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ivo D
05-18-2003, 04:47 PM
im making my eye for a char.. but i cant get them right.. imoddeld the eye.ahve a diffuse texture.. and need reflect..done it but doesnt look good..looked up tuts ,but for max there aint good ones.. they all sucks..and for maya are way different.. if you know how..could you explain..or post screen .. or mapping.. just a little tut.. caus im grabbing i nthe dark here. .allready searched the whole forum.. no reall good answers concidering max..

Marcel
05-18-2003, 04:50 PM
Here's a image of a nice eye model, found somewhere on the net :)

EDIT: this image is by the great Peter Syomkya, a superb character modeller: http://www.primitivex.com/

dvornik
05-19-2003, 04:39 AM
I would like to join the question. Maya has some great procedural eyes. Max has some hand-drown textures and over-complicated models. There's gotta be a better way.

Dave Black
05-19-2003, 04:54 AM
There is a better way. Procedurals.

Look for a thread on CGTalk about "Pixar" style eyes. This has been posed many times. There are many ways to do it. If that search does not yield results to your liking, we can have a more in depth discussion.

-3DZ

:D

ivo D
05-19-2003, 05:45 PM
ues zealot.. i ve been on that thread some time ago.. but it isnt what im looking for.. its much harder to get control over what the texturing does.. in a procedura pixar style texture.. caus you allso have to simulate the depht ,caus you just have a sphere..

hhm.. i saw a thread with a really great eye..best ive seen but..that was maya :(.. stupid that none makes a tut about it..there are eye tuts.. 2 or 3 ive looked my ass of..

but they all just go into the simple diffuse ,bump spec.. and than the reflect..they **** that up..or just dont explain it wel..caus i cant get my reflect/refraction righ.t.and i dont know if i did the right thing also :(:(.. bummer

LFShade
05-19-2003, 06:48 PM
"overcomplicated models."

Hmmm. I'd say that they're only overcomplicated if all that extra detail will only ever take up a few pixels of render-space. Prominently figured (closeup/extreme closeup) eyes really do require physically accurate modeling and materials in order to look realistic, and the extra complexity of the model pays off in these situations.

One thing, I've learned, is a must for making eyes look "natural." Don't rely on specularity!. Those little round specular highlights, no matter how bright or tightly focused, will never give your eyes the right kind of shiny, wet appearance. To get this, you really need to make good use of reflection. When you look into someone's eyes, you'll note that the bright, shiny spots are actually reflections of the bright areas of your environment. This really needs to come across in your 3D eyes if you want them to look believable. This is also where bump mapping becomes important, since a perfectly smooth, spherical little environmental reflection will make your eyes look like marbles rather than eyes. A little veiny, uneven bump mapping will distort the reflections just enough to make it look like there's a layer of viscous fluid and tissue covering the eyeball -- just like in real life.

Experiment with it, you'll get it eventually:)

RH

Xilica
05-19-2003, 07:29 PM
ok, i did a search for pixar eyes

i saw some good pixar eyes such as squidinc's etc.. b ut they aren't for 3ds max

i read somewhere that there is a secret to it, and that you have to figure it out =/

basically to put it, im joining the question as dvornik has

Seven
05-19-2003, 09:09 PM
im going to join this.. Ive always wanted to create realistic eyes in Max. The shine / reflection. I just cant get it right

How do you do it :)

ivo D
05-19-2003, 09:14 PM
i have some refraction en reflectio n maps ill put them up..

oke i know this...

make the a sphere.. of enough visual segments.. select the polys where the iris will be..

pull it in word and so on.. just like the image here in the beginning of the thread.. than the other mesh over it

get a difuse.. map for the eye..

but select the half of the sphere..the part that you see..and just use a planar map.. :).. than unwrap.. make the disuse map in photoshop..get a good shot of a really eye.. photograph it and photoshop it to make it look better.. and flat..than make a bump of the eye..

for that..draw over the vains with a brush.. caus only that must bump.. and you can make some big blobs very light..so your eye looks slightly.. moist..

than make the map really difuse.. so no.. highlight or anything.

than get the other spehre on top.. with it cornea shapre on it.. and put a planar map on that to.. and than go bugger around with the refract reflact..than i get stuck mwhehehe

Marcel
05-19-2003, 09:50 PM
Heya, I might have some pointers that can help you:

First of all, find yourself lots of reference images on how the eye looks. Searching with google will get you loads, and there are also some highres faces at fineart.sk that will do. Especially the iris is very interesting.

