I never liked the other eye tutorials since they were all missing something and basically were too simplistic, this one is pretty perfect. I will make me a set of eyes as an asset, thanks man you have great tutorials, I have used several of them already for a small hobby project.
This is hands-down the best eye tutorial for Blender I've come across, for the incredibly realistic result and more importantly the ease of customizing the components of the eye. I am still in awe that I can use this single eye setup for ANY kind of characters--humans, cats, catgirls. 😸 Also, thanks for breaking down the math behind the setup. It helps a lot.
You are a wonderful person. Before you, I had seen many tutorials to learn geometry nodes, in which most of them just present their work instead of learning the process, but you talk about geometry nodes deeply and meticulously.
Great tutorial, the only thing that's bothering in your result is the strong refraction of the cornea. Because you just use a sphere the IOR makes it refract like a solid ball of glass, while in reality it's a kind of transparent skin which has a thickness to it. It's the same as if you're modeling a bottle or a drinking glass - without a solidify modifier or actual mesh thickness it looks like a solid block of glass.
I simply didn't bother adjusting the IOR, since I wanted to focus more on the rig. The cornea has a 1.380 IOR, while the Aqueous Humor underneath has 1.330. If the cornea had a solidify modifier, it would mean the Aqueous Humor will have an IOR of 1. You'd actually get closer to a physically accurate result if you use an average IOR of 1.350 and no solidify modifier. Additionally, in this video I only showed Eevee, which uses screen space refractions, which are not physically accurate.
6:48 - Those who are not getting correct deform of mesh, Try to change Cross Product -Y values from -1 to positive 1 (there are two of them you need to change) Edit: Select all and rotate -z 180.
Thanks for putting the files in the decription. Awesome tutorial as always. Your Videos show this kind of professional stuff you aren't taught by casual tutorials
Thank you very much, I managed to do it following step by step being a newbie to blender and without knowing much English, very well explained, working in the current version
@Captain Reason i had the same experience. it was mostly coincidence. i was searching for a blender snow tutorial. and few hours later I got his "geometry nodes - creating snow" video recommended. i saw the other things he did and I subscribed
6:00 why not use the norm of the cross product that you already calculated to get the sin and then arcsin it to get the angle? 20:00 why not use the islands and the several other similar selections nodes in geonodes combined with the 'Set Material' Node without having to go in edit mode and select and assign? 23:40 Shouldn't the distance node suffice with the distance from vector (0.5, 0.5, 0) i.e. the centre of the UV map? 27:36 what I think about it? Amazing is an understatement! Excellent work! Subscribed! The eye itself matters less than the plethora of gold nuggets of geonodes techniques you've shown on the way! That being said... if it's not already done, it will be nice to see how you'd make the textures procedurally as well in shading nodes. Thanks a lot!
Me encantaría que esto estuviera en español porque es realmente tan genial como complejo; pero con paciencia sé que lo voy a lograr. Muchas gracias por el tutorial.
Thank you for the tutorial. I confess to understanding nearly none of it, due to flunking math in High School, but followinjg the instructions gave me an asset I can plop into any character model I make from here on out. Thank you.
i'm curious if it can pull off an anime effect or other weird effects. Like Heart or Star pupils. Or create strange effects on the iris. Like maybe its green but there's a spot at the bottom that is orange. This gonna be fun to play with.
Pretty sure it can be done. This tutorial, while it's about shader nodes and not geometry can give you some ideas on how to do it: ua-cam.com/video/Uvc2P911rZk/v-deo.html I'm just learning to do these stuff, it's amazing and MaxEdge is one of the bests!
I got your notification from google and you are on top of google discover page. Otherwise I would have never find another amazing channel from where I can learn 😊
I finished! I will reply here w/a link to my results. One thing I changed was the names "pupil size" and "iris size", since how it was done in the video, the iris size actually controls the pupil size. Oh, and I also made the bump on my iris negative. It just looked better.
A feline has made your eyes even more complicated than your initial project with material custom properties for the Iris, Iris Emmission Glow, Pupil, and I added a bloodshot veins layer and ability to tint the surface of the eye, too, as well as made the entire texture procedural with noise layering and RGB masking gradients for some very dynamic, very cool renders of the eye. Thank you for giving the base for free, its been very useful to make very customizable eyes and extend from to make it even more complex with much more configurable options. I also made NodeGraph pass through form Object properties so you can adjust them all from the object tab. If you want the improved project, contact me as it has had a few days of work pumped into it to make it even more customizable, I won't sell or distribute it public it since it started as your work.
