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Re: A new set of eyes.

Posted: Wed Jan 29, 2014 4:17 pm
by gordonrobb
I've been looking at doing a similar thing with eyes, although no where near as detailed. But I have been messing with a shader that allows for a lot of control over eye colour in various ways.

You say color is controlled with one gradient. Can you give me some idea how? I have no idea how gradients work in Octane if I'm honest.

Re: A new set of eyes.

Posted: Fri Jan 31, 2014 8:49 am
by treddie
Scary real! That texture for the white of the eye is awesome. And the iris really looks like a magnified image of one.

Re: A new set of eyes.

Posted: Fri Jan 31, 2014 10:09 am
by gordonrobb
They are really good. Any chance of some insight into what you mean about using the gradient to control the colour? I'm trying to translate to doing something similar in the LW plugin.

Re: A new set of eyes.

Posted: Sun Feb 02, 2014 5:49 pm
by ElBloko
Sure thing. If you have ever used gradient maps in photoshops or ramps in any other 3d package, it works the same way.

Feed any texture to be used as a scalar texture to a gradient node so you can remap its values using the gradient node shaping function.

Quick pic.

Image

The gradient node interpolates (linearly or not) between a start and an end value and remaps your entry values (input texture) to the new user provided ones.
You can create as many intermediate values as you need, It is also to be noted that once a new value (and its position on the ramp) is created,
it becomes available for modification. You can connect any kind of images, procedurals or geometry samplers to those values and create extremely complex effects.

I hope that helps.

Re: A new set of eyes.

Posted: Thu Feb 06, 2014 6:29 pm
by xxdanbrowne
OK so if I try to use my own dumbed down paraphrasal of what you're doing here:

You take a grey scale image
You plug it in to a gradient node.
It remaps the grey scale image to the corresponding colors along the gradient in the gradient node.
You get an output colorized image which you can apply as a texture.

I tried to use a gradient node for the edge of an atmosphere for a planet and failed miserably. Maybe with your clearer explanation I can get it to work.

Re: A new set of eyes.

Posted: Thu Feb 06, 2014 7:46 pm
by gordonrobb
Got it thanks.

I was doing something similar but with the image, an RBG value and a mix node. Not sure which is best/easiest/faster to render :)

Re: A new set of eyes.

Posted: Fri Feb 07, 2014 3:44 am
by RealityFox
Oh this was really useful for me. I intend on making a portrait soon so this will really help when it comes down to the eyes. Now you said you sculpted the eyes, so I presume you made a texture from it to map it onto the eyeball? Please make your tutorial soon! Seems like a really good process for creating eyes.

Re: A new set of eyes.

Posted: Sat Feb 08, 2014 11:31 am
by Rikk The Gaijin
I just leave this here ;)


Re: A new set of eyes.

Posted: Sun Feb 09, 2014 5:09 pm
by ElBloko
Rikk The Gaijin wrote:I just leave this here ;)
Very nice! This is really clean indeed.

Re: A new set of eyes.

Posted: Mon Feb 10, 2014 8:33 am
by nildoe
Rikk!!

you are SICK!!!!!

I REALLY THOUGHT you were showing some reference footage or something! OMG!!

Nildo