The easiest way to make the actual geometry for the eyes is most likely with a spline and a lathe modifier. You'll get a lot of control over the exact shape of the eye.

The maker of the image I posted used a HDRI image for the enviroment to give the reflections that nice extra sparkle. The HDRI does miracles to reflections and refractions. Especially with the eyes it gives this great lifelike wetness that real eyes have.

If you look closely to the second mesh that envelops the eye you can see that the further outward you go the lighter it gets. You can get this effect by putting a falloff map into the self illumination slot. This will make the material more self illuminated the more the normals point away from the camera. This can be nice, but it has to be very subtle else it will look very CG-ish.

I attached my personal attempt (from a while back) at this eye business :)

Xilica
05-19-2003, 09:55 PM
thanks for the tips marcel and i will try them out

however, in order to make cartoony eyes such as in this thread:

http://www.cgtalk.com/showthread.php?s=&threadid=54417&highlight=eyes+on+sla

should i download the trial version of c4d and then option up the file squidinc gave and attempt to translate the material attributes over to max?

oh and another thing marcel, how did you create the iris in photoshop??

thanks!!!

RussellB
05-19-2003, 10:18 PM
This tutorial is pretty good. :eek:

RussellB
05-19-2003, 10:19 PM
http://www.3dluvr.com/content/article/59

ivo D
05-19-2003, 10:22 PM
that eye sucks bigtime..

better to do this one..this is the best i found

http://users.tinyworld.co.uk/steven_tubbrit/Workshop/Nurbs/Eye/Photorealistic_Eye_01.htm

Dave Black
05-19-2003, 11:39 PM
Marcel: Wow. Really impressive eye you've got there.

I think we'd all like to know a bit more about how you made the iris. Looks like photo reference, unless you just paint that well.


Is it possible that we need to fully clarify whether this thread is about cartoon/pixar style eyes, or photo real?

-3DZ

:D

Xilica
05-19-2003, 11:50 PM
3DZ: For me I would like to know how to make cartoon/pixar eyes...if I figure this out or learn how then I think following the tutorial on 3dluvr would help me make a better human eye, however I could make another thread on how to make eyes like the one's that squidinc made... god those eyes are beautiful!!! :beer:

luigi
05-19-2003, 11:51 PM
LFShade:


little veiny, uneven bump mapping will distort the reflections just enough to make it look like there's a layer of viscous fluid and tissue covering the eyeball -- just like in real life.

you are right with ypur observation about that specualar is in reality thereflection there is way a fast way of make look the refelction good with no bump.

The reflection have a paramether called absorption i now is in finalrender and brasil .
in brasil beta version you can simulate it with the output parameter inside the slot of the reflection y normally use fallow in this slot.

is the absortion taht MAKES THE DIFERENCE OF glass , metal ,...
the bump is a hard way to arrive to that. playing with the absortion with the same quantity of reflection you can make porcelain , metal , wet material, wet wood .

the absortion combines the colour of the object with the image reflected ;).


http://perso.wanadoo.es/calizp/absortion.jpg

the tree objects have the same value in reflection the unic diference is the absotion in this case in beta version simulated with the output parameter in the fallow of the slot reflection.

if you are using a bitmap in the reflection play withthe blur and with the output parametrers of the image for arrive to a good result.

LFShade
05-20-2003, 12:14 AM
luigi-
Valid though your suggestion is, I was referring to the eye not having a perfectly smooth surface, with the exception of the cornea. The sclera (the white part around the iris/cornea) has several tiny blood vessels just underneath the surface, which cause a slightly uneven surface over which you will not see perfect reflections. Add to this the fluids of the eye and you get a surface with a very shiny, reflective, but irregular quality to it. The only spot on the eye that should exhibit "readable" reflections is the cornea, everywhere else the reflections should be broken up considerably by the uneven surface.

Marcel-
With the exception of what I am referring to above, that is a fantastic eye you've made! Sink that baby behind some lovingly crafted eyelids and you've got a real winner:thumbsup:

RH

MRAY
05-20-2003, 01:05 AM
hello everyone this is my first post on cgtalk (i love this place, i've
learned so much from here!).

in response to Xilica, i would imagine once you can model something totally realistic and life-like you can pretty much model anything for example look at disney artists those men and women
can draw like there is no tomorrow life-drawing, anotomy, still-lifes anything realistic because once they can do that they can do anything.

just my 2 cents. ^_^

Marcel
05-20-2003, 09:13 AM
I think we'd all like to know a bit more about how you made the iris. Looks like photo reference, unless you just paint that well.

