and made some small changes. Did some work on both the eye and skin shader. Any input to help improve this is welcome. Learning a lot from this.http://www.allcinema4me.com/cinema/lighting/Web5.jpg

jojo1975
10-08-2006, 08:26 PM
Here's an update. Light "helped" with photoshop. Still to tweak the eyelash and rubber color,
but satisfied as it is coming. Comments are wellcome :)
Jojohttp://www.webalice.it/giorgio.luciano/CGTALK/eye2.jpg

elte
10-09-2006, 03:17 AM
@Acamacho
Damn u always amaze me! Love the skin color and eye texture. The only annoying part so far is the eye highlight.

nmcelmury
10-09-2006, 09:03 AM
Great looking stuff on here guys, keep up the good work! :thumbsup:

nmcelmury
10-09-2006, 09:09 AM
Here is what ive got so far, this is the first challenge ive participated in and with graduation around the corner i hope to be a part of more. Comment or critique if you are so inclined! Great stuff guys!

http://i18.photobucket.com/albums/b118/nmcelmury/cgTalkLighting.jpg

Diabolos
10-09-2006, 09:12 AM
ACamacho - thank you for taking the time to comment, your last render looks very nice (DOF to the background, is a nice solution to make up for the missing geometry). I would like to update my render, but am not really sure what you mean by "specular hits"? Are these the white circles you paint in photoshop to fake/force a glare???

Thanks,

D,

ACamacho
10-09-2006, 03:26 PM
@ Diabolos: Sorry for making it seem confusing. What I meant was making the iris more interesting from that angle. Not sure if it would be realistic but just from an asthetic view....maybe adding some variation of light in the iris? Right now it feel very flat.

@ nmcelmury: Nice! I think your the first to add makeup. :) The skin is blowing out a little much in the eye region making it look like plastic...the overall lighting is pretty cool though.

update:

http://www.angelcamacho-torres.com/files/challenge/iris_test3.jpg

changes:

-lowered the eye highlight strength. Should fee more natural I think.
-tweaked skin so the specular wasn't as strong.
-added more hair to the left portion of eyebrow.....so it doesn't feel like they tweezed their brows too much. :)

It's subtle compared to the last one. Think I am satisfied for now on this one. Now to finish the other one....

KIDI
10-09-2006, 04:36 PM
@ ACamacho- very nice done the first one was great. but in your new render, around the iris is too blured. i waiting for see your completed version.
@ jeremy- thank you for your useful critique. i correct some of those.
@ JCBug- for me you are the best so far.i like your lighting. you just need some correction on skin color.

vbmenu_register("postmenu_3904123", true);

amazing shader, it's looks like a photo :scream: .
how did u get that skin look ?

LiquidStorm3D
10-09-2006, 10:58 PM
Wanted to post something, since I'm a bit late into the challenge, so here is a progress image.

I haven't touched the eyeball yet, just working on the skin. The texture needs some adjusting, mainly on the upper eyelid. The texture shows up fine in photoshop, and will look correctly in Maya with a lambert shader, but with the SubSurface Shader, it gives me that weird reddish border. I'll have to look into it and see if I can get rid of it.

The shader is coming along well, I'll probably lighten it up some so it doesn't darken out so much in the shadow area or maybe add another light to brighten it up. I was thinking of doing some normal mapping on it, but since the image is mostly a front shot, I'll just go with bump mapping instead.

The image is very poor quality, lol. It's set to Draft and Final Gather is only at 50. Even with those settings, it took 15min to render it out :argh:

http://liquidstorm.onestop.net/LiquidStorm-CGTalk.LC7-1.jpg

Another update tonight or tomorrow.

Tekano
10-10-2006, 02:57 AM
Wow, couldnt resist, most eyes are 'looking' great so far (ha ha) would like to crit some later perhaps. here is my version, Firstly I gathered a few render regions to show progress

http://img101.imageshack.us/img101/9574/regionprogressnn0.th.jpg (http://img101.imageshack.us/img101/9574/regionprogressnn0.jpg)

1. default lighting
2. Final Gathering
3. Tweaking FG
4. Adding lights with FG
5. First SSS skin pass
6. Tweaking
7. Tweaking
8. First texture attempt

And here is a quick comped one with ambient occlusion blend. Still got a lotta tweaks and texturing to go, its all soo subjective, an eye really innit. I should look at reference more to nail stuff down rather than endless variations on a whim. :)

http://img144.imageshack.us/img144/2671/progressrs7.th.jpg (http://img101.imageshack.us/img101/9987/progresski8.jpg)

LiquidStorm3D
10-10-2006, 05:48 AM
Quick update.

Adjusted the lighting and moved the camera a little closer. There was too much empty space on the left. Got rid of Final Gather, didn't really need it. I fixed up the texture problem on the upper eyelid and towards the outer edge. I adjusted the SSS shader to give a warmer color.

Overall, I think it looks much much better. I got rid of the eye color so that I could see the skin better. I still need to make the specular and bump maps for the skin, then work on the eye texture. I'm also going to add geometry over the eyebrow in the texture, fix up some texture areas and do some small adds on the eye area.

http://liquidstorm.onestop.net/LiquidStorm-CGTalk.LC7-2.jpg

Another update on Thurs probably.

jojo1975
10-10-2006, 08:05 AM
@Tekano thanks for posting the passes, today I wil render something and try to composite :)
to all really great work in this challenge but we have to still break the first page !!
:)

ello23
10-10-2006, 12:42 PM
wow, pretty entries have been made here. i specially like how ACamacho made that wet parts !

here is my first try

achromatic
10-10-2006, 01:44 PM
acamacho- well rendered
amazing place to develope skill of rendering.
keep it up every one

Leotril
10-10-2006, 10:13 PM
Nice work everybody...

-I did some changes on the lightning, skin color and SSS..
- Im still having problems blendin my pupil ..

this render took about 1 hour and 30 min (i need to improve that...i got 2 lights an they are closer to the eye now ..the spotlight has a lightfog attach k) . my previous render on page 5 was a 10 min render k...

http://img281.imageshack.us/img281/8645/eye5dyc2.th.jpg (http://img281.imageshack.us/my.php?image=eye5dyc2.jpg)

ill work next on : Reflections (The reflection map im using doest match the new lighting) , fresnel effect, skin wet , etc

jojo1975
10-10-2006, 10:21 PM
It's too bad she won't live... but then again who does ?
http://www.webalice.it/giorgio.luciano/CGTALK/eye5.jpg

Leotril
10-10-2006, 10:30 PM
@jojo... That's just Fantastic !!!

MSB
10-10-2006, 10:36 PM
Thanks jermey for helping us out in here.

ACamacho (http://forums.cgsociety.org/member.php?u=56470) : i think you should work on the specular , its really strong, I believe it needs more reflection details ,not only area light reflection or (light reflectors).

Leotril (http://forums.cgsociety.org/member.php?u=233998) : look at refecrnece images, eyes aren't red at all ,but white.They do have red veins and slight reddish.

here's my new entry


http://img146.imageshack.us/img146/5065/test6kn9.jpg

Leotril
10-10-2006, 11:49 PM
@MSB .. thanks for noticin that.. ill look into it. i was using a red noise is probablyto intense..

i want to share this other render .. this was render befor my render onm page 5 and i overwrite that file so is gone :sad:
http://img121.imageshack.us/img121/6388/eye4e2mn0.th.jpg (http://img121.imageshack.us/my.php?image=eye4e2mn0.jpg)

nmcelmury
10-11-2006, 05:45 AM
Hey guys here's another update, stuff is still looking amazing! Keep up the posts!

LiquidStorm3D - looks great, your skin texture looks amazing, can't wait to see what you do with the eye itself!

ACamacho - Skin texture looks great! I really like what you have going on with the reflection in the eye too. I guess the only thing i might touch up would be the eyebrows, they seem a bit too scraggly if thats the word...But either way looking really great :thumbsup:

Here's my update, I toned down some of the spec in the skin and bumped up the reflection in the eye. I added some more veins to her eyeballl and ramped a bit of fractal noise around it to give it some randomness. My texture around the eye still needs some work along with the eyebrow.
http://i18.photobucket.com/albums/b118/nmcelmury/cgTalk_Eye2.jpg

Leotril
10-11-2006, 09:41 AM
UPDATE

Fixed :
- I think i added fresnel .. im not sure
- Red eye
- Rendertime now 20 min

Problems :
- i got some pixelation now ..

http://img134.imageshack.us/img134/6369/eye5emp9.jpg
Keep them coming !

ello23
10-11-2006, 11:58 AM
hi again, i tried again, i think the eye itself looks much better now. i did two versions.

achromatic
10-11-2006, 06:37 PM
so many lovely rendering.
this is from me

LiquidStorm3D
10-11-2006, 08:53 PM
Another update.

The main changes are the eye texture and a bump map on the skin. I moved the lights around again for a better look, the lighting spreads out more. The skin texture was modified a bit to reduce some of the redish color and fix up the eyebrow placement.

The bump map is a work in progress, I think it's a little spread out and a lil strong on the nose bridge and the inner part of the eye. The upper eyelid bumping needs to be smoothed out a bit and the eye is just the iris over an offwhite color, veins coming soon. I still need to work on a specular map, right now it's just a light bluish color, but it seems to work well overall.

http://liquidstorm.onestop.net/LiquidStorm-CGTalk.LC7-3.jpg


@Leotril - what resolution is your texture for the eye? Since the shot is very close, you need to make the map kinda big. You'll get the pixelation if it isn't detailed enough/too small.

Leotril
10-11-2006, 09:23 PM
@LiquidStorm .. I notice the pixelation on the eyelashes mostly.. the scene resolution es pretty low.. im using procedulars on the eye so resolution es not a problemi i suppose.. thanxl for coment

LiquidStorm3D
10-11-2006, 09:32 PM
@LiquidStorm .. I notice the pixelation on the eyebrows mostly.. the scene resolution es pretty low.. im using procedulars on the eye ok so i dunno what u mean by texture k.. thanxl for coment

If it's procedurals, then there shouldn't be pixelation. I'm probably wrong thinking it's about the eye itself, maybe you mean the eyelashes. What program are you using? Try increasing the anti-aliasing settings and it'll fix up.

My pixelation is done on purpose :) I'm going to make geometry on top of the eyebrow from the texture, it's just there so I can get the placement and it'll fill up some of the empty space from the geometry. Still much to do.

Leotril
10-11-2006, 09:41 PM
If it's procedurals, then there shouldn't be pixelation. I'm probably wrong thinking it's about the eye itself, maybe you mean the eyelashes. What program are you using? Try increasing the anti-aliasing settings and it'll fix up.

