View Full Version : Eye Material Problems!
Mercurio 10-03-2006, 03:18 PM Hello everyone,
Please help me I need your critiques desperately. I need to improove my skill in the areas of creating realistic eyeball materials, I am just new to using v-ray materials, but I cant seem to get the 'wet' eyeball look.
I am happy to post all of my settings for someone to help me.
Here is my progress so far:
http://www.kalescentstudios.com/Data/Zhianna_WIP25.jpg
I have to be clear I am not looking for critiques about the eye textures or modelling YET they are very unfinished at this stage - just specifically the creation of the materials and material settings which make up the eyeball, and any lighting tips to help enhance the feeling of wetness.
Also why is my eyeball coming out GREY when the texture is completely white underneath there?? :shrug:
I have discovered many tutorials on the internet so far, but all of them do not reveal the settings of the render or materials, or are specifically not for using 3dsmax & v-ray combination.
Thank you for your time, I hope someone can help i have spent probably 10 or so hours trying to make a nice wet eye feeling. :banghead:
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gringer
10-04-2006, 05:58 AM
This tutorial may be what you're looking for.
http://www.3dtotal.com/team/tutorials/antro_eye1/antro_eyemod_01.asp
Hope it helps!
Cheers :D
Mercurio
10-04-2006, 06:25 AM
Hi Gringer,
Thanks for the link, I used this tutorial for developing my eye texture and modelling to this point (have alot more work to do on the texturing definately) But still the main thing i am looking for is some V-ray material settings or even perhaps some lighting tricks in order to achieve a nice looking render.
Here is probably the best looking eye i have ever seen and it is exactly the type of feeling i am going for although of course her eyes will not be bursting out of the sockets!!!
http://206.145.80.239/zbc/showthread.php?t=032516
So if anyone can provide some tips - outside of these tutorials IE for actual material settings or lighting setups that would be a massive help - I feel like i am just trying random settings and hoping for the best, trying more randoem settings and hoping for the best.
Its killing me!!!
I will post some more progress tonight - STill looking for help.
Thank you!!
bonestructure
10-04-2006, 04:59 PM
A couple of tips
I have a high rez photo of an eye I use. Just paint out the highlights/specularity in photoshop using paint or the clone brush.
As far as the wet look. When you make the eye, assuming a sphere, clone the sphere and then increase the radius just a small bit. Just so it's a fraction larger than the actual eye mesh. Apply a clear glass texture to it, use falloff as reflection or whatever you want. I just find falloff works the best. And set the refraction to about 1.333, the refractory index of water.
HannesJ
10-04-2006, 10:52 PM
...to continue Bonestructure's tip: after you have cloned the sphere bulge out the area a little bit where the pupil is behind. On your original eyeball make this section concave.
Then it should reflect correctly.
Btw: it's good that your eyeball is alittle bit gray. It wouldn't look natural if it was pure white.
Hannes
Mercurio
10-04-2006, 11:21 PM
Oooo thank you so much Bonestructure and HannesJ :bounce: I am at work at the moment, so i will try these as soon as I reach home.
At the moment I have the eye built in 2 parts ( like antropus tutorial ) but that material setting has been killing me - i will definately try your suggestions!!!
Thanks you so much!
Mercurio
10-06-2006, 12:19 AM
Bonestructure: Man you are my saviour, i didnt know about the index of refraction for different materials - what a n00b i am.
I googled the big list of materials and now have saved that out for reference.
Now I have at least got a base of watery material to start with which is exactly what I was looking to establish.
Thank you so much!!
:thumbsup: :bounce: :buttrock: :applause:
gringer
10-06-2006, 10:09 AM
Hi there!
I'm glad you're moving ahead with your problem.
As previously posted by Jeff Patton, this site gives the IOR of many materials which are invaluable for the CG artist. Check it out!
http://www.vray.info/topics/t0077.asp
Cheers :D
angel
10-06-2006, 01:01 PM
To take all the advice a bit further... I suggest you finish all of your texture maps before you even begin trying to make the eye wet. The reflections is just the icing on the cake. You went from point A to C... finish B before moving on to C and you will have a better idea of what is left, missing etc.
just my 2 cents.