It's indeed an iris from a photo. I tried to simulate a bit more depth with multiple layers with opacity maps, bump maps and whatnot, the end result is a bit plain though.
I got the image from the net somewhere, it was a zip-file with irisses in a horizontal format (I guess for easy animation). I searched for it again to post it here but unfortunatly I couldn't find it. If only I had a macro lens for my camera, I could photograph every cute girly under the pretext of needing iris textures :)

Luigi, that's interesting stuff about the absorption. Can it be compared to a parameter that mixes between how much light goes to the reflection and how much to the diffuse?
With the standard scanline renderer I would make a black object with 95% reflection for chrome. For shiny plastic I would do 75%diffuse color and 25% reflection. Isn't the absorption parameter just a trick so that you don't exceed the 100% value (making the object way too light and shiny)?
You say that it also colors the reflections, cool stuff...

Thanks LFShade, the eye was actually made for a robot model, sort of terminator but more cartoonish. (From the very old MSX game Super Deformed Snatcher)

Xilica
05-20-2003, 07:15 PM
ok, i guess i'm going to have to figure it out my self

i'm going to download the trial of cinema 4d and then open up squidinc's file and learn :shrug:

ivo D
05-20-2003, 07:17 PM
im going to try it in max tonight.. so ill post my eye.. today.. im using max.. dont understand why your downing cinema ?

Xilica
05-20-2003, 07:24 PM
im a max user also, however squidinc made some of the best cartoon 3d eyes i have seen, i probably won't but i might try to download squidinc's file and then open it up and then try to translate it into max :bounce:

ivo D
05-20-2003, 07:26 PM
the mapping is always the same :P

ivo D
05-20-2003, 09:26 PM
well im building my eye to.. just trying..

this is just difuse. .and no reflect,refract yet.. gonna figure that out now ;)

ivo D
05-20-2003, 10:34 PM
hmm well im getting ther.. till now it aint that hard..only more time thani thought..

going to do the bump and fallof now.. or maybe tomorow ,its late:(

this is it till now

ivo D
05-20-2003, 11:16 PM
put my allmost finished i in my wip head.. in progress:P

http://www.cgtalk.com/showthread.php?s=&postid=597336#post597336

EricChadwick
05-20-2003, 11:59 PM
I think these are the horizontal irises...
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=402#3386

ivo D
05-21-2003, 05:35 AM
yep.. i have 3 other oft those zips.. but dont have the url..

aldo..they aint really good.. i just looked up a real one..and photoshopped it a little:D

Marcel
05-21-2003, 11:26 AM
Your eye looks really good IvoD!
I have one comment: the change from the Iris to the white of the eye is very sharp in your texture. If you look at the image I've attached you can see that in real life it is much more blurred. In a way it looks like two transitions, one not so blurred and the other is a very light but heavily blurred transition.
Sometimes there is also some weird color shift going on in the transition from iris to white. For example, a green iris can have a slightly blue tint in the transition. Or a blue iris can have a much higher saturation in the transition.

Marcel
05-21-2003, 11:27 AM
Color shift (don't use this image as reference for the blurriness of the transition since there is a lot of DOF going on)

Marcel
05-21-2003, 11:30 AM
Another nice example...

dmak
05-21-2003, 11:15 PM
Ok, I've spent quite a few hours trying to re-create a procedural eye I saw done in maya (image below). Granted I'm not as fluent with the maps dialog as I'd like to be, my attempt failed when I got to the bump map stage. Aparently using a gradient ramp and procedural maps throughout the different ramp points fails. The areas that fail are clearly visible on the model at render time when you see faceted areas in place of the gradient.

Am I doing something wrong or is this a flaw with max procedure maps and the bump channel?

maya eye: http://64.32.63.100/files/mayashaders/bloodshotEye-v1.0-.zip_screen.jpg

my max eye:
http://www.faktorystudios.com/dmak/eye/11.jpg


Keep in mind that both of these images are procedural maps on a sphere. There is no special modeling done to the spheres. As you can see, using bump maps the iris looks as though it's indented and the white of the eye has bumps in the maya render. I was unable to achieve that as the bump would not apply properly in max.