My pixelation is done on purpose :) I'm going to make geometry on top of the eyebrow from the texture, it's just there so I can get the placement and it'll fill up some of the empty space from the geometry. Still much to do.

Sorry for the spelling .. my english very poor and i forgot some things..

Im using maya 7 with renderman .. my settings are like pixelsamples 8 for the aliasing .. i forgot the other too maya is closed :) .. the things is that my settings where the same as before and i got that pixelation now..

I need to work on the eye is looking pretty dark but that was on purpuse .. my lighs all got the specular off for now.. i think i add sme next..my skin sucks right now .. not so much detail but i got some SSS there..

LiquidStorm3D
10-11-2006, 09:52 PM
Well, the difference between your other render and your new one is that the camera is a lot closer. It's kinda like a video game, when you're away from the wall, it looks great, but when you get closer, the texture gets stretched out and pixelated. It's the same kinda thing with rendering, but I'm not sure why a setting of 8 wouldn't give you smooth results. Reminds me of finalRender, it also gives some unsmooth results with common settings.

Try doing a test with Maya software and see if it might be Renderman that's causing the problem.

Tekano
10-11-2006, 11:00 PM
Update:

heres the texures made and used and the latest composite with occlusion and basic specular pass
http://img249.imageshack.us/img249/959/texturesprogressar2.th.jpg (http://img249.imageshack.us/my.php?image=texturesprogressar2.jpg) http://img249.imageshack.us/img249/509/progress02zb0.th.jpg (http://img249.imageshack.us/my.php?image=progress02zb0.jpg)

am still having to work on textures for wrinkles, do some more hair / eyebrows more wetness and eyeball viens. hmm that sounds like a recipe for getting old, havnt decided if this is to be male or female even yet. need to work on 'motivation' of this subject more, still hazy on what it/he she needs to be doing.

nevertheless am enjoying this thread and still trying to take all the entries in.
[/url]

[url="http://img249.imageshack.us/my.php?image=progress02zb0.jpg"] (http://img249.imageshack.us/my.php?image=progress02zb0.jpg)

Weepul
10-11-2006, 11:21 PM
Alright, so I'm trying to get this thing scaled to real-world dimensions to aid me in visualizing SSS penetration and such. I've searched online and many sources say the human eyeball is about 1 inch (2.54 cm) in diameter.

Um, what?

I can hold a tape measurer up to my eye, and the eye OPENING is more than that - about 3cm wide - and of course the eyeball is larger than the eye opening.

Does anyone know what's up?

LiquidStorm3D
10-12-2006, 01:16 AM
Alright, so I'm trying to get this thing scaled to real-world dimensions to aid me in visualizing SSS penetration and such. I've searched online and many sources say the human eyeball is about 1 inch (2.54 cm) in diameter.

Um, what?

I can hold a tape measurer up to my eye, and the eye OPENING is more than that - about 3cm wide - and of course the eyeball is larger than the eye opening.

Does anyone know what's up?

I did a search and found similar numbers. 2.5cm, 25mm, about 1 inch. It sounds and looks pretty accurate to me, but keep in mind that it's an average size and won't apply to everyone.

http://hypertextbook.com/facts/2002/AniciaNdabahaliye1.shtml

Oh and for anyone wondering what the refractive index for an eye is... I've found sources that say 1.44 - 1.48, so try using those numbers on your cornea.

Weepul
10-12-2006, 03:36 AM
Well, I tried scaling it so the eyeball was about that size, and it looked small relative to the size of a millimeter/centimeter. That's what prompted me to question the number and break out the ol' tape measurer. ;)

jojo1975
10-12-2006, 08:39 AM
@Liquidstorn, which software are you using for texturing zbrush ? since I've noticed a very small pixelation on the high left part of the image. you can avoid it applying a 0.01 blur in the diplacement map inported in 3ds (or maya) you can find a complete discussion about the problem in zbrush central. i've a lot of problems texturing because often the maps "mess", using GUV, but I've solved everything RE-importing the obj (I really dont' know why but it worked).
Great work everyone and thanks for the info about IOR. I've I have time i will rerender (Iguess I used 1.31) even if I'm quite satisfied with the results obtained and I will post the link of a step-step tutorial I'm working on (including pass composite in vray which I'm going to remake)
Great work to everyone. Keep rendering :)
HEY ! Where's Jeremy ? ;)

JCBug
10-12-2006, 10:56 AM
@ LiquidStorm - Very nice entry, I like the iris and its reflexions, the skin should
be more realistic with a new texture.

@ ACamacho - Always a nice picture, but the specular is very hard and bumped.

@ Tekano - Good work, nice iris, there is a strange white halo around the iris.

New update :
For my work, I've used SSS for the eye with 15% penetration and 5% for the skin.
I've tried another version with a brown iris, and a large pupil (more emotion and
more dramatic with this lighting and harder shadows).

The hole of the pupil is a REAL hole, and we can see into the ocular globe.

http://www.arctique.fr/production/Oeil-test-15.jpg

But I still like the blue one. Fresher. I've noticed the pupil dilation is very important.

http://www.arctique.fr/production/Oeil-test-13.jpg

BarberofCivil
10-12-2006, 01:31 PM
I did a search and found similar numbers. 2.5cm, 25mm, about 1 inch. It sounds and looks pretty accurate to me, but keep in mind that it's an average size and won't apply to everyone.

http://hypertextbook.com/facts/2002/AniciaNdabahaliye1.shtml

Oh and for anyone wondering what the refractive index for an eye is... I've found sources that say 1.44 - 1.48, so try using those numbers on your cornea.


More information than you'll likely need about modelling the optical characteristics of an eye:
http://hyperphysics.phy-astr.gsu.edu/hbase/vision/eyescal.html

The cornea itself is 1.376 and the gap between the lens and the cornea (aqueous humor) is 1.336.

For eye dimensions, "How Stuff Works" has it as (approx.) 1in wide x 1in deep x 0.9 in high (http://health.howstuffworks.com/eye1.htm)

LiquidStorm3D
10-12-2006, 06:16 PM
More information than you'll likely need about modelling the optical characteristics of an eye:
http://hyperphysics.phy-astr.gsu.edu/hbase/vision/eyescal.html

The cornea itself is 1.376 and the gap between the lens and the cornea (aqueous humor) is 1.336.

For eye dimensions, "How Stuff Works" has it as (approx.) 1in wide x 1in deep x 0.9 in high (http://health.howstuffworks.com/eye1.htm)


Cool, thanks for the links :) All the ones I've found say it's around 1.4 or so, but I could try 1.35 or sumthing.

@jojo1975 - The texturing is all done with photoshop, I haven't used zbrush for it, but I probably should. I'll try some zbrushing on it for my next version.

egoman
10-12-2006, 06:38 PM
http://www.egostudios.se/images/eye_01.jpghttp://hem.bredband.net/egostudios/images/eye_01.jpg
First render. The skin texture is just a temporary procedural until i get time to paint one.
I'm not very happy with the upper eye lashes, so if it's okay with everybody I'd like to remodel them. Think that would be within the guidelines.

/Andreas
http://www.egostudios.se/images/eye_01.jpg

Leotril
10-12-2006, 10:37 PM
UPDATE

Fix
-added contrast to the iris
-more light

http://img79.imageshack.us/img79/9964/eye5fmg2.jpg
cant talk righ now.. later

jeremybirn
10-13-2006, 02:23 AM
Leotril - That's nice, but I think the HDRI reflection doesn't exactly match the lighting. Look along the top edge of the eye, and there's a shadow, but the shadow doesn't seem to block the reflection of the top of the courtyard, so you get a really bright reflection right where you'd expect a reflection of eyelid or eyelashes instead. Also, the reflection looks like the light should be coming from overhead, and yet the light seems to be so low/frontal that the lashes cast shadows onto the eyelid without any lash shadow on the eyeball?

egoman - That's looking really good already! I agree the lashes could be improved, model changes or replacement with hair/fur solutions are OK, but in your case maybe just a different shader so the upper lashes have some sheen to them instead of pure black might help alot. Your transitions are working well overall, although the edge of the tearduct might fade a little more softly into the eyeball if there weren't that little rim of light along the edge.

JCBug - The blue-eyed one rocks! Since you've got such a detailed, realistic map on the tearduct you'll have to add to the skin texture to make that edge reddish also...

-jeremy

jeremybirn
10-13-2006, 04:49 AM
Tekano - Those are great textures, thanks for showing them. Thanks for the nice breakdown of elements before, too, it really adds to the thread! I think you should focus on the connection between the eyeball and the eyelid/tearduct around it, I agree it needs more wetness there like you said, try to make that look more wet and organically connected, and then maybe create some shadows.

LiquidStorm3D - Nice attitude. It's like "I wouldn't want to mess with her!" Maybe you can edit the eyebrow out of the texture map entirely, replace it with something else or just frame a bit tighter. The bump map seems like about the right amount for the specular highlights, but is too much on the diffuse shading. The eyeball is good except for the connections to the edge of the eyelid seem to have some dark gaps in places.

achromatic - Welcome! Keep going with shadows & fit the eyeball into the socket really well.

ello23 - Welcome! I think the furry one looks promising, why don't you keep going with that?

nmcelmury - Nice! I think the tearduct area is going too dark, and it would be good to get some shadows or occlusion or self-reflection to darken around the edges, especially the upper edge of the eyeball.

MSB - Nice scene, I like the softness. Maybe the very darkest parts of the skin, like the fold above the eye, could be given just a little warm pink light? Some pink in the texture around the eye and tearduct would help too...

jojo1975 - Terrific! What fun. I wonder if the lighting on the eye itself could have some of those little red/yellow lights adding highlights and shadows in places, from all that bright stuff blowing out of the eye.

ello23 - Welcome! Good start. It seems like you have 2 golden tearducts?

ACamacho - Terrific stuff! I love the "wet" layer adding highlights around the edges.

zildjian - That's great! I agree, more work on the skin, connection, would help.

stoopdapoop - Welcome, if I didn't say before. That's a good start. Keep going with the connection to the eyeball, the textures...

behrooz - Terrific! What a great image! Since your other textures are so real, I hope you can do something to the tearduct. That red dot looks a little too saturated or too bumped.

Scizzer08 - Welcome! That's a good start! Keep going on the highlights/reflections in the eye, and try to get some color into the skin.

Diabolos - Nice!

BarberofCivil - Well, the porcelin eye is interesting...

MLoDY447 - Those are terrific!

-jeremy

MLoDY447
10-13-2006, 01:04 PM
Hi there lightning and texturing freaks :) sorry for no breakdown this week i was just too busy - on weekend ill post it. I promise !!

