Issue with the modeling of the eyes

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Issue with the modeling of the eyes

Postby blindsaypatten » Wed Jun 14, 2017 3:06 am

There seems to be an issue with the way the eyes are modeled causing unrealistic shading of the eyeball. I can only guess that the problem is that the glossy transparent outer shell is two dimensional rather than being a solid. If you make the eyeball itself glossy it looks like this:
EyesGlossy.png

But if you make the surrounding shell glossy using Fresnel as the mix factor the result is this:
Eyes2DSurface.png


The reason for the "shadow" is that the light from the lamp is mostly getting reflected instead of refracting onto the eyeball, it's just unlit rather than being a real shadow. I don't know what the effect of a two-dimensional surface instead of a solid/liquid layer is but that's all that comes to mind for the difference. Although the specular reflection are correct in the second image the shadow-like effect is clearly incorrect. Using a specular map to make the white part glossy but the iris non-glossy and using a glossy cornea instead of the outer shell would, I think, more accurately model real eyes, although I won't be surprised if the edges around the cornea are tricky.

Please correct me if I've got this wrong, or if not post your thoughts on the best "fix" for this.
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Re: Issue with the modeling of the eyes

Postby blindsaypatten » Wed Jun 14, 2017 2:12 pm

Reducing the size of the outer transparent layer to the size of the cornea, and adding a specular map for the eyeball produces good results.
SmallCorneaObjectView.png
Object view

SmallCornea.png
Render

SurfaceVsSolid.png
Surface cornea (left) versus solid cornea (right)

SurfaceVsSolid2.png
Far eye is surface

SurfaceVsSolid3.png
Far eye is solid
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Re: Issue with the modeling of the eyes

Postby jujube » Thu Jun 15, 2017 9:12 pm

I'm not totally sure what you mean about the cornea not being a solid... do you mean that it's not a closed mesh? All objects in blender are composed of a series of infinitely thin faces rather than truly being made of solid matter. Based on the object view it looks like what you've actually done is made the transparent layer smaller, not made it less like a surface/more like a solid. *this was part me being nitpicky, part me being stupid and confused*
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Re: Issue with the modeling of the eyes

Postby blindsaypatten » Thu Jun 15, 2017 9:54 pm

jujube wrote:I'm not totally sure what you mean about the cornea not being a solid... do you mean that it's not a closed mesh? All objects in blender are composed of a series of infinitely thin faces rather than truly being made of solid matter. Based on the object view it looks like what you've actually done is made the transparent layer smaller, not made it less like a surface/more like a solid. *this was part me being nitpicky, part me being stupid and confused*


I meant that it is not a closed mesh. I'm fairly sure that one can model a glass with an inner and outer surface and that it will look different from a glass with only one surface, perhaps I should try it. I don't know if one has to do more than produce a closed mesh.
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Re: Issue with the modeling of the eyes

Postby jujube » Fri Jun 16, 2017 3:10 am

It could also be due to a lack of polygons. A side view cycles I render I did, with subdivision modifier on. (+greg zaal's cave wall hdri)

(i'm metaphorically tearing my hair out struggling to get renderman to consistently render hair... I render them once and it's beautiful, then I apparently change somthing somewhere and then they disappear or become anemic until the end of time no matter what I do...... why does photorealism have to be so tantalizingly out of reach!!! I need to balance it out and share something good too, so this eye render goes in your topic.)
Attachments
cycles side view.png
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Re: Issue with the modeling of the eyes

Postby blindsaypatten » Fri Jun 16, 2017 11:42 pm

I looks to me like one uses the Glass shader for solid transparent objects and Gloss just for reflections. A sphere with the Gloss shader will not distort the background behind it
GlossConstFactor.png
While a sphere with the Glass shader will act like a lens.
GlassShader.png

An eye using Glossy with Fresnel:
GlossyFresnel.jpg
Glossy Shader with Fresnel Mix Factor

An eye using the Glass shader:
GlassEyes.jpg
Glass Shader
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