Any tips/tricks/knowledge is welcome.

dmak

Xilica
05-22-2003, 01:32 AM
where are you guys getting your iris material??

are you creating it in max using the material editor or editing an iris in photoshop?

thanks!!!

dmak
05-22-2003, 02:10 AM
The iris material I have on my image (above) is a gradient mix of two procedural noise maps. Play with the procedural maps and mix them right and you can get a decent iris.

If anyone knows anything about the limitations to using a gradient ramp in the bump channel, please let me know. Thanks!

Dmak

Dave Black
05-22-2003, 03:56 AM
Hey, Xilica, you can grab the iris maps alot of these guys are using here:

http://www.claus-figuren.de/3d/irises.zip

Really great resource, thanks Posm!

The maps are horizontal, so they will map well if you use a cylindrical mapping type on the iris geometry.

Anyway, neat thread...

Xilica: Go get those textures!!!


:wip: <------- 3DZ
:argh: <--------------- Xilica

-3DZ

:D

Xilica
05-22-2003, 04:13 AM
Originally posted by 3DZealot

:wip: <------- 3DZ
:argh: <--------------- Xilica

-3DZ

:D

haha, thanks 3DZ!! :buttrock:

ivo D
05-22-2003, 05:37 AM
for making a procedural eye.. you have to make a falloff from the iris to the outside en from the outside to the inside i think..and render not with max render but with brazil or v ray..and use hdri.. to get a reflect/refract going..

your eye seems flat.. caus of the flat look of collor.. so that is what the bum has to do i think..difficult.. but well.. eyed say.. just create the eye model.. and use it over ad over again.. eye shape is standard so :D

i could put up my eye mesh here if you want

tyio
05-22-2003, 10:43 AM
in 3dsmax files !!

It's could be perfect:beer:

Marcel
05-22-2003, 12:03 PM
and render not with max render but with brazil or v ray..and use hdri

You don't need either of those renderers to render HDRI reflections. Just download the free HDRI import plugin from the Splutterfish website (the makers of Brazil). With this plugin you can load a HDRI and put it on a sphere or in the background.

dmak
05-22-2003, 03:00 PM
I tried installing the HDRI sputterfish plugin in my copy of max 5.1, doesn't seem to be compatible. Though I was taught a different method, to use a hdri to floating point tiff converter (which max can natively pull light values from). Then all you do is plug the image into a skylight map channel and use light tracer to render.

The converter can be found here (HDR2TIFF):
http://www.geocities.com/ffrog.geo/programs.html

Also, if anyone wants to see my procedural eye material, you can download it here:
procedural eye (http://www.faktorystudios.com/3dmak/)

Dan

Dave Black
05-22-2003, 03:54 PM
Guys, Max 5 can render HDRI without any plugins. DL hdri-shop. Just convert the .hdr files into floating point tiff files using HDRI Shop. Then blur 'em a bit in max and add them into your skylight map channel. Simple as that. HDRI reflections work as well. Just dump the floating point tiff file into the enviroment channel of your raytrace material.

-3DZ

:D

Alex Morris
05-22-2003, 04:53 PM
Cool thread

The main differences I can see between the Maya version and Max are

1 Oversaturated colours
2 Refraction through the cornea
3 Lack of a decent environment for the reflections (HDRI makes this better, but not really necessary if the lighting and environment is set up right in the first place) - think photography studio and all the reflection boards, etc that they use to take a simple portrait.
4 more resolution in the iris area........although this could be over anti-aliased

As for the bump mapping, I'm not aware that there is a bug in the gradient map for this.........its probably an aliasing issue.

Alex Morris
05-22-2003, 04:55 PM
Oops and as an additional cheat to avoid GI try using the falloff and shellac maps more to get the effects of reflection fall-off and sub-surface scattering.

dmak
05-22-2003, 05:25 PM
Ok, look at this render,
http://www.faktorystudios.com/3dmak/9.jpg

Here you can see what happens when you apply a gradient ramp with textures in the different gradient points in the bump channel. For some reason the texture facets the mesh, which seems to me as though the resolution for the gradient ramp and other maps is not big enough.. Really, I'm not sure why it's doing this and I can't find a way to fix it.

Also, the maya eye does not have refraction on the iris lens. It's simply a bump map that causes a refraction like appearance. The bump at the iris goes to a negative value while the specularity has a positive value. Creating the appearance that there is a lens where specularity occurs, and depth where the iris is. As I said earlier, it's a shader network mapped on a sphere primitive. I hope thats not confusing.