JCBug - ur getting better and better :)

JCBug
10-14-2006, 12:54 PM
@ MLoDY447 - Thanks a lot ! I like your work too...
Jeremy, did you like my precedent pictures ?

yolao
10-14-2006, 02:04 PM
Hi Jeremy.

One question:

In the first page on this thread you show a wireframe picture from the side of the eye and the face segment, there it seems that the eye have two pieces of geometry, the cornea and the sclera/iris eyeBall, but i download the file from your website and now it has several pieces of geometry: iris/sclera, cornea, outer eyeBall, lens, inner retina.

Well, my question is that normally i see that people just use two pieces of geometry, one for the cornea and the other for the inner sclera/iris eyeball with the iris part pust it in.

What would be the advantage of use several pieces of geometry intead of just two?...is there any changes on the end result?

thanks

jeremybirn
10-15-2006, 04:51 AM
Hi yolao -

Use whichever geometry you want in your entry, there is no requirement that all parts be visible.

-jeremy

neonbulbs
10-16-2006, 02:53 AM
Wow! Lots and lots of great image from you guys. Great Work! I hope I'm not late. This is my first try on the challenge. I've put some basic textures on the eye and rigged a different color scheme to the scene's lighting to make more dramatic.

Please tell me what u think guys. Thank you and keep on lighting!

http://www.geocities.com/neonbulbs/Eye_Challenge.jpg

JCBug
10-16-2006, 09:37 AM
@ neonbulbs - Wonderful picture ! I like the skin rendered
with the two colored lights, and their visibility in the eye.
The dof is unreal, but pleasant. The pupil should be larger
because of the weak lighting. Be careful, the bump of the skin is big.
Very good work.

Diabolos
10-16-2006, 02:32 PM
Hi,

Just wanted to do another fantasy eye - there are so many great entries - One cannot compete against you guys, rather stand with you.......

D,

http://i100.photobucket.com/albums/m34/diabolosgermany/eyeHulk.jpg

jojo1975
10-16-2006, 07:51 PM
Ok here's my last I think, I've changed a bit the IOR of the eye, and changed a bit camera to "match" the Blade Runner one. Added also some lights (thanks to jeremy for the suggestion). Next weekend i will make a vray tutorial about skin, since I've tried a lot of settings (even if not used here). Really great stuff to all and remember it's all in the eyes ;)


http://www.webalice.it/giorgio.luciano/CGTALK/eye6_s.jpg
And just for the curious
here's how the projectin map worked (I know a little part is missing but i didn't need in the final image)
Waiting for the next challenge, working on a new image.
Cheers
jojo
http://www.webalice.it/giorgio.luciano/CGTALK/eye7_s.jpg

@NeoBulbs the relfection in the eye are really cool and even the lights even if so red scares me a bit ;) can we see also a "quiter" version ?

BarberofCivil
10-17-2006, 04:31 PM
No specific comments at this time, been rather busy and not had a good look. Looks like some good images from what I've seen though.

A new render by me. Toned down the plasticiness of the skin a bit I think, haven't bothered with any SSS (bit of a bear to render at the kind of settings I was trying). I think the vein normals are abit overdone on the white part.
Difficult to get the feeling of depth in the iris even though it is there. Some of you seem to have it pegged though...

http://i69.photobucket.com/albums/i52/barberofcivil/Eyeball-03.jpg

ACamacho
10-17-2006, 07:51 PM
I haven't had time to update the first eye entry but wanted to say that there are some very nice entries that have come up! Great job keeping the thread alive and kicking. :) Hopefully will try to post update soon.

keep it up!

neonbulbs
10-18-2006, 02:13 AM
@JCBug: Thanks for reminding me about the pupil. I kind of forgot to observe the impact of my lighting to the natural eye behavior, I will fix it as soon as I have the time to do it. By the way, I know that DOF was unrealistic, that's because I've used separate depth image to control it and the plugin which created the pass is not very realistic. Right now I'm still finding a way to separate the DOF lens shader to a different pass and it's probably much more realistic, because the lens shader has a similar parameter like a real camera.

@Jojo1975: Thanks for the comment. Well, I used the red light just to try a different color scheme to light the eye and the face, before I light the scene I kind of browsing lots of reference like pictures and movies. And from that on, I decided to try to light the scene as if the whole character was in some underground tunnel or something. I also used blue lights gradient just to give coolness and balance to whole image. Oh by the way, what did you mean with "quiter" version? If I had the time I would like to try it.

Cheers guys! And keep on lighting....

jojo1975
10-18-2006, 08:13 AM
@Neobulbs for "quiter" ionly meant "less scary" , thanks for the explaination, and again very good work :)

stanleyw
10-18-2006, 10:36 AM
Hi,

This will be my first time, to join in CG Talk Challenge. It's look interseting to me. Thanks Jeremy.

Stanley

stanleyw
10-18-2006, 10:50 AM
http://img171.imageshack.us/img171/2924/firstlightingtesttj4.jpgHi,

This is my first WIP(work in progess file), I just finish my colour map, Spc map and Bump map. I still need to work on the skin shader and eyesball. Just want to hear some comment from everyone. Thanks

StanleyW

Leotril
10-18-2006, 12:16 PM
UPDATE

I think my new render is pretty similar on lightinin to.. neonbulbs .. im not sure but i needed to update my reflections right "? thx for the comments jeremy :thumbsup: .. i will make a new render with another lightining i promise..:rolleyes:

http://img135.imageshack.us/img135/7826/eye5gbkp3newbr7.jpg

http://img167.imageshack.us/img167/5578/eye5gbkp3copia5rg6.th.jpg (http://img167.imageshack.us/my.php?image=eye5gbkp3copia5rg6.jpg) http://img167.imageshack.us/img167/1448/eye5gbkp3copia4ze6.th.jpg (http://img167.imageshack.us/my.php?image=eye5gbkp3copia4ze6.jpg) http://img167.imageshack.us/img167/6600/eye5gbkp3copia3wi9.th.jpg (http://img167.imageshack.us/my.php?image=eye5gbkp3copia3wi9.jpg)

jeremybirn
10-18-2006, 05:53 PM
Leotril -

Wow! What great colors! I love that one, the contrasting colors really make a high-impact image (in case a close-up on an eye wasn't already a high impact image...), but that's great how the blue gives a background tone that makes the red pop, and then the red light accentuating the green in the eye! I love it!

-jeremy

LiquidStorm3D
10-18-2006, 07:21 PM
Yea, the composition on the image looks real nice. Like Jeremy said, the blue makes the red stand out more and it looks more artistic, well done :) The only part I don't agree on is the green ring on the inside of the iris, but the rest looks cool. Nice job Leotril :D

Leotril
10-19-2006, 01:42 AM
Thanks for the comments guys.. :buttrock:


This are the shaders im using in maya in case anyone want to aproach the eye with procedural textures ..


EyeShader .. im not really using the set range node but in case for tweaking purposes is there
http://img181.imageshack.us/img181/3659/eyeshaderzo6.jpg

ReflectionShader.. im not sure about the fresnel effect .. i dont think is working in lastrender
http://img136.imageshack.us/img136/6359/reflectshaderfh0.jpg

Wireframe
http://img136.imageshack.us/img136/2003/eyewirewh5.jpg

Ok theres a lot of propertiies images i have not publish in case anyone want more detail il publish them .. is just a matter or tweaking out :)

stanleyw
10-19-2006, 12:43 PM
Hi everyone.

Here is my second update for the Challenges. I still need to play around with the eyesball. I had touch-up on the skin texture, apply ambient shader for the skin. Hope your guys like it.

http://img140.imageshack.us/img140/9243/lightingtest2vp4.jpg

stanleyw
10-19-2006, 12:54 PM
Hey neonbulbs, I like your eyesball shader texture. I will suggest maybe you can brighter light. Now is kind of waste on the detail you did.:)

Hey Diabolos, I love what you did on the eyeball texture shader. Maybe you can share with us how you did it. :thumbsup: I think it will look great, if you apply some texture and shader to your skin.

Diabolos
10-19-2006, 01:41 PM
Hey Diabolos, I love what you did on the eyeball texture shader. Maybe you can share with us how you did it. :thumbsup: I think it will look great, if you apply some texture and shader to your skin.

stanleyw - thanks, but I cannot take the credit for the eye texture. I have the human and creatures texture cd from www.3dtotal.com (http://www.3dtotal.com) and they have an eyeball maker file (my underworld eye entry is handpainted by me). It is a layered psd, and you turn on the colors and details you want - the only thing is that the image file is 512X512, I am currently repainting the layers at 1024X1024. I am trying to make a good skin shader, I read or saw somewhere that the Hulk has like 12 layers, but I am not sure if that is correct.

Does anyone know of a really good skin tutorial - with viens, skin bump, SSS, etc?

Thanks,

D

MinaRagaie
10-19-2006, 02:52 PM
Ok, Here's my first WIP Version,

There's still a lot I'd like to change about it, (The skin and the iris texture for example)

Currently I'm not sure about the lighting...

-I think it needs to be cheated to the side a bit - that would probably enhance the sense of directionality and would "Model the form with light" better.... ain't sure yet.
-I'm using FG with HDRI as fill light, combined with SSS the dark side of the face came out rather "Flat", maybe I'd add a fill light


http://i113.photobucket.com/albums/n214/Minaragaie/01_Shading_Done_512.jpg


@JeremyBirn Thanks a lot for this challenge I was kinda waiting for it. I'm waiting for your Comments

@Everyone can anyone point me to an approach to add the eye brows?

yolao
10-20-2006, 10:44 PM
hey Leotril, nice work, i wanted to ask you about your fresnel effect settings, when i put fresnel effect in the cornea, i put the sample info`s "facing ratio" in to the U coordinates of the ramp, and i put the ramp in gray tones from dark gray to light gray, this put the ramp icon in to a neutral color which is the color at the bottom of the ramp, but it gives to much reflection in to the conrnea..

well, anyways, i see that you put some extra shaders in to the sample info and ramp nodes. can you explain a bit more please..

Thanks

yencaray
10-20-2006, 10:58 PM
Ok heres my lighting set up for the eye. I spent alot of time researching into the SSS skin shader to get it right and well...i never have played with SSS till now. I ran into some lighting linking issues with the shader. Has anyone else had the trouble of lights illiminating the surface reguardless of the lighting linking???

give me a fulll critique here guys! I have yet to add a skin texture and i'll be working on that next but before I do that I want to know how this is working?


