Let's make eyes!

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DrHemulen
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I just started playing around with eyes, inspired by this old thread:
http://render.otoy.com/forum/viewtopic. ... 405#p79404

As in this thread, I switched off the eyereflection and cornea materials with a null portal.

To get around the issue with the specular materials, I used the polys from the eyereflection object to create a similar, closed object with a bit of volume in Blender. I basically just closed the end, duplicated, scaled and flipped some normals. This was imported back in and set to specular, with a very low opacity. With a environment map, I get this (left eye is the one with the spec object):

Image

I have some reflections in the eyes now, but nothing near what's seen here:
http://render.otoy.com/forum/viewtopic.php?f=6&t=37439

Any idea of how to get this? I think the idea of modding the Daz eye could work, maybe even through a one-click geo-graft when that works. It's possible to add a lens and other stuff to get more realistic closeup rendering. For now I guess we can just hide the unwanted mats and attach the eye stuff as props?
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Tofusan
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I am using the material of eyes, setting it up as follows:

Tear/EyeReflection: Type:Specular, Reflection:1 IOR:1.3, Fake_Shadows:On
Cornea: Type:Specular, Reflection:1 IOR:1.45 Fake_Shadows:On
(The mix type is used in fact. Transparent area as Specular and opaque area as Diffuse. Alpha channel texture is specified as amount.)
Irises/Pupils/Sclera: Type:Diffuse (by Auto Conversion)
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SkinTest04.jpg
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Sorel
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That looks lovely Tofusan! Thank you for sharing. Was trying to get the eyes to look good for a few hours one day and couldn't really get anything I liked, I will try this later. What skin settings are you using too? That sss looks good.
voon
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What?! People render men soemtimes? :) Looks awesome.
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birdovous
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Oh thank you! Now if only this thread was here few days ago... I was pulling my hair trying to make the eyes a bit reflective without cheating...

Thanks again!
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fear_900.jpg
Birdovous
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Tofusan
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@Sorel, @voon, @birdovous: Thanks for comments. I'm glad if that is consulted. :D

@Sorel: This is the skin material which I'm using in M6HD. I think that it is necessary to adjust by the texture to be used.
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Skin02.jpg
Skin01.jpg
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Sorel
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Tofusan wrote:@Sorel, @voon, @birdovous: Thanks for comments. I'm glad if that is consulted. :D

@Sorel: This is the skin material which I'm using in M6HD. I think that it is necessary to adjust by the texture to be used.
Thanks for sharing ^_^
Tugpsx
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Great job, thanks for sharing
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t_3
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speaking about eyes, the cornea mat along with the sclera seems indeed to be the only way to get good reflections.

my problem with this is, that the cornea is a planar surface, so using a specular mat with a somwhat real ior will create unnatural distortions to the underlying iris mat. lowering ior and with low enough reflection i either loose the pretty sharp reflectivity that a real eye surface show, or it darkens the iris too much.

alternatively using the general eye texture has the problem that the cornea maps to the (usually low res) iris in the upper half of the eye map. i have done a quick test with an upscaled version of such a map where i have copied the hires iris into the upper half (not all to perfect aligned):
eye_test.jpg
(200% crop)

not yet perfect, but better than other solutions i had so far. the downside is, that the pupil dilation can't be controlled with the respective morph dial. the reflections on the other hand work pretty well (2 in this case).

the cornea mat isn't perfect either, little too much plastic look; could need a little more dilution; but the direction it goes looks not that bad, compared to sthg. real:
eye_real.jpg
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Tugpsx
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t_3 Now these look fantastic. We would all love to learn how you got these. Tutorial :twisted:
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