If anyone knows anything about the issue I'm having, please, feel free to share! Thanks.

Dmak

Alex Morris
05-22-2003, 05:32 PM
hey dmak, sorry I'll read it properly next time.
would you care to post the file so we can look at it
Have you checked the smoothing on the geometry?

ivo D
05-22-2003, 05:44 PM
well here is my eye mesh.. it is a darn simple one.. more aint needed anyway..

just put a uvw planner mapping on it (yep a planer mapping)

it is more easy to unwrap and put a texture on it..
you really never see the back of the eye.. so why texture

here is a hdri tut for max.. , and yes you can import hdri without plugins.. but it all looks a lot better with brazil.. and i did install a plugin for hdri.. soi dont have to convert or anything

http://www.splutterfish.com/gabry_hdri_tut_tmp/

and the hdri tut at 3dtotal is good to .. ;) :buttrock:

tyio
05-22-2003, 05:45 PM
i understand that too !!, if you post it, i'll take:beer:

ivo D
05-22-2003, 05:45 PM
for got to give the url for the mesh.. its 3ds

http://lightning3d.250free.com/filebackup/

Equinoxx
05-22-2003, 05:50 PM
you guys care for me to move this to the Tutorials & tricks subforum and rename it to :"Theoretical Eyes" ?? :D

ivo D
05-22-2003, 05:53 PM
oke.. :D.. yea the foru mis evaluating very fast.. but heej this one of of the few forums wher results popup.. :)..

could you.. move it in a way..that.. we still get the notification mail ?

dmak
05-22-2003, 05:54 PM
Ok here's the scene:
scene file (http://www.faktorystudios.com/3dmak/downloads/eye_bump_issues.max)

Really, I'm considering calling this done without the bump and moving onto creating the modeled iris with all the reflection and hdri lighting. This was more a test of re-creating what I saw in maya which looks great. Anyways, if you guys can figure it out, that would be great.

I have no problem with moving this to the tutorials section.

Dmak

Equinoxx
05-22-2003, 08:02 PM
i'm gonna leave it for a couple more days, so everyone who's participating will know where it went ;)

ivo D
05-22-2003, 08:07 PM
owkeej :D

dmak
05-24-2003, 09:05 AM
Eye updated. Ok, I updated my procedural eye by placing it in a composite map with a glossy coat. Then I used the hdr2tiff converter and setup a quick hdri scene. Here are the latest results:

http://www.faktorystudios.com/3dmak/downloads/eye/hdri.jpg

A little too bumpy, but pretty good results. I think I primarily like it because it looks gross.

I assume no one understands the bump issue (with a gradient ramp forcing strange faceting).

Dmak

ivo D
05-24-2003, 09:15 AM
..looks oke.. but not good enough yet.. but for render.. just go to enviroment.. and deselect bitmap ..that is finked on now.. than you will have just a blank background and stil the hdri.

your collor of the red to to bright and thick.. is my opinion

genesis max
05-24-2003, 03:06 PM
Dmak, very good eye you got there, only problem is that iris has no depth, but I think that is because it is only simple sphere.Keep updating. ;)

dmak
05-24-2003, 07:38 PM
I think I'm done with the procedural eye project. I can't add depth to the iris because max doesn't like it when I try and do so. The eye looks pretty good for being a bunch of turblent noise maps on a simple sphere.

My next eye will be a modeled eye. That should allow me to add the last pieces of realism to get a photo realistic eye. Thanks everyone for the critiques and help along the way.

dmak
www.faktorystudios.com/3dmak/

tyio
05-24-2003, 07:40 PM
we are here for that (french traduc :))

pluMmet
05-25-2003, 03:17 AM
Having purchased professional eye models I haven't had this problem. But here are some pics of the eyes and meshes just to get an idea about how to do it....These are Dosch by the way.

http://members.cox.net/plummet/Doscheyesmesh.jpg

http://members.cox.net/plummet/Doscheyes.jpg

ivo D
05-25-2003, 04:57 AM
they aint even so good.. not worth the mony i think..but ow well..ther is lots of stuff on the market ;)

Dave Black
05-26-2003, 11:12 PM
I have an idea.

How's about we all post our wireframes of the eyes we are working on, from a orthographic view, detailing the area around the iris, and also the cornea.