Goal: Bright Early after noon, Sun as key light.
http://i16.photobucket.com/albums/b41/moon_lit_eyes/CGTALK%20forums/Eye_SSS4.jpg

oh and i forgot. The eye textures were hand painted in photoshop so no photos were used at all. If thats breaking the rules I can make a procedural one as well.

jeremybirn
10-21-2006, 12:44 AM
yencaray - Nice! I like the high contrast. The reflections in the eye don't really look like the kind of sunny day you described. Maybe you could tone down the bump mapping, especially around the pupil, and get a little more warm/pink color into the tearduct and shadowed areas.

MinaRagaie - Nice vertical composition. The eyeball looks kindof flat, maybe the outer lens just needs some reflections so we see its shape better?

stanleyw - Good start. See if you can fix the parts of the skin that go all the way to black, and keep those parts a little warmer and textured. Reduce the brightness of that reflection, but also move more of the light and highlights to a higher angle so the illumination matches what's reflected.

Leotril - Thanks for the breakdown, too!

stanleyw - Good start with mapping. For the skin shader, don't let it go all the way to black, make it get warmer as if it were translucent instead.

BarberofCivil - That bump map on the skin still doesn't quite work for me, maybe the bump mapping should only influence the specular shading and not the diffuse. For teh eyeball, try getting rid of the bump from the veins, and move the reflection/highlight so the window isn't dead-center.

jojo1975 - I maybe have said before, but that's a really nice image!

Diabolos - Nice hulk/shrek look. Even though it has green skin, you could still add some warmth to the shadows and eye-edge areas. The reflection looks strangely dark at the bottom, when I compare the self-reflection of the skin onto the eyeball with the darker tones of the reflected environment around it. Maybe a little reflectivity on the skin itself could help bring it to life as well.

neonbulbs - That's a great image. I love the colors!

-jeremy

Leotril
10-21-2006, 12:53 AM
hey Leotril, nice work, i wanted to ask you about your fresnel effect settings, when i put fresnel effect in the cornea, i put the sample info`s "facing ratio" in to the U coordinates of the ramp, and i put the ramp in gray tones from dark gray to light gray, this put the ramp icon in to a neutral color which is the color at the bottom of the ramp, but it gives to much reflection in to the conrnea..

well, anyways, i see that you put some extra shaders in to the sample info and ramp nodes. can you explain a bit more please..

Thanks

Hola...

I think there are 2 colors in my ramp .. one of those two has the reflection conected to it..

as u can see in the shader picture in the preview as it has some type of glow around teh sphere.. i think thats the fresnel effect .. u can use also a ramp shader..not sure..
im at work i dont have maya here ill post somepics when i gethome all right..

yolao
10-21-2006, 02:39 AM
Hola...

I think there are 2 colors in my ramp .. one of those two has the reflection conected to it..

as u can see in the shader picture in the preview as it has some type of glow around teh sphere.. i think thats the fresnel effect .. u can use also a ramp shader..not sure..
im at work i dont have maya here ill post somepics when i gethome all right..

gracias Leotril, si, te agradeseria si pusieras unos screen shots de la configuracion para el fresnel effect.

ah, and another question Leo, do i have to connect the ramp with the sample info in to the reflectivity of the bilnn, phong or whatever...? or in to the reflected color?..
Although if i do that i lose the reflection of the hdr map with FG but not the reflection from the objects around.

Thanks

danharing
10-21-2006, 08:35 AM
Man, so much good stuff here. Thanks for the feedback Jeremy. I haven't had time to work on this in a bit. And all you jerks (jk :)) with your awesome skin textures made me realize how lousy my skin looked. So I've been working on that. Gonna try to tackle the eyeball tomorrow then work on the lighting. Thanks for the inspiration.



http://i40.photobucket.com/albums/e214/xdharingx/eye_13copy.jpg

Leotril
10-21-2006, 09:43 AM
Yolao...

i put the sample info`s "facing ratio" in to the U coordinates of the ramp, and i put the ramp in gray tones from dark gray to light gray, this put the ramp icon in to a neutral color which is the color at the bottom of the ramp, but it gives to much reflection in to the conrnea..

Same here.. except my ramp goes from black top color to the reflection in lower color.. i think i f u put a bright color on top ull get reflections in the cornea i mean specular.. but the reflection behavior i dont understand yet.. in my lates render i get a lot of reflections on the cornea but its ok .. the fresnel effect n theory ull get more reflections on the sides if ur lookin in front of the object...

my ramp properties are at default also the sampler info properties so is not necesary to post them .. in my eye shader is another matter a lot of tweaking there..

ah, and another question Leo, do i have to connect the ramp with the sample info in to the reflectivity of the bilnn, phong or whatever...? or in to the reflected color?..
Although if i do that i lose the reflection of the hdr map with FG but not the reflection from the objects around

i connect the ramp to the reflected color of the material .. im not using FG , GI , or Ray trace.. alot of cheating :scream: .. when i use ray trace my eye goes white but a get those eyelashes reflection like everybody else..

I need help with fresnel also im not sure about a lot of things.. jeremy can u help us.. with shaders :wise: ??


later

yolao
10-21-2006, 04:43 PM
I need help with fresnel also im not sure about a lot of things.. jeremy can u help us.. with shaders :wise: ??



thanks Leotril, and yes, i second that, Jeremy please give us some info about how to set fresnel effect in maya.

thanks

jeremybirn
10-21-2006, 06:00 PM
thanks Leotril, and yes, i second that, Jeremy please give us some info about how to set fresnel effect in maya.

thanks

The Fresnel effect is built-in to the Ramp Shader. You just curve down the reflectivity, like this:

http://www.3drender.com/light/RampFresnel.png

That's it. No nodes, no connections, you're done.

If you really want to use a different shader than Ramp, like if you are using PhongE already, you can connect a few nodes in hypershade to create a similar control:

http://www.3drender.com/light/FrenselHypershade.png
Sample Info Node (Facing Ratio) -> Ramp Texture (UV Coordinates:V Coordinate)
Ramp Texture (Outcolor:Red) -> PhongE (Reflectivity)

The Ramp Texture can just be a gradient with dark gray at the top (facing reflectivity low) and lighter gray at the bottom (edge reflectivity higher).

You don't need to map anything to the Reflected Color of the shader if you are raytracing. If you just surround the whole scene with a big sphere and map the environment to that, then you can use raytraced reflections all the way around.

-jeremy

Moose
10-22-2006, 07:37 AM
thought i'd have a go...Photoshop, 3dsmax & vray; needs some reflection mapping and the eyelashes look like scythes but i'm out of time...for now at least.

http://home.swiftdsl.com.au/~osmosis/review/moose_eye_01.jpg

yolao
10-22-2006, 05:15 PM
thanks a lot Jeremy for the great help, i always used the method that you describe second, connecting the sample info in to the ramp and then in to the reflectivity of the material.

the problem that i have with that is that if i increase the specular color to a value of 3 or 5, everything get to much ilumated..

here is with value of 1 in the spec color

http://i45.photobucket.com/albums/f86/yolao/3d%20images/spherewithfresnel_sample-ramp.jpg

and here is with value of 5 in the spec color

http://i45.photobucket.com/albums/f86/yolao/3d%20images/spherewithfresnel_sample-ramp_more_.jpg

also, i don`t know how do you get that preview of the fresnel effect in the icons on the hypershade.... take a look at mine...:shrug:

http://i45.photobucket.com/albums/f86/yolao/3d%20images/hypershade-sample-ramp-phong.jpg

In the other hand the ramp shader works fine with high levels of specular color

http://i45.photobucket.com/albums/f86/yolao/3d%20images/spherewithfresnel_ramp_shader.jpg


The only question realted to the ramp shader is, that if i wanted to add SSS to the materiial, would it be ok if i click and drag an SSS node in to the selected color of the ramp shader?

sorry for bring this topic here in this thread, but since is directly related to the eyes i though that it would be ok:).

thanks

jeremybirn
10-22-2006, 05:49 PM
The Fresnel Effect should apply equally to specularity and reflections. If you're boosting the specular color around the edges, then that should ramp off lower on the camera-facing surfaces. Specular color is a multiplier for your raytraced reflections, not just your highlights, so if you do the fresnel effect there, you might not need the nodes on the reflectivity anymore.

I don't know why you'd need a specular color above 1. If the texture that appears in a reflection is too dim, adjust the texture.

While I was testing the Fresnel effect I had the chrome env texture mapped to the reflected color of the shader, which makes the icons show the reflections better, but I took it off before actually raytracing anything.

You don't really need that place 2d texture node on your ramp. I don't think it hurts, but you aren't using it when the V value comes from the facing ratio.

If you are adding SSS, then add it to the ambient color or incandescence of the shader or to the Color Offset of the skin texture, or use your SSS shader as the main shader.

-jeremy

yolao
10-22-2006, 05:51 PM
thanks for the answer Jeremy, i`m learning lot of good stuff with your posts, the thing of the specular is because i feel that i obtain better and more strong highlights with it....

i also try to apply the fresnel effect with the t2s illumination shader

http://www.tek2shoot.com/content/view/29/27/

but i have some problem with the transparency as you can see here in this thread

http://forums.cgsociety.org/showthread.php?p=3950623

if you have worked with the t2s illumination before maybe you know what`s the issue..

thanks

jeremybirn
10-22-2006, 05:54 PM
yolao -

That's interesting. Never heard of that shader. Let us know what answers come up.

-jeremy

yolao
10-22-2006, 06:00 PM
yolao -

That's interesting. Never heard of that shader. Let us know what answers come up.

-jeremy

i worked with that shader some time ago with the softimage version (wich is the original version) and i obtain some really nice results.... but i don`t know yet how to set it up in maya..

mer
10-22-2006, 08:45 PM
The T2S_Illumination shader is a great tool ( thanx alot guys at T2S :) ) ,to be honest it has replaced most of the shaders/nodes I used in the past as it has pretty much everything one needs to get started..
..from accurate frensel (with lots of useful presets).. to beautiful interference coating surface effects , Lafortune highlights & Anisotropic reflections....and all that in a single node ;)

link for more info: http://www.tek2shoot.com/


By the way here's my try , everything done in XSI.I used the mi_sss from MasterZap for all the SSS effects.

Note its just work in progress so the skin needs a decent texture and the eyelashes' texture needs some more tweeking..

I haven't used any indirect illumination(GI/FG/Caustics) in this test render ..just two lights and a hdr image for the reflections:

http://img321.imageshack.us/img321/8451/cgtalk23uh4.jpg (http://imageshack.us)


I remodeled the eyeball but kept the 'face' and eyelashes models intact.My goal was to reproduce the complex illumination when light hits the eye from the side.
A beautiful addition was the 'light-ring' that shows up around the iris , around its blurry outline, opposite side from the illumination source.This happens due to SSS and light being focused at the internal geometry where the iris and sclera meet usually called the 'angle' and this effect is more noticable under this kind of side illumination.I also tried to reproduce the shadowing on the iris from the sclera.

