Procedural eyes

Works in progress and technical screen shots.

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Procedural eyes

Postby joepal » Sun Dec 06, 2020 3:19 pm

I've been amusing myself with trying to create fully procedural eye textures that fit both the high poly and the low poly eyes from MakeHuman.

These are the results so far. With the texture it is possible to vary both colors and the size of pupil and iris.

ProcEyeBlue.png


Same procedural texture, but colors changed around to brownish:

ProcEyeBrown.png


And for comparison, the "light blue" image texture material from MH:

ProcEyeTex.png


And the very messy node setup. And this hides much of the mess in node groups:

ProcEyeNodes.png


Much of the complexity here stems from there being two eyes in the same UV. Thus many of the details have to be calculated as distances from specific coordinates.

I'll have to clean up the nodes a bit, but in some distant future, I think this might end up as an "enhanced eye material" in the same that there is an "enhanced skin" in MPFB.
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Re: Procedural eyes

Postby Elvaerwyn » Sun Dec 06, 2020 6:16 pm

Right on, I absolutely love procedural materials, and look forward to seeing more on this :D
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Re: Procedural eyes

Postby RobBaer » Mon Dec 07, 2020 5:39 pm

Looking goodl For photorealism, it would be great if you could build in a way of handling "catch lights".
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Re: Procedural eyes

Postby joepal » Tue Feb 16, 2021 10:34 am

Second attempt at implementing functional realistic procedural eyes. This time with a lot more math and structured node groups, and a lot of exposed settings.

I'll clean this up the next few days and then post a blend file so people can play around with it and hopefully suggest improvements. Apart from that, the idea is that this will arrive in the next major version of MPFB, but it's not implemented in code yet.

procedural_eye_feb.png
Comparison of image texture based old style eyes and the new procedural approach


procedural_eye_feb_settings.png
The exposed settings that users can play around with


procedural_eye_feb_render.png
Eyes rendered "in action"
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Re: Procedural eyes

Postby joepal » Tue Feb 16, 2021 10:36 am

RobBaer wrote:Looking goodl For photorealism, it would be great if you could build in a way of handling "catch lights".


I'm not sure I understand what this means. Can you elaborate?
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Re: Procedural eyes

Postby joepal » Tue Feb 16, 2021 11:03 am

Playing around with different color combinations:

proc_eye_grey.png
proc_eye_grey.png (134.05 KiB) Viewed 11071 times
proc_eye_brown.png
proc_eye_brown.png (131.48 KiB) Viewed 11071 times
proc_eye_green.png
proc_eye_green.png (133.01 KiB) Viewed 11071 times
proc_eye_yellow.png
proc_eye_yellow.png (136.92 KiB) Viewed 11071 times
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