I think that way, we could better discuss the shapes needed to produce the best effect.

I've just started on mine, so I'll post it soon.

Also, everyone who has shown his/her eye so far, how about you talk briefly about your material structure, and your mapping solutions.

I've found in the past, that threads like this die off if we don't get deeper into the specifics, thus, my request.

-3DZ

:D

Xilica
05-26-2003, 11:52 PM
Sweet idea 3DZ!!!

Maybe we can make a thread in the future on creating a cartoony/pixar eye??

I would really get deep in that stuff. :buttrock:

dmak
05-26-2003, 11:57 PM
Ok. Sounds like a good idea. Here's what I found pertaining to the anatomy of the eye. Should be quite helpful:

anatomy of the eye (http://gary.myers.net/eye.gif)
another good anotomy pic (http://members.aol.com/wayneheim/eye.jpg)
a color version (http://www.cis.rit.edu/mcsl/faq/eye.jpg)

Equinoxx
05-29-2003, 09:43 AM
seemed lots of people didn't notice this thread was moved to the tips & tricks subforum. so by request, its moved back to the max main forum untill it's mature enough.

cheers.

Qui

:D

Seven
05-29-2003, 12:01 PM
Well because of this thread I had to give it another go :)

http://www.jonberry.pwp.blueyonder.co.uk/humaneyerender2.jpg

A WIP of course, I need to give more life to the white I think. It needs veins etc. Eye lid skin etc to follow.

Im only concerned with the area thats visible (which has no skin covering it) so the stretchyness of the texture towards the back of the half sphere doesnt both me because when im done you wont see it.

Sev

JonasNoell
05-29-2003, 12:08 PM
My first attempt ;)

http://www.josh.ch/phpmywebmin/_uploads/cANt/Eye.jpg

http://www.josh.ch/phpmywebmin/_uploads/cANt/Eye2.jpg

Tried to achieve a realistic look with totally free drawn textures!

3dioot
05-31-2003, 12:19 AM
Dmak,

I had the exact same problem. I couldnt solve it though. It think it works like this: A bumpmap does nothing but change the normals of the mesh surface. So its dependant on the surface. What you see is a replica of the mesh surface only with severly tweaked normals so it looks to go in. Why it looses its smoothed appearance is beyond me though and that is the core of this problem. Try altering the mesh of the eye (give it more segments or less). You'll see that what you are staring at IS your mesh. It really sucks though. I tried making a really dense eyemesh but not only does it go against the entire purpose of this shader trick (keep it simple and fast) it also makes the problem look much worse cause you will get almost a facetted bugeye look.

Ive been retouching an iris photo this evening so i quess ill join in tomorrow. But i think i will have to go for a multipart eye with proper refraction (noooooo..) :shrug:

GrtZ 3dioot

ivo D
05-31-2003, 07:22 AM
uhm the densitiy of your mesh doesnt matter at all.. your bump map is just to strong.. and must exist out of bigger spots.. now ther are little dents..

the bump is to make it look more softend..and like it has little wet layers.. just in the bump option..switch the black and white slot.. so the bump will got to the outside .. and not in , making holes like it does now.. and brust some of the ..texture of the bump away in PS.. or pixelate some parts.. ,facet it..and than blur it.. so you get bigger smooth looking bump surfaces.. uhm that could work.. i dont really know.. for mee with my sleepy head this mornig it sounds oke mhehe.. lol:hmm: :scream:

Dave Black
08-13-2003, 04:05 PM
Thread resurrection. Too good to fade away.

Let's keep this discussion going. It's been a few months, but I think we can pickup where we left off.

Marcel, I'll Pm you to make sure you get your butt over here and share more about how you did your eye.

Guys, since there is a lack of focus in this thread right now, I'd like to steer it back on to such a great topic...

Let's start by talking about geometry. As documented, the eye is split into several structures:

White
Iris
Pupil
Cornea

Post a pic of your geometry setup! We can talk lighting and materials in a bit.