Mercurio
10-06-2006, 01:39 PM
Snows: Your reply is valuable, I know I've jumped ahead :eek: Im working on the textures right now - so the next updates / renders will include the final textures for sure!
However there was a reason for my madness and it was that I knew I would have some trouble with the material settings and lighting, So i wanted to brush my skills up on that side of things in order to achieve what i wanted to achieve BEFORE i get to the part which i enjoy most, which is painting all the textures etc !:buttrock:
Long story short - I wanted to get the hard part done first!!! But maybe your right, I need to get the textures to the level I want and then work on the material settings!
Gringer: Man thats even more complete than the one i found!
Thank you so much!! :thumbsup:
I am having problems achieving the kind of reflection that I am looking for now :sad:
What do you guys often use for setting up your reflections ?
The way i have done it to achieve these pretty ordinary results is:
I've used a VrayMtl
Reflect Slot = VRayHDRI
Settings:
http://www.kalescentstudios.com/Data/Reflect_Settings.jpg
My Refraction Settings:
http://www.kalescentstudios.com/Data/Refract_Settings.jpg
And in the Environment slot I have an instance of the same VRayHDRI.
But for some reason the material in the editor is looking absolutely nothing like what im seeing in my renders. Please find the strength to overlook my insane level of n00bness - is there something I am doing completely wrong here ??
I also have 2 Planar lights in the scene but their reflections are nowhere to be found
Here are the various results im getting now.
http://www.kalescentstudios.com/Data/Zhianna_WIP29.jpg
http://www.kalescentstudios.com/Data/Zhianna_WIP33.jpg
These just arent good enough and im not happy with them yet - anyone have any suggestions as to what I can do ?
Thanks everyone for the help - I really appreciate it!!
Mercurio
10-07-2006, 04:01 AM
After mucking arounda bit more - Ive come up with this:
http://www.kalescentstudios.com/Data/Zhianna_WIP40.jpg
Veins and then Bump map to go on the eyeball - any thoughts so far??
joppeliten
02-08-2007, 12:39 PM
Mind sharing your current settings? im trying to make eyes to and i had a question on how too make the cornarea reflect the enviroment around it how do you do this in vray?
Anyhow last render looks sweet!
joppeliten
02-08-2007, 10:08 PM
Somehow i loose my detail on the eye the cornee becomes too thick somehow, you know what might be the problem?
Marcel
02-09-2007, 10:44 AM
I always model my eyeballs out of two objects: the inner eyeball consisting of the eye white and the coloured iris. The second object is the reflective shell which is slightly bigger and has a bump in the front.
http://www.cgtextures.com/.Temp/eyeball.jpg
How is your eyeball shaped, like a sphere or does the front have a bump? The bump in the front is very important, because it will break up the reflection. Look at the image you linked to as reference, the whitecard's reflection is broken up by the bump.
You can also add a very very small bumpmap to break up the reflection of the eye white so it doesn't look that perfect.
You can turn up the brightness of the environment a bit more, this will improve the look of the reflection. Also, bring back the whitecard, it always works well (set its self illumination to 400% to make it very bright).
Try to add a light coming from the top which makes the upper eyelid cast a shadow in the eyeball. The shadows of the upper eyelid and the eye hairs look cool. If you model the eye correctly (with a flat iris) the shadow will also show more depth to the eye.
Add a fluid line where the eyelids and the eye meet. You can lay down a spline, loft it and invert the normals. Add a reflective material to make it look like fluid. This will add much wetness to the look of the eye.
The white of the eye is a bit too white and plain. You can add a little bit of red at the corners, some veins, and some yellow tints. If it is a still image or the eyes never move you can bake the ambient shadows in the texture (crank up the shadow settings very high when baking so you get the most precise shadows). You can see in your reference link that there is a lot of ambient shadowing going on which helps to sell the effect.
Another think you can try is to give the eye-white a very slight ambient light texture (self illumination in Max). If you keep it very low, for example 10% it could fake a bit of sub surface scattering (light passing through the eye-white material). This would make it look a bit more organic. Keep it very low though!
Try to add more eyelashes, and make the hairs a bit thicker. Sometimes it looks better when you make them slightly transparent, it makes them look a bit softer.
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