You can see that these two effects really add to realism and are more easily visible by holding a torch and try to lit your eye from the side/90degrees.


Cheers,

Ippokratis

lazzhar
10-23-2006, 07:14 AM
mer wow !! that's a terrefic eye!!
Great work !!

ACamacho
10-23-2006, 01:12 PM
@ mer: Nice realistic eye! And the test lighting looks great. Thanks for the explanation too. :)

Well I might as well give up trying to find time to update the other image. So I will just post a break down of the second eye image (both have similar workflows but the newer image I like better).

As far as lighting the scene it's VERY simple. One arealight and a spotLight for fill. Again trying to do everything mostly in render.

http://www.angelcamacho-torres.com/files/challenge/iris_CLR.jpg

http://www.angelcamacho-torres.com/files/challenge/iris_viewport.gif

Pretty much it's the SSS that is doing most of the fill work.

Here is a screenshot of the shader network for the iris:

http://www.angelcamacho-torres.com/files/challenge/iris_shader_network.gif

-Lots-o-ramp nodes, marble, and volume noise nodes to emulate the veins in the iris/eye. The gamma nodes are there because of the framebuffer gamma being set to 2.2 (or .454 actually). I had to darken the textures or else they ended up being washed out. About the hard specular in the eye, I left it in there because it in my opinion it helped sell the "illustration" look I was trying to get. Also the reason why I didn't put a reflection map.

-The skin was mi_sss with some noise maps for the bump.

-The eyebrows were done with shave and haircut....composited in Shake. I also modeled some objects to simulate the "wetness" of the eye wherever it met the skin.

http://www.angelcamacho-torres.com/files/challenge/eyeBrow_CLR.jpg

-Typical occlusion:

http://www.angelcamacho-torres.com/files/challenge/iris_OCC.jpg

Little note about the occlusion. I usually never multiply the occlusion with the color pass straight on. Never like the "black" shadows it gives me. Same goes for tinting the occlusion with a single color. You can get nice color tinting if you blur the color pass and screen it with the occlusion before multiplying it on (might need to increase saturation for better effect).

And finally the DoF was a post blur in Shake with a radial ramp as the mask.

Final Image:

http://www.angelcamacho-torres.com/files/challenge/angel_iris_final.jpg

Basically the most work was done on the iris. Was more of a shading challenge for me than a lighting one I have to admit. :)

Again some awesome renders in here!

jeremybirn
10-23-2006, 03:37 PM
danharing - Good start. Reflections seem to be the biggest missing element from that image.

Moose - Great image! I really like that one. In a few places it looks a little flat, I guess because the skin texture map comes from an image that was brightly lit and it doesn't work 100% the same way where it appears in shadow, but overall that's a really compelling, believable eye. I like the depth and reflectivity of it.

mer - Wow, that's great! You have a great sense of translucency on the eyeball. The self-shadowing on the skin looks a little wonky, but I look forwards to whatever your next version brings.

ACamacho - Thanks for the breakdown.

-jeremy

Leotril
10-23-2006, 10:55 PM
Hi..

I just fix the missing link on page 10 .. i think i delete it from imageshack when i was posting more images a few days ago.. i got some different angles but just the same lightning on my previos render..i think i add that to that post later on ..

i wanna know where the challenge ends ? i think i do some updating before the end of the month :) ..

@mer thats nice very realisct .. plz give us an update and a breakdown :twisted:

@Acamacho.. very nice i like ur work

there are some really nice renders on page 11 also ..

cya

Diabolos
10-24-2006, 01:45 PM
New skin, lighting, and reflection map.

http://i100.photobucket.com/albums/m34/diabolosgermany/sheHulk01.jpg

jeremybirn
10-24-2006, 03:34 PM
Ouch! That reflection's so bright it hurts my eyes! :eek:

Besides the brightness issue, it seems that the environment refleciton is visible in areas where you have reflection of eyelid, as if the environment map were inside of the eyeball or closer than the raytraced self-reflection?

For the skin see if you can keep it from going all the way to pure black in the folds, add some reflectivity and wetness, and especially work on the tearduct and edge of the eyelid textures.

-jeremy

Diabolos
10-24-2006, 05:24 PM
jeremybirn - thank you for taking time to make comments - I hope these adjustments are better. I still can't seem to get the final gathering to lighten in the deep creases. D,

http://i100.photobucket.com/albums/m34/diabolosgermany/sheHulk01a.jpg

lkelly
10-24-2006, 05:58 PM
Thanks for these challenges Jeremy! I'm always so impressed with the calibre of work submitted. As somebody else mentioned this was more of a challenge in shading than lighting for me as well. I kept all of my shaders procedural. I'm still not satisfied with the skin - still looking slightly like plaster, but this is as far as I'm taking it - for now. There are 4 lights (a key, fill, bounce and lastly an image based light - the same used for the reflection map on the eyeball). An ambient occlusion pass was multiplied in comp. All of this was done using Houdini - rendered in Mantra. Crits welcome!

http://www.sidefx.com/images/stories/fruit/eye_fin.jpg

In case you would like to see how the file works, I have posted my Houdini scene file at www.sidefx.com (http://www.sidefx.com/) in the Houdini Exchange, which can be found under the Learning menu. You can download the file and use our free Apprentice edition to explore the file. Please feel free to tweak the shaders and render out your own compositions. The Apprentice Edition uses a small wordmark and is limited to 640x480.

BarberofCivil
10-24-2006, 08:14 PM
Thanks for the comments Jeremy. A new run trying to implement some of your comments. Shifted the environment so there is less coincidence, decreased the bump size of the eye veins (didn't remove all together though) and tried to get the lighting into the skin crevices a bit deeper.
My skin texture is not too convincing, but trying to add SSS in POVRay can be a bit time intensive, given the other specs of my scene.

http://i69.photobucket.com/albums/i52/barberofcivil/Eyeball-04.jpg

chickenkts
10-25-2006, 02:36 AM
Hi all, that is my eye -> :eek:
http://img.photobucket.com/albums/v317/nguyen_tien_kts/eye.jpg

chickenkts
10-25-2006, 02:43 AM
hi all, that is my eye -> :eek:
http://img.photobucket.com/albums/v317/nguyen_tien_kts/eye.jpg

danharing
10-25-2006, 08:46 PM
Thanks for the feedback. There's some really good stuff going on by everyone. Here's an update with some spec on the eye. Still things to work on, but hopefully it's looking better :)

http://i40.photobucket.com/albums/e214/xdharingx/eye.jpg

Vulturius
10-25-2006, 09:25 PM
danharing: nice rendering, I really like the skin texture.

Seems like I've chosen a very similar point of view:

http://bernhardfalk.com/cpg/albums/userpics/10001/render_eye_1.jpg

2 spotlights from above, 1 omni left, 1 omni right, no GI

danharing
10-26-2006, 06:51 AM
Vulturius: Thanks for the comment. You're right, the angle is pretty close :) Your skin looks very nice, especially around the inside corner of the eye. I think the lighting works great too. Good job!

yencaray
10-26-2006, 05:48 PM
ok heres an update. Textured the skin and adjusted the eye a little. I now need to re work the eye cause it's not working with the skin now. And for some reason when i opened the scene up....The lighting changed so i had to completely readjust the intensities of the lights? why did this happen anyone know?

one quick question. How are you guys getting transparancy in the lens with a SSS shader?
heres the standard shader render

http://i16.photobucket.com/albums/b41/moon_lit_eyes/CGTALK%20forums/Eye_SSS8.jpg

heres with texture and reflections in the eye
http://i16.photobucket.com/albums/b41/moon_lit_eyes/CGTALK%20forums/eye_text6.jpg

mexxmillion
10-26-2006, 06:40 PM
hi everyone..

many great entries here.. :thumbsup:
here's my first ever entry to a challenge..though i am 13 pages too late.. spent abt 2 hour + already..
just basic fractal maps at the moment. SSS blinn, paint effects brows, 1x spot light with ray traced shadows , HDRI map, MR render with Maya 8.0.. straight out of maya.. no comp.. still patchy FG render.. and slightly blown highlights.. need to tweak more.. but cant wait to post.. :)
render time 24:40 on Athlon64 3200+ with 1GB ram.

http://www.maung-maung.com/my_eye_01.jpg


not really happy with the eye brows.. and maps etc yet. will do these later..
things to do;
1. paint diffuse, bump and SSS maps for skin , iris and sclera
2. Tweak the eyebrows
3. adjust lighting and DOF for final comp

thanks jeremy for all this nice challenges..

yencaray
10-26-2006, 09:20 PM
mexxmillion - good job on the skin shading. Although the eye is rather hard to discern. Great work with the eye lashes blends in well.


Heres s quick update on the skins i didn't like what came out last time it looked to mixed up. What do you think? Maybe more time needs to be spent on the eyes hahaha.

http://i16.photobucket.com/albums/b41/moon_lit_eyes/CGTALK%20forums/eye_text8med.jpg
http://i16.photobucket.com/albums/b41/moon_lit_eyes/CGTALK%20forums/eye_text9med.jpg

nojak
10-28-2006, 05:02 PM
Thanks for the feedback. There's some really good stuff going on by everyone. Here's an update with some spec on the eye. Still things to work on, but hopefully it's looking better :)



Looking good, Dan! Seems like the reflections on the eye are a little too bright comparative to the lighting on the skin, though.

nojak
10-28-2006, 08:28 PM
This is my first stab at any of the lighting challenges. School and work have kept me pretty busy, but I finally had some 'free' time today, and decided to get going on this one.

These are just the first stages. I haven't UV mapped yet, or fully adjusted textures. Basically just getting an idea of how I want this to look, and getting a starting point, but I thought I'd at least post my initial work, and see what you guys think.

The first image is done using IBI/IBL and Final Gather in Mental Ray.

The second is done just using spot lights and Raytrace shadows in Mental Ray. I adjusted the textures a lot more on this one.

Eventually, once i get them both adjusted the way I want, I'm going to combine the two lighting systems to get a little more control of shadows and lighting than IBI gives me.

nojak
10-28-2006, 08:37 PM
hi all, that is my eye -> :eek:
http://img.photobucket.com/albums/v317/nguyen_tien_kts/eye.jpg

I'd suggest turning the tesselation up on the geometry of the upper eye lid. You can see the sharp edges, and it really draws your attention. Other than that, this is looking really good! :thumbsup:

danharing
10-30-2006, 07:22 PM
Great start Jon. The eye is looking very nice. The only thing I'd suggest is maybe toning down the stripes a little. They seem to be a bit too contrast-y (at least in the IBI one). But the lighting looks great. :buttrock:

Werewolf006
10-30-2006, 09:12 PM
mexxmillion - good job on the skin shading. Although the eye is rather hard to discern. Great work with the eye lashes blends in well.


