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Re: A new set of eyes.

Posted: Fri Dec 20, 2013 5:21 pm
by bepeg4d
ElBloko wrote:Thank you :) That's pretty much how I tried to model the surfaces inside. It's easy for a glass of whisky but it gets more complex with the inside of an eye. The light has to go through the cornea, then the aqueous humor, then the lens, then the vitreous humor to finally hit the retina. Describing those different bodies inside using the rules you pointed to is a bit of a mind bender.

I will try again though, just for the sake of it, because I'm honestly not sure it would add anything to the end result. The different refraction indices inside are all fairly similar in the end.

Question though, when the light crosses multiple adjacent surfaces with the same IOR, does its trajectory stay the same or does it get increasingly deviated at each surface hit?
too complicated for me, this is a job for roeland :D
anyway i forgot to ask you how many polys for a single eye?
thanks for sharing, it's very interesting ;)
ciao beppe

Re: A new set of eyes.

Posted: Fri Dec 20, 2013 5:58 pm
by ElBloko
Olitech wrote:Sorry, one more thing,

This is a great link for refences:
http://www.surenmanvelyan.com/eyes/
Thanks man! In fact,I have sculpted the Iris using his work as reference. I fully intend to push the level of detail to that quality ultimately. Ideally, I'd use displacement for the iris but for the time being, I'm satisfied with it.
bepeg4d wrote: anyway i forgot to ask you how many polys for a single eye?
thanks for sharing, it's very interesting ;)
ciao beppe
Thanks! One eye is about 100K points I'd say. I could optimize greatly, without a doubt.

Re: A new set of eyes.

Posted: Sat Dec 21, 2013 3:28 am
by xtrm3d
really cool renders .. like how the iris feel bumpy

Re: A new set of eyes.

Posted: Sun Dec 22, 2013 8:17 am
by Tugpsx
Very impressive, is it possible to show the node graph for you material selections.

Re: A new set of eyes.

Posted: Sun Dec 22, 2013 8:49 am
by gordonrobb
These eyes look superb. Definitely the standard to aim for.

Regarding your question on multiple surfaces of same IOR, the do not affect the refraction at all. Refraction only occurs at the join between different IORs.

That's the science behind the disappearing test tube trick. Shown here.

http://youtube.com/watch?v=gGJb9QX_4K8

Re: A new set of eyes.

Posted: Mon Dec 23, 2013 2:20 pm
by lordsme
Stunning work, I'm on a similar personal project, but here the eye meterials simulation is really impressive!

Re: A new set of eyes.

Posted: Tue Dec 31, 2013 9:05 pm
by xxdanbrowne
Holy crap: phenomenal!

Re: A new set of eyes.

Posted: Mon Jan 06, 2014 4:01 am
by RealityFox
Really love the eyes, you talk about using gradients to control the colour? Could you make a video demonstration or a step by step how this is implemented in Octane? I have no idea how that works sadly. Also did you use any eye texture at all? Or was this purely sculpted?

Re: A new set of eyes.

Posted: Mon Jan 06, 2014 2:46 pm
by ElBloko
RealityFox wrote:Really love the eyes, you talk about using gradients to control the colour? Could you make a video demonstration or a step by step how this is implemented in Octane? I have no idea how that works sadly. Also did you use any eye texture at all? Or was this purely sculpted?
Thank you. Everything is painted and sculpted by hand. I generally don't use photo in my work. I am still finishing a contract at the moment but I am scheduled to create and post a full tutorial soon. I will also publish objects and shaders. Promise.

Re: A new set of eyes.

Posted: Mon Jan 06, 2014 11:26 pm
by RealityFox
Hey man, np np, just happy you're actually making one. Looking forward to seeing it. Nice sculpting btw, I would have thought you would use a texture based on the detail level. I plan on doing a portrait soon but I don't think I need to get into that great of detail. Can't wait to see the materials though :3