Why not make a follow up tutorial and reference this one as the start point for everyone to follow and drive traffic to this one too :-) Plus we get to see your modifications too :-)
Love this! Thank you so much, the fact that i can control a lot of the parameters of the eye within geonodes is amazing, really helpful for me! I like making a lot of monsters or goo with eyes!
Great tutorial and result! :D I found you can use CG Cookies eyeball textuing set up in combination with this to make the veins and iris procedural too :) thank you for this 🌻
This is so incredibly awesome. I just finished the tutorial as an intermediate Blender artist and I learned a lot of things. Thank you so much!! Also, since you didn't mention it, is it possible to set a control for the color of the iris? As to not having to go into the texture every time to alter it
Hello, I just made my second eyeball following your tutorial here and for some reason both of them did not turn out like yours. I followed as closely as I could and encountered different problems for both eyeballs I made. First eyeball no longer responds to most of the Group Input controls made from the Geometry Nodes while the second eyeball is missing its Iris entirely from view and deformed? Following your tutorial felt very good at first but then I guess something happened midway during the Geometry Node setup itself on both tries. Would like some assistance to find out I am missing but I will still sub and give a like here anyway! =)
IDK what is wrong. For the Cross and Dot Product Nodes, I can only get my mesh to follow yours by substituting -1 for +1. This works until it is time for the cornea, which juts backwards.
Did you apply transforms? The sphere needs to have exactly 1 meter in all dimensions. When he types -1 in y axis it means that it is the coordinate the Cross Product will use to create the X axis.
I found one problem with the eyeball, unfortunately. When using AutoRigPro, when the eyeball is scaled down and the scale location and rotation is reset, applying the bind modifier causes the eyball to explode, separating the parts, and using the controls causes weird effects. I will probably have to go to a more traditionally constructed eyeball for the current project. Otherwise it's a great eyeball, for certain projects.
If anyone is having a problem where the image texture is not getting well scaled or just not right I've solved this by putting a mapping node to the left of the image texture node --> connect the mapping vector output to the image texture vector input --> Put a texture coordinate node to the left of the mapping node and connecting the generated texture coordinate to the vector in mapping.
Pretty sure there are at least 700 patreons of another channel that are feeling just a wee bit under represented.. LOL.. Love it.. "But you can do what you want. Whatever, I don't care." Right now, you might be thinking, that everybody's grasp of applying vector mathematics is not the same. And you would be correct!
Hey thanks for the great video, I was wondering where did you get the eye textures from? I was thinking of maybe building a model on top of this one for generation of data for medical applications. Cheers to you and your great work with this one :)
Lol, this video came out like one day after the CGMatter tutorial. I still like both though, as yours is harder, but more controlled, and doesn't cheat with texturing tactics!
@@unicornhuntercg Yeah, but it was not meant to look the most professional. It was just meant to look cool, and for that purpose, it totally did! I can see myself using both of these in the future, one for more casual project, and this one for more professional scenes.
Was following the tutorial without realising I needed the beta version of blender until i got to 7:35. so was like "wheres the edge neighbours node?!" My bad - didn't notice it was a 3.1 not 3.0 tutorial, although if you have advice for how to go on without the 3.1 specific nodes it'd be welcome. If not, no worries i'lll just have to remember to come back to it in march
[SOLVED] Doesn't work right anymore in Blender 4.1. I can open the original file just fine, but importing as an asset result in a glass sphere. I tried to assign materials by hand, but The iris can't be seen through the glass material somehow.
New subscriber. From what I have seen in the first few seconds of your tutorial it will be quite difficult to create realistic Final Fantasy 10 - Albhed eyes. Which the iris is a spiral but I will watch your tutorial all the way through so perhaps I can figure something out to be successful.
Verry nice also the download avcailable works perfectly fin. I have just one issues rendering the eye useless to add to projects. it brakes on resicing. Well i guess i could crowl through the geometry jungle and change any vector some how but i may hope you have a smart solution somewhere? I tried to apply the Geometrie node and evben then the eye Brakes apart up on resizing. special after load it in as asset libery content. Blender version 3.6 LTE
i have a problem, when I put the eye texture it does not apply to only the pupil but to all fo the eye making me ntot able to do the whole ramp thing, basically the white part of the eye does not appear it just repeats the eye texture
I am a god damn dumb *** lmao, I forgot to apply transform after rotating the sphere 90 degrees over X in the beginning
..... ah fack I did that too
Thank you for pointing that out. I was almost about to give up.
OMG thank you!!!! - ffs lol 🤦♂
I never liked the other eye tutorials since they were all missing something and basically were too simplistic, this one is pretty perfect. I will make me a set of eyes as an asset, thanks man you have great tutorials, I have used several of them already for a small hobby project.