Heres s quick update on the skins i didn't like what came out last time it looked to mixed up. What do you think? Maybe more time needs to be spent on the eyes hahaha.

http://i16.photobucket.com/albums/b41/moon_lit_eyes/CGTALK%20forums/eye_text8med.jpg


The reflection/highlight suggest he is looking at a really bright object(pro;ly the sun) yet this/her pupils are wide. I say his retina will not survive this amount of light

MinaRagaie
10-31-2006, 06:03 PM
Ok, now that one is a great change from the first version. in terms of lighting.
I still didn't change the textures ( the eye color changed due to changes in refraction and due to chromatic aberration)

I'll include the first version too (for easier comparison open both images in 2 maximized browsers <<< it will work as a flipbook)

Old WIP Version (http://i113.photobucket.com/albums/n214/Minaragaie/01_Shading_Done_512.jpg)
New WIP Version (http://i113.photobucket.com/albums/n214/Minaragaie/Challange_7_an_Eye/02_Lighting_no_Tex_Change.jpg)

here's the new version alone if u don't wanna compare

http://i113.photobucket.com/albums/n214/Minaragaie/Challange_7_an_Eye/02_Lighting_no_Tex_Change.jpg

@JeremyBirn what do you think of the changes I made?? And what do you suggest I should change in the next version??

by the way I'm having allot of trouble working with Mental Ray nodes:
1- mental ray shaders do not obey the emit diffuse and emit specular flags on the light
2- I'm not sure but they don't seem to obey Maya's light linking. (Maya 7)
3- I'm having trouble with the surface luminance node (I'm not sure if it's really calculating the luminance from the connected light only)

Here's an Image for the connection I'm using:

http://i113.photobucket.com/albums/n214/Minaragaie/Challange_7_an_Eye/Surface_Luminance.jpg

and one last thing:
can anyone suggest a way for making the eye brows?? PLZ :applause:

nojak
11-01-2006, 05:19 AM
I worked on the spotlight only scene a bit more. Mostly a little texture tweaking and light color tweaking. Anyways, here it is. (3 Spots, Ray Trace with Gauss filter.)

jeremybirn
11-02-2006, 04:20 AM
nojak - That's a nice scene. See if you can tone down the brightness of the reflections in the eye ,but fill in the darkest parts of the skin with a warmer tone.

MinaRagaie - Nice! Maybe the self-reflection (where the eyeball reflects the eyelid) is too bright, perhaps the shadow isn't visible in reflections and that's why. I think eyebrows could be done with any hair/fur solution. The veins in the eye don't look like the same photographic quality as the skin texture, maybe those could be made softer and more varied, too.

yencaray - Your skin is looking really nice! For the eyeball, try to get the highlight and milkiness out of the center of it, and maybe get rid of that bevel (bump map edge?) around the pupil.

mexxmillion - That looks like a really solid scene you're building. The extra highlights and reflections in the eye make the front lens look flat and kindof hide the iris, but it's really coming along great overall.

Vulturius - Nice scene! I like the reflectivity of the skin. The eyeball looks good, except for a funny edge between the iris and the sclera. The reflection on the iris seems to reflect the nose as a brighter, yellow color, and the environment reflection seems to continue past the nose reflection, as if the environment were closer?

danharing - She's looking good. See if you can smooth out of some of the transitions, like the bright line in the fold of the upper eyelid, the black edge between the tearduct and the sclera, and maybe the transition from the edge of the iris into the sclera.

chickenkts - Welcome! That's a nice scene with good colors. For such a close-up shot, you might need to smooth the geometry a little, and see if you can fix the places where the texture looks stretched-out horizontally.

-jeremy

syedamin7
11-02-2006, 06:54 AM
ummm the link thats supposed to contain the mesh isnt working :sad:

jeremybirn
11-02-2006, 03:43 PM
Well, then try again. http://www.3drender.com/challenges/index.htm works fine from here.

-jeremy

jbingman
11-02-2006, 07:56 PM
Hey Jeremy! Just now slowing down a bit from back to back shows and saw this challenge, will sit down over the next few days and post something from the LW side! LOL


Jay

PFlores
11-03-2006, 03:51 PM
http://features.cgsociety.org/gallerycrits/75433/75433_1162568235_large.jpg


Hi everybody! This is my first submission for this forum. Scince last week I was having a lot of trouble trying to get the image uploaded. Finally got it! Thanks for the challenge, it encourage us as professionals to keep on growing.

mexxmillion
11-03-2006, 06:31 PM
hi jeremy.. and matt
thanks for the comment..

been busy these days and only able to update my entry today..
so here it is..
1-pass render from Mental Ray.. just blur corners a little in photoshop.
i only have a LCD so it's hard to guess the true gamma and temperature.. please feedback.
also.. this is my first texture painting attempt.. :bounce:
but still not happy with a few things.. i'll try to update if i can..

http://www.maung-maung.com/images/my_eye_entry_new.jpg

for this one, i had to start from scratch again cos i m getting maya error with render layers on previos setup.. i change the camera angle as well.

as jeremy and matt said, i also find the highlights in the eye from the previous render looks confusing..
the problem is when i enable DOF in MR, it created that complex hilights .. no idea why and how to avoid it.. anyone have any idea on that??:eek:

here's the comparison.. with and without DOF rendering.. same scene.

http://www.maung-maung.com/images/cg_talk_dof.jpg

thanks for viewing my entry.. and big thanks to jeremy for coming up with all these great challenges.

jeremybirn
11-04-2006, 03:44 AM
mexxmillion - Terrific! I love visiting these challenges and seeing page after page of solid new work like this.

The bump map is a good map, but see if you can keep it from affecting the diffuse shading so much. It certainly needs to affect the specularity, just on skin too much bump on the diffuse looks wrong. I know controlling bump amounts for different aspects of the shading takes some work in layered shaders in most programs, but it's worth it if you study real skin and are trying to match it.

The reflection of the upper eyelashes looks strange, the way it goes brighter right behind the lashes.

See if you can make the transition from the tearduct to the sclera more smooth and seamless.


PFlores - Great job! The brow looks terrific, and I love the detail in the tearduct.

See my comments I just made to mexxmillion above about bump maps on the skin, I'd say the same thing to you. The bump on the eyeball viens probably could go away and the eyeball would look wetter.

See if you can blend the tearduct more smoothly and seamlessly into the sclera and into the upper eyelid.


-jeremy

PFlores
11-04-2006, 05:15 PM
Thanks Jeremy for your critiques. I forgot to put the description of what I was doing for this render. Here it is:

Everything in the scene was modeled from scratch using the challenge idea. Their is no Fur nor hair on the scene. All the textures were hand painted using photoshop. There is no FG,GI or reflections being calculated by the renderer. The reflections are being created by Env Mapping techniques. The Eye and skin have a SSS shader assign to them. There are two lights on the scene. The maps created for the textures were: ColorMap, Bump, Epidermal,Subdermal,Primary Spec,SecondarySpec. Other shader attrib were controled by using a combination of raps, utility nodes and procedural textures. Time to render 1:30min on a dell Dual 2.0 xeon 1gb mem.

I will get to work right away on the problem areas. Thanks again for keeping us motivated.

mexxmillion
11-04-2006, 05:26 PM
jeremy - thanks a million.. your comment mean a lot to me..:scream: i'll keep trying to push my skill and effort further.:bounce:

and thanks everyone for making this challenge a fun and challenging too. I found a lot of great entries..
i know i have to learn a lot in texture painting dept.

so... here's a little update.. reduced the bump as jeremy's suggested.. also rendered specular pass and comped on top to control the specs.. added photo filter (warm 85) in photoshop. a little depth blurring in the corners using depth pass.

the result...


http://maung-maung.com/images/my_eye_entry_with_grainsless.jpg


and i played with some grains and contrast for fun!!

http://maung-maung.com/images/my_eye_entry_with_grains5.jpg


thanks everyone and keep this challenge going.. :)

Leotril
11-04-2006, 07:42 PM
Nice Work !!!

@mexxmillion : Your eye is pretty solid .. try to work on the eyelashes and eyebrows make then more natural probably try a darker color maybe..

@PFlores : The maps created for the textures were: ColorMap, Bump, Epidermal,Subdermal,Primary Spec,SecondarySpec.

PFlorez.. u love ur eye.. can u give us more info on those epidermal subdermal texturin also sec spec primar.. im planiing to som updating on my eye skin and a couple of tips woulb be nice.. tryin to get the skin to look ok..

also ill do a diferente themen in my next week.. probably ill do the 2001 Eye so wish me luck :wise:

Later

chickenkts
11-05-2006, 01:17 PM
Thanks for the challenge.... Here is a second scene
http://img.photobucket.com/albums/v317/nguyen_tien_kts/weteye.jpg

PFlores
11-05-2006, 03:09 PM
Leotril,
Thanks for your comments, I will post the image with the maps so you could see each of them

Diabolos
11-07-2006, 10:09 AM
http://i100.photobucket.com/albums/m34/diabolosgermany/magikEye.jpg

JCBug
11-07-2006, 01:32 PM
@ PFlores and @ mexxmillion
Great jobs !!! I love them. Your textures and lighting are terrific.
Perhaps it needs SSS in the white ocular globe to do it more translucent,
and doing the veins more realistic.

@ Diabolos - Nice iris ! What a strange eye...

akwavox
11-08-2006, 10:26 PM
Hi all !
Unfortunetly no time to be with you this time on this one, but i probably join you after.
I like this one !! :)

Some good stuff here, one more time., congrats !

I have made some high res map of eyes with my lil hands, a couple of months ago.
Quite good quality i think... (1200/1200pix) so those map are available for download on my website, in the "goodies" section.
It is a C4D files, but you can just take the 14 maps in the folder.
Feel free to use it. ;-)
Here is the direct link: http://www.akwavox.com/site/htm-goodies/yeux-good.htm
(just have to click on the right bottom animated circle)

jc

neonbulbs
11-09-2006, 12:18 AM
Hi, all. Thanks for the comments Jeremy. This is my latest fix on my eye challenge. I soften the skin bumps and made the pupil slightly larger due to low lighting scheme (thanks to JCbug for the advice).

http://www.geocities.com/neonbulbs/Eye_Challenge2.jpg

And this is my breakdown for the image

http://www.geocities.com/neonbulbs/Eye_Chlg_Breakdown.jpg

I did the postwork on digital fusion and using the specular pass, I kind of a smoothed out the specular a little, because the original specular on the eye was a bit too sharp. And for the DOF effect, I used 2d depth blur with the depth pass, the result wasn't realistic because I didn't want the render time becoming to long. For the lighting, I used two spots with different colors and some 3d light arrays as the fill light.