-3DZ

:D

ivo D
08-13-2003, 08:07 PM
..yea good thread..

well about the geometry..

i do it like the pic on the beginning of the thread

this one.. . :D

this is good enough..

there are some little differences in ways you can do it.. but this is what you basicly need to have..

and for the mapping i just use


on the inner bole.. a difuse texture, and a little bump not much.. and tiny spec on the outer sphere i use a higher bump of veins ,and a hdri map


ps: this pic aint mine.........

dmak
08-13-2003, 08:14 PM
When I get some time, things have been really hektic lately, I'll work on a combination procedural eye/modelled parts. My big thing with the procedural eye is that you can change/animate the color and size at any time without distorting the quality. Now if only I knew a little more about maxscript I could make a script to create a standard textured eye.. hmmm.. ideas are great. :)

Dan
www.3dimplant.com

Dave Black
08-13-2003, 11:17 PM
Ok, thought I'd give 'er a try.

Here's my first attempt. Need to paint the eye white. I think that will help matters. The spec might be a problem within the iris. Oh, and I need to blend the iris into the white better.

Eh. Just needed to contribute something.

http://www.3dzealot.com/cgtalk_helpdesk/EYE_Show1.jpg

-3DZ

:D

ivo D
08-14-2003, 12:13 AM
hehe just had to ,just had to .. lol :D

we aint making u you know

:beer:

but about the spec.. and so forth blending it into the white..
now you have the spec on the iris. the inner sphere..

try to do the spec on the outer sphere.. and a bump map of the vains on the outher sphere to + the hdri map, and your done ;)

visualboo
08-14-2003, 04:42 PM
I think it would be cool if you guys had a generic model so you could all put your eyes into it. That way you would really see which ones look the best, as it's a little hard to tell with the entire eye visible.

3DZ: What are your spec settings on the outer glossy material? For some reason it looks really "dry". Intense but dry.

Dave Black
08-14-2003, 04:44 PM
Gonna do some more work on my eye a bit later. I'm still hating the reflections. Too strong. Needs more noise. Right now, I have 2 hdri images(one with a soft blur, and one with perfect clarity) blended out from the iris, so that the reflections are clear at the cornea, but blur and get hit with noise as they move from the area.

Here's the mesh I made, FWIW.

http://www.3dzealot.com/cgtalk_helpdesk/EYE_Show1_Mesh.jpg

Why does everything I make look like poo the day after I post it? Hehe...It's a disease, I swear.

:EDIT: I totally see what you mean, Visualboo, I'm tweaking that out right now.

-3DZ

:D

Matt-Clark
08-14-2003, 08:45 PM
Saw this thread and thought I'd have a quick go at doing some eyes without the use of any textures, be it on the eye itself or the reflections, here's where I got after an hour or so:

http://www.clarky85.freeserve.co.uk/eyes.jpg

Bit too stylized for photoreal, but maybe it can be tweaked, here's
the max file for anyone who fancies it:

http://www.clarky85.freeserve.co.uk/Matts_eyes.zip

Dave Black
08-15-2003, 02:48 AM
Well gee wiz, it's Matt! He's shows up, delivers content, then disapears into the abyss...

Good to see you, Matt...sniff...missed you man....sniff...

Enough unpleasantness. :D

Looks really slick for a totally procedural eye. I can see where it would really rock in a more cartoony character.

Thanks, man! Any pointers to get that eye I posted on the last page up to snuff?

-3DZ

:D

NowhereMan
08-15-2003, 03:22 AM
Hey Mr Clark, nice contribuition! thanks!:thumbsup:

ivo D
08-15-2003, 12:49 PM
Matt , ill look at your model soon.. and post one eye myself.. think it can be tuned to a pretty good phtoreal eye.. some ps here and there.. some spec. gloss,hdri , bumpy .. olle:D

visualboo
08-15-2003, 08:19 PM
my go :)

http://www.visualboo.com/misc/03.jpg

And some usless eye reference
http://www.eyesearch.com/glaucoma.htm

visualboo
08-16-2003, 12:53 AM
Just a little better higher res map. Pupil is a bit to small imo though.
http://www.visualboo.com/images/personalprojects/eye_01.jpg

dmak
08-16-2003, 06:11 AM
Good start, looking good. My comments are that the white of the eye needs to be completely white, and the red should have some veins layered in there, right now just looks like nebulous red area.

dmak
www.3dimplant.com

visualboo
08-16-2003, 01:45 PM
Ah yes that white thing again :) It has something to do with the render but I can't get a handle on it (I know for a fact that the white is pure white). I think it has something to do with GI passing through a glassy transparent material.

Xilica
08-16-2003, 11:38 PM
i can get the shader so that it looks like an eye, however i see the same thing on the oppsoite side of the sphere, how is it done so that it is only on 1 side? thanks!

