Help With Eye Shaders


#1

Hello! Today I found this great tutorial on how to make pixar style eyes in 3ds max (link ) which I adapted to Maya for the modelling. My problem is I can’t figure out how to make the shaders except for the pupil. I’m kind of a noob to Maya and I’m not good with shaders. Does anyone know how to achieve results like this?

Here are the pics of the shaders if you don’t want to go to the link:


This is my biggest issue, the eye white


I got the iris image for this but I’m not sure how to put it in the right spot.


Cornea

Here is the whole eye:

Thank you! I don’t need to know how to do the lighting, just the shaders. Thanks! (@.@)


#2

Sorry for the broken image links, they’re fixed. :slight_smile:


#3

White eye: I guess all you need is a mia_material_x with the glazed ceramic preset with some tweaking of the diffuse color. and also check the “fresnel reflection” checkbox in the BRDF rollout.

Iris: Just UV map it with a planar projection and maybe adjust the scale of the inner ring of the iris (close to the pupil) make a mia_material_x adjust the glossiness to somewhere around 0.2 I guess. click the "highlight only checkbox. And that should do it I think.

Cornea: duplicate your “white eye” material and set the refraction color to white on the new one and you’re done. :slight_smile:


#4

Thanks! It looks great, but, I’m still not getting the kind of ring of transparency around the edges. I tried to get it yesterday with a phong and a transparency ramp but it didn’t work. Is there a way to do this with a mia_material_x? Thanks!


#5

I’m not sure I understand what you’re talking about. Don’t use phong though. it’s a legacy shader and not nearly as efficient as the mia_material_x. You can connect a opacity ramp texture to the mia’s cutout opacity instead.


#6

What I mean is in the pictures in the 3ds max tutorial the eye white shader has a kind of transparency ring around it. I may not be able to get it in maya. Here’s my render minus the iris shader (I’ll apply it later). Also with the cornea I dont get that big light spot and there’s a certain glassyness that’s missing. Maybe its the lighting? Thanks so much for helping me.


#7

No problem.

No the eye white is not transparent. what you see in the images in the tutorial are reflections. In your image you don’t have any kind of environment so they will only be reflecting black, which means there will be no reflections. if you add some kind of environment sphere with a nice hdr applied to it, you will get the same effect.
it may be that you will want more reflectivity on the eye for a stronger highlight. in that case you can disable “fresnel reflections” and increase your 0 degree reflection value to samething like 0.1 or 0.2. I wouldn’t wanna go any higher than that though. if you need to go higher you will need to take a look at your lighting instead.


#8

I did what you said with the 0 degree reflections but it didn’t reflect much and it didn’t really look that glassy. I couldn’t use an env shader because I’m at a camp right now where I have 2011 (I’m a kid) and I have 2012 at home. Any more ideas? Here’s a pic. Thanks once again. If you want to see my file here is a download link: (The model is a sheep. its in progress and looks really bad). Link


#9

ok. my tip for easily getting decent environment and lighting would be to go to this page: http://gl.ict.usc.edu/Data/HighResProbes/ and download one of the hdr images from that page. then delete whatever lights you allready have in your scene.

Then do the following:
open up the render settings window, go to the “indirect lighting” tab and click the “create” button for “image based lighting” in the environment rollout. also check the “final gathering” checkbox in the final gatherering rollout.

Then you select the yellow sphere that appeared in the viewport, and in the attribute editor you click the button next to “image name” and choose the file you downloaded.

Then press render. :thumbsup:


#10

I’m stupid! I’m not supposed to import! About to try.


#11

AWESOME! It works! Thanks! I think a big part of it is lighting, I really have a long way to go. I got the desired effect though! Thank you once again!


#12

you’re welcome. :slight_smile:


#13

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.