@moose, @pflores : great image! I really like it. Can't wait to see your final renders.

This challenge is a great resource for me. Thanks Jeremy. By the way, I can't wait to see what's the next challenge going to be.

Cheers :thumbsup:

JCBug
11-09-2006, 09:01 AM
@ neonbulbs - Terrific ! Your picture is going better and better. The dof is good
and the pupil is perfect. I like it !

Here is my new update. I know the tear is not perfect, I've to work on it...
I've taken this shoot with my analogic reflex Canon A1 camera ;-)

http://www.arctique.fr/production/Eye-17.jpg

jojo1975
11-09-2006, 10:32 AM
@JCBug Very impressive and original work :)
Alwyas good stuff here :)
Waiting for the next challenge even if this one was more a Shader Challenge ;)

JCBug
11-09-2006, 10:50 AM
@ jojo1975 - Thanks for your encouragement,
that gives me desire for working more...

jeremybirn
11-09-2006, 11:13 AM
JCBug -

I love the idea of putting the photographer's reflection into the shot. That's great! Maybe you could use some umbrellas to bounce the flash as well. ;) If you're going to take another pass at the tear it does look a little milky, so less diffuse shading and more transparency would be good. There are just a few lines on the eyeball that could go away: three hard diagonal lines in the reflection, and the dark line between the tearduct and the white of the eye.

-jeremy

AJ
11-09-2006, 04:53 PM
I had some free time at work so I thought I'd give this a quick stab (ooh - not the best phrase to use...).

http://www.moonjam.com/lighting/eye_AJ23_01.jpg

The eyeball is overbright & needs work on the texture.

Max & vray, nothing fancy - HDRI for the reflections, no post.

calebros
11-09-2006, 05:07 PM
I am teaching myself about texturing etc. and for this eye excercise, I found it hard to figure out what layer was what on the eye and how to go about doing this excercise. It would be nice if some of the more advanced people could post a tutorial on how they approached the excercise as for us beginners, it would be nice to get a better understanding of the various approaches some of you take.

- Just a thought-no pressure.

lschena
11-09-2006, 05:25 PM
I was hoping for a little insight on some how to's using XSI for this excercise. I am also learning about shading, SSS, and procedurals. It would be great if any XSI users could post some info/tutorials on how they did their eye. Some amazing examples posted here, I am struggling through it but could sure use some basic tips on this one.

Thanks.

Diabolos
11-10-2006, 01:04 PM
I wanted to at least turn in a real eye version or at least an attempt...........

http://i100.photobucket.com/albums/m34/diabolosgermany/realEye.jpg

mer
11-11-2006, 12:03 AM
Here's my update:


[/url][url="http://imageshack.us"]http://img175.imageshack.us/img175/2555/scarryyyyeyehighrez5hu3.jpg (http://imageshack.us)




I made the iris bigger reworked on the skin and did some more tests with the lighting but there are still some minor changes needed . I 'll try to work on it if I have time tommorow and I 'll post a breakdown as soon as the scene is complete, by the way everything was done in XSI , no gi/fg , no post work.

mer
11-12-2006, 05:09 AM
Here's an update:


http://img296.imageshack.us/img296/6222/cgtalkeyefinalgc0.jpg (http://imageshack.us)

I reworked on the skin texture , I also blured the bumpmap with the veins of the sclera a little.

I did some post work too ,I added some lens chromatic abberation and some grain, I also added some glow/glare & color correction and some vignetting , all in small 'amounts'.

In the end I only used direct illumination , no Global Illumination & Final Gathering.No Ambience/A.Occlution.No Depth of Field.

I used MasterZap's fast_SSS for ..actually everything except from the iris.

I mixed the fast_SSS with a T2S_Illumination material to get accurate reflections based on the IOR(~1.35).

I used lafortune highlights in the T2S_material for the skin as well as reflections to reflect the hdr environment.I used displacement mapping , Bumpmap was also used for the finer skin details.

The texture of the sclerera/veins is handpainted. The skin texture is from a photo.

There is a big area light as a fill light and a smaller one used as the sunlight.

I used the ctrl_buffer for tonemapping.

If I have time I 'll rework on the scene but for now this is my final attempt.

Cheers :)

yencaray
11-12-2006, 07:41 AM
Mer - Wonderful! just awesome! I"ve been trying to find away to get SSS with transparency and refraction for the iris? Havn't played with masterZaps SSS shader thought i guess that can do it? is the iris a picture? looks like it. but i'm interested in how you got SSS transprancy and refractions on the same surface, if it's the same...i've been trying to get that for, well since i made my eye which doesn't look as good as yours! Good job the chromatic abberation adds alot! until now i didn't think it made much difference.

jeremybirn
11-12-2006, 12:03 PM
mer -

Congratulations! I was really hoping great things would come from this challenge, and now I'm looking at something truly f** (http://dilbertblog.typepad.com/the_dilbert_blog/2006/11/the_most_obscen.html)king awsome.

-jeremy

ACamacho
11-12-2006, 01:36 PM
Mer: Final or not very awesome work. *bows down*

mer
11-12-2006, 04:47 PM
Thanx for the kind words guys!

I really enjoyed this Lighting Challenge!To be honest lighting, texturing & shading a realistic eye turned out way more challenging than I had initially thought!As I am a student I have lots of spare time so I dedicated a few full days on this project:) , hopefully I am now happy with the outcome.
If you are interested in photorealism I think it's really important to use lots of photo reference and see whats missing from the cg and try to reproduce it.;)

yencaray,

..yep the iris texture is from a photo,I downloaded the texture from www.claus-figuren.de (http://www.claus-figuren.de) around a year ago, you ll find a nice collection of medium quality iris textures there,but you can also find very high quality eye/iris' textures on google from close ups/macros .I actually used the split_sss for XSI which actually is a replacement for MasterZap's fast_SSS 'phenomenon' provided with XSI , it's the 2 shaders for the surface and lightmap slot seperated ,this way you can mix the surface shader with other shaders, for example mix it with a phong via a mix2node, so that you can use transparency with translucency ,.. I don't know how things work in maya though (whether you have different lightmap & surface shaders for the fast_sss, or if you get a single shader that combines the two, provided as a mental ray 'phenomenon' ).And yes I agree that the post work makes it look less cg, though the film grain blured some small details ;)

Looking forward to your next Lighting Challenge Jeremy!

daphnev
11-13-2006, 06:54 PM
hey everyone,
my first attempt at the lighting challenge....any feedback would be great...
thanks

mer
11-14-2006, 01:06 AM
Hi there!
First of all I think you should smooth your your geometry/mesh so you dont get to see the polygon's hard edges.
The blured iris/sclera(white part) border looks nice.Perhaps the iris is bigger than in normal human eyes.You should paint the part where the skin and the eyeball meet a pink/fleshy color and make skin more reflective there . Even if one wears makeup around the eye, you dont put makeup there , you stop 'at the eyelashes'!

You could also work on the lighting perhaps try to make it more interesting.Also use a good quality bump map on the skin to make it look more real.If you want to push things further model a thin tearline where the eyeball and skin meet .The reflection on the eye looks good , maybe you can use a texture for the eyeball's veins.If you can, experiment with using the image you used for the reflections as a light source by using global illumination and switch most/off all your scene lights this way the lighting and the reflections will match ;).

Cheers

daphnev
11-14-2006, 02:29 AM
thanks for your comment Mer. I was actually experimenting with HDRI lighting...
Ill tweak it a little more when I get the chance!

JCBug
11-14-2006, 10:35 AM
@ Jeremy - Thanks for your comments, it makes me happy. I've learned new things
while doing this challenge, it's a very interesting experience. Thanks !

@ Mer - Incredible picture, I don't believe it, It's amazing and successful !

StuManFu
11-14-2006, 01:56 PM
Here's an update:


http://img296.imageshack.us/img296/6222/cgtalkeyefinalgc0.jpg (http://imageshack.us/)

I reworked on the skin texture , I also blured the bumpmap with the veins of the sclera a little.

I did some post work too ,I added some lens chromatic abberation and some grain, I also added some glow/glare & color correction and some vignetting , all in small 'amounts'.

In the end I only used direct illumination , no Global Illumination & Final Gathering.No Ambience/A.Occlution.No Depth of Field.

I used MasterZap's fast_SSS for ..actually everything except from the iris.

I mixed the fast_SSS with a T2S_Illumination material to get accurate reflections based on the IOR(~1.35).

I used lafortune highlights in the T2S_material for the skin as well as reflections to reflect the hdr environment.I used displacement mapping , Bumpmap was also used for the finer skin details.

The texture of the sclerera/veins is handpainted. The skin texture is from a photo.

There is a big area light as a fill light and a smaller one used as the sunlight.

I used the ctrl_buffer for tonemapping.

If I have time I 'll rework on the scene but for now this is my final attempt.

Cheers :)

Totally inspiring work. Great attention to detail.

KahlanAmnell
11-14-2006, 07:50 PM
My first attempt at these mini challenges.
-Brand new to 3D. Starting workin with this programe about two weeks ago.

http://img366.imageshack.us/img366/7672/facelightingkl3.jpg

nojak
11-15-2006, 01:06 AM
Here's my latest iteration. I worked a lot on the eye itself. Still trying to pin down the skin texture procedurally... may end up just using images instead if I can't figure it out soon.

nojak
11-15-2006, 08:06 AM
I changed the lighting a tad to give it more contrast and such.

mer
11-15-2006, 10:59 PM
Hey nojak!

Your new lighting setup looks much better!
As for the skin texture , I think the diffuse color looks ok but perhaps you should try using a bitmap/photo as a bumpmap , to get the wrinkles around the eye right.

Cheers

MasterZap
11-16-2006, 10:19 AM
mer -

Congratulations! I was really hoping great things would come from this challenge, and now I'm looking at something truly f** (http://dilbertblog.typepad.com/the_dilbert_blog/2006/11/the_most_obscen.html)king awsome.

-jeremy

Whoah. You got Jeremy to use teh f word. That's an acheivement*. ;)

Friggin' awesome render, man. *applause*

/Z

(* = Jeremy is a very nice, calm and soft spoken feller, if you get him to say things like this, you made a real impact )

TinyCerebellum
11-16-2006, 08:02 PM
Hi,

I meant to participate in this challenge sooner, but it's been only now that I found some free time to do it. There are some really good entries here, so it's been tough to live up and come up with something different.