Dave Black
08-16-2003, 11:44 PM
Well, you could use a map to mask off the back side. I went ahead and UVW mapped mine(a couple pages back). That made it easier to paint on it. It could be as simple as adding a planer uvw to the sucker just so you could apply a gradient ramp map to section off that area.

Just some thoughts.

-3DZ

:D

Xilica
08-17-2003, 01:28 AM
ahh, your eye on that other page owned.. i love it!! :buttrock:

ragecgi
08-17-2003, 01:45 AM
Just in case anyone cares hehe...

<shameless plug>

A LONG time ago when I was using Max before Maya, I wrote a PS action that lets you create a custom IRIS texture.

...just thought I'd pass it along for those among us who were lazy like I once was:)

Here is the link at the Adobe Xchange:
http://share.studio.adobe.com/axAssetDetailSubmit.asp?aID=2166&back=http%3A%2F%2Fshare%2Estudio%2Eadobe%2Ecom%2FaxQuickSearchSubmit%2Easp%3Ftxt%3Diris%26allprods%3D0

PS - In the readme, and in the action it says not RageCGI.com, but my old handle/domain, ArenaDigital...
Damn Adobe won't update my old account so I'm thinking of just re-uploading it to force the change:)


Anyhoo....

ivo D
08-17-2003, 09:44 AM
eej visualboo
...
a few.. crits... i have, the iris looks a little flat..think its your model..


also the grain ,doesnt make it look much better.. the rest of the eye should best be whire, or if you want some differs, make it white with yellow soft spots in there..just tweak a little:p


:offtopic: well im of to vacation now.. ill be back in a few weeks
..gr..damn..its od.. but i wanna max!!but i cant.. have to go :(

to the sun beaches.. hmm..what a bummer heheh :-)

cu guys again soon! later!!

Marcel
08-17-2003, 01:15 PM
I have a good trick on how to get the raytraced reflection look without doing the raytracing. The problem is...I only know how to do it in Maya...I've tried translating it to Max but I've run into a few problems and my skills with the controllers are not that good.
The idea is really simple, I hope somebody can make such a setup in Max:

- Put a spherical UVW-Mapping modifier on the outer eye object (the 'glass' object')
- Link the rotation of that UVW-Map to the position of the key light using a 'Look-at' constraint.

- Make a material with a very low glossiness value (so that your object is completely covered in white specular)
- Map a bitmap (with a window pattern some outside reflection map) to the 'specular level'

The result of this setup is a reflection that follows the key light (for easy positioning), giving a very crisp specular on your eye object.
Because this texture is mapped on the 'specular level' it will fade out in the shadows (just like a real reflection is masked out by the hair of the eye and parts of the face).

The problem with recreating this setup in Max is mainly that the UVW-Map gizmo cannot be given a look-at constraint. I've tried using LFShade script (http://www.cgtalk.com/showthread.php?s=&threadid=71597) but the look-at controller reacted all quircky.
I hope somebody else has more luck, because it looks as good as raytraced reflections but renders a lot faster.

I've attached a Maya render to show the result of this trick.
Using a HDRI bitmap for the reflection would be even better...

Matt-Clark
08-18-2003, 10:17 AM
Originally posted by Marcel

The problem with recreating this setup in Max is mainly that the UVW-Map gizmo cannot be given a look-at constraint.

You could use camera map binding under World Space modifiers.

visualboo
08-18-2003, 02:46 PM
No that doesn't work cause you need to link the UVW map to the light, not the camera. :beer:

I was thinking that some simple wiring would work but I see it's not that easy. I'll give it another crack when I get off work.

urgaffel
08-18-2003, 03:02 PM
Well you could create a camera and link it to the light, but that seems a little messy ;)

visualboo
08-18-2003, 03:18 PM
oh haha.... I didn't think about that :D

Matt-Clark
08-18-2003, 05:02 PM
Originally posted by urgaffel
Well you could create a camera and link it to the light, but that seems a little messy ;)

That's what I meant, but yes, it's a pain the ass.

visualboo
08-18-2003, 06:36 PM
Why again can't we just use a projection map of a window in the light?

Marcel
08-23-2003, 10:57 AM
The camera map and the projection light are both solutions that would work, but they are not as nice as a spherical reflection map. The spherical reflection can break up the highlight (into two seperate highlights) because of the shape of the eye. With a planar projection you would never have that.

One could always tweak the UVW gizmo by hand, it's just more work.

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