Here's two renders from different angles. I used Maya and MentalRay. I have an idea that will make this more original, but it will require a bit more work, so I'll come back with new renders later. In the meantime, I'd appreciate any comments that would help me improve the look even more.

Oh, and I did tweak the geometry a little bit, primarily with the eyelashes, which I tried to make more feminine. The only touchups done in Photoshop were on the second image, in blurring the edge of the head where it meets the background. No colour correction otherwise, so this is the render straight up from Maya.


http://www.spiralsymphony.com/work/LightingChallenges/eye1.jpg

http://www.spiralsymphony.com/work/LightingChallenges/eye2.jpg

JCBug
11-17-2006, 10:08 AM
@ TinyCerebellum - Ooh, a new great picture, it's awesome. The difference on this one,
is the "illustration" touch. The render is colorfull and very pleasant. The eyeslashes,
the skin and lights are beautiful. Perhaps the iris is too blur compared with the skin details. Very good job.
How did you make the eyebrows ?

Hamburger
11-17-2006, 12:30 PM
After seeing mer's outstanding entry I really tried to push myself with this challenge. So I deleted my first entry and started from scratch. I'm happy with how things turned out.

http://www.kiernanmay.net/images/cgchallenge/Kiernan_Eye2.jpg

Maya + mental ray, 2 area lights, no fg, no ambient occlusion. I used the misss_fast_skin shader with a texture that was edited from a photo (+ bump maps and a spec map). Eye was pretty much hand painted except for the reflection. Then some PS work was done (colour filter layer and that nifty lens chromatic abberation trick (thanks for the tip mer)).

Great thread guys.

@ TinyCerebellum - looking great, maybe the reflection is a little strong though. Good work.

mer
11-17-2006, 02:38 PM
@MasterZap,

I am glad you liked it!Your great fast_SSS shader really helped in this project.

I noticed that the render times increase dramatically when I use high detail displacement compared to using it on 'lowpoly' geometry.. but perhaps this is due to the fact that at the moment I only have 512Mb ram..:(..agggrr...I cant wait for my new pc to come..

@TinyCerebellum,

Nice work!Your refined geometry looks more natural than the original version,the eyelashes are much more 'correct' in size and in the upper set they 'face downwards'
as they should, like in real eyes!
The texture (diffuse & bump) is nice , but the shading looks more like painted hard plastic than soft looking translucent skin, perhaps you should rework on that a bit .
The iris texture is a little blured indeed and the eyeball looks too reflective.
The eyebrows look very good!I would too like to know how you did them. Did you use only bump & specular/reflection map on them?The result looks really nice!


@HamburgerTrain,

Very good render!Looks very realistic:)The lighting is very nice too!

Only a small critique, the cornea/eye's black hole should be located exactly in the center of the iris.It looks way up in your eye.
I noticed that under the lower set of eyelashes there seems to be eyelashes on the texture you could remove them ,I first thought that it was shadows.

Cheers

TinyCerebellum
11-17-2006, 08:31 PM
Thank you for the comments and critique, guys. I tried to apply the fixes you recommended, so here are some updated renders.

Mer, I tried to tone down the specularity of the skin in the new renders, but I think the painted plastic look is still there a bit. I think I may have to tone down the reflection on it too, and perhaps play with the diffuse channel a bit. That will have to wait for when I have some time again. I've tried to stay away from computationally intensive methods like SSS or GI...

In these new renders I've also added an ambient occlusion pass, which made a world of difference. Aside from that, the lighting is all directional, with no GI or FG. I've also made an attempt at makeup, which was by no means easy. I'm still trying to figure out how to add realistic looking sparkles.

@JCBug and mer

The eyebrows are indeed all texture. I sharpened up the colour texture in that area a bit, then generated a specular, bump, and reflection map from it, played a bit with the levels to reduce the area of effect as close as possible to the hair strings, and that's all there was to it.

http://www.spiralsymphony.com/work/LightingChallenges/eye1_2.jpg

http://www.spiralsymphony.com/work/LightingChallenges/eye3_2.jpg

mer
11-17-2006, 10:29 PM
Thank you for the comments and critique, guys. I tried to apply the fixes you recommended, so here are some updated renders.

Mer, I tried to tone down the specularity of the skin in the new renders, but I think the painted plastic look is still there a bit. I think I may have to tone down the reflection on it too, and perhaps play with the diffuse channel a bit. That will have to wait for when I have some time again. I've tried to stay away from computationally intensive methods like SSS or GI...

In these new renders I've also added an ambient occlusion pass, which made a world of difference. Aside from that, the lighting is all directional, with no GI or FG. I've also made an attempt at makeup, which was by no means easy. I'm still trying to figure out how to add realistic looking sparkles.

@JCBug and mer

The eyebrows are indeed all texture. I sharpened up the colour texture in that area a bit, then generated a specular, bump, and reflection map from it, played a bit with the levels to reduce the area of effect as close as possible to the hair strings, and that's all there was to it.

http://www.spiralsymphony.com/work/LightingChallenges/eye1_2.jpg

http://www.spiralsymphony.com/work/LightingChallenges/eye3_2.jpg


Wow!

The new render is fantastic!Way more realistic.

Could you please also explain how you created the corrected upper eyelashes?

By the way the skin is very real looking now! ,especially considering you didnt even use sss!Perhaps the image is way too 'orange'.Try to desaturate it just a little.As for the sparkling makeup,you could use a noise kind of map in your skin specular/reflection map,perhaps driven by surface-camera facing ,incidence/ramp/fallof shader.

Could you please also explain how you created the corrected eyelashes?Did you make them from scratch?

Edit:

Since you want to avoid sss (Althought in my opinion fast_sss is very fast except if you use it with say ultra high rez displacement)
.., a way you could improve your render would be to use a 'fake-sss' trick:

use a sliiightly blured version of your texture map for the diffuse (maybe even use photoshop's curves to lower the contrast a little) but use the current sharper version for specular/reflection , it really works very well ! It will make the skin more soft in appearance ;).

Keep us updated:)

TinyCerebellum
11-17-2006, 10:48 PM
Thanks' mer! I will give that a try.. I was thinking I could do the glitter reflection based, with a separate map for the reflection colour, but I think you're right and that I'd have to create the effect based on specularity and camera angle instead. I don't think that reflection alone would be sufficient, plus, specularity would be so much faster :).

I actually changed both sets of eyelashes, but they're still the original models. What I did was just go through each lash and reset its pivot point manually to the base of the hair. From there I just scaled and rotated. It may sound very tedious, but the whole ordeal took only around 15 minutes. It went that fast because I just pressed insert once, and when I click on a new object in Maya, the pivot point editing mode will still be in effect. From there I just center pivot on the hair, and Curve snap on the lash right to the base. Rinse and repeat.

mer
11-17-2006, 10:59 PM
"... I don't think that reflection alone would be sufficient, plus, specularity would be so much faster :)."

Yes I agree.Thanx for the info!Looking forward to your next update!

Hamburger
11-18-2006, 12:17 AM
Thanks for the crit mer, I completely overlooked the cornea part - now that you pointed it out it stands out like a sore thumb (and the texture too)! I have to work soon but I'll update it another day.

By the way with your model I noticed that the part where the skin meets the eyeball it's rough and uneven, did you randomize the verts or have you used some displacement map? It's those little details that make an image more interesting/realistic to look at.

mer
11-18-2006, 12:43 AM
"By the way with your model I noticed that the part where the skin meets the eyeball it's rough and uneven, did you randomize the verts or have you used some displacement map? It's those little details that make an image more interesting/realistic to look at."


Actually yes the 'uneven' part you refer to , was from the skin displacement.This although makes the pic more interesting like you say and I agree , it is not 'anatomically corect' as this part where the eyeball and skin meet , the skin is very smooth and more reflective than in my render.I noticed it after looking to more reference pics later. It should also be more pink there and the tear line should be more evident ,'thicker' ;)


When you get a chance to work on your scene again let us updated:)

chickenkts
11-18-2006, 08:46 AM
that is a scene in the movie ...KingKong... :scream:
http://img.photobucket.com/albums/v317/nguyen_tien_kts/kingkong_eye.jpg

nojak
11-19-2006, 12:47 PM
Hey nojak!

Your new lighting setup looks much better!
As for the skin texture , I think the diffuse color looks ok but perhaps you should try using a bitmap/photo as a bumpmap , to get the wrinkles around the eye right.

Cheers

Thanks! Yeah, I'm going to do that with the bump map. Things just aren't working out procedurally like I'd hoped. I thought I'd at least make an effort, though. ;)

I still have a lot of work to do on the skin texture, I know. I've mostly been focusing on the eye, and the lighting... and the eye still isn't really finished either, but things are coming along at least.

Thanks for the input!

- nojak

jasonio
11-21-2006, 12:03 AM
This is a great challenge, some great works appearing - Well, I thought I'd have a go...

Done in Softimage XSI foundation 5.11.

Comments welcome. :)

Leotril
11-21-2006, 12:23 AM
Hi

@chickenkts . Thats Great Shaders u got on the Kink Kong Theme.. very good. Your Previos Picture was also very good .. great angle very artistic i like it :thumbsup:
@AJ_23 . Excelente Job.. please update if u can..
@mer Your eye is great to bad u use textures .. just kidding :D You Rulez :applause:
@TinyCerererebellum .. Fantastic Job.. hope tu see ur breakdown :thumbsup:


Ok guys im trying to improve my image.. so i added reflections in the pupil .. and play with the occlusion pass a bit in the latest 2 images..
http://img138.imageshack.us/img138/4082/eye6aqn7.th.png (http://img138.imageshack.us/my.php?image=eye6aqn7.png)

http://img292.imageshack.us/img292/9516/eye6givn4.th.png (http://img292.imageshack.us/my.php?image=eye6givn4.png)

http://img376.imageshack.us/img376/7130/eye6gi2passmh4.th.png (http://img376.imageshack.us/my.php?image=eye6gi2passmh4.png)

hope to make a real update soon.. later

Womball
11-29-2006, 07:06 AM
Wow! These are incredible! Beats my eye. I'm curious where your getting the HDR images from? Debevec.com is very limited to me. Also how are your painting the iris? This is the iris i painted. Any suggestions would be appreciated. I didn't paint the veins though I found an image of a sclera online. I get grossed out by painting veins/artieries. I did paint the iris though and the pupil.
http://img132.imageshack.us/img132/3428/iris2512tm2.jpg (http://imageshack.us/)