This is hands-down the best eye tutorial for Blender I've come across, for the incredibly realistic result and more importantly the ease of customizing the components of the eye. I am still in awe that I can use this single eye setup for ANY kind of characters--humans, cats, catgirls. 😸
Also, thanks for breaking down the math behind the setup. It helps a lot.
You are a wonderful person. Before you, I had seen many tutorials to learn geometry nodes, in which most of them just present their work instead of learning the process, but you talk about geometry nodes deeply and meticulously.
Incredible tutorial. I really appreciate that you share the thinking and reasoning behind why you are using the various nodes. Thank you!
By far one of the best Tutorials I have watched with great results and proper explanation for decision making. Thanks! keep them coming
Great tutorial, the only thing that's bothering in your result is the strong refraction of the cornea. Because you just use a sphere the IOR makes it refract like a solid ball of glass, while in reality it's a kind of transparent skin which has a thickness to it. It's the same as if you're modeling a bottle or a drinking glass - without a solidify modifier or actual mesh thickness it looks like a solid block of glass.
this is geo nodes
I simply didn't bother adjusting the IOR, since I wanted to focus more on the rig. The cornea has a 1.380 IOR, while the Aqueous Humor underneath has 1.330. If the cornea had a solidify modifier, it would mean the Aqueous Humor will have an IOR of 1. You'd actually get closer to a physically accurate result if you use an average IOR of 1.350 and no solidify modifier. Additionally, in this video I only showed Eevee, which uses screen space refractions, which are not physically accurate.
The whole tutorial is concise and awesome!! And 21:08 is gold 😄 Great job!!! Learned a lot!
lol 😄
I love this. I have no idea what the heck is happening but I just can watch it all day.
6:48 - Those who are not getting correct deform of mesh, Try to change Cross Product -Y values from -1 to positive 1 (there are two of them you need to change)
Edit: Select all and rotate -z 180.
when you mean select all, you just mean the entire sphere?
@@90bubbel60 yess
Thank You!!! I added the cornea and that's when I realized I messed up.
changing values to positive 1 helped. rotating to 180 not, idk what I'm doing wrong
@@alfiejackson9137 👌
Thanks for putting the files in the decription. Awesome tutorial as always. Your Videos show this kind of professional stuff you aren't taught by casual tutorials
Today I learned more useful math from a fox than I did in my last few years of school.
Thank you very much, I managed to do it following step by step being a newbie to blender and without knowing much English, very well explained, working in the current version
the best blender geometry nodes channel!
@Captain Reason i had the same experience. it was mostly coincidence. i was searching for a blender snow tutorial. and few hours later I got his "geometry nodes - creating snow" video recommended. i saw the other things he did and I subscribed
Agreed he's so detailed
Blender community gold.
Cheers mate.
I'm in awe cause you always have absolute control of everything and know exactly what you are doing.
6:00 why not use the norm of the cross product that you already calculated to get the sin and then arcsin it to get the angle?
20:00 why not use the islands and the several other similar selections nodes in geonodes combined with the 'Set Material' Node without having to go in edit mode and select and assign?
23:40 Shouldn't the distance node suffice with the distance from vector (0.5, 0.5, 0) i.e. the centre of the UV map?
27:36 what I think about it? Amazing is an understatement! Excellent work! Subscribed!
The eye itself matters less than the plethora of gold nuggets of geonodes techniques you've shown on the way!
That being said... if it's not already done, it will be nice to see how you'd make the textures procedurally as well in shading nodes.
Thanks a lot!
Me encantaría que esto estuviera en español porque es realmente tan genial como complejo; pero con paciencia sé que lo voy a lograr. Muchas gracias por el tutorial.
But you just release a tutorial man! un-stopable !! great work :)
This is awesome - thank you - really easy to follow and understand - fantastic 👍
Thank you for the tutorial. I confess to understanding nearly none of it, due to flunking math in High School, but followinjg the instructions gave me an asset I can plop into any character model I make from here on out. Thank you.
You are really pumping out content lately huh. I hope the algorithm picks this channel up.
You're somethin' else man. Another great video. Thank you for all your efforts. Cheers Max.
great tutorial man its my 1st time watching a tutorial where you show maths in art aswell thank you for sharing your knowledge sub u :)
Helped me a lot! Thanks!
Wonderful tutorial and excellent use of geonodes. Thanks a lot!
Thanks you, really ! You saved me. Your tutorial is perfect and very clear for beginner.
Ya you read my mind and did it the best way possible. Thank you for this gold.
took 3 days of trial and error but ill never have to make an eye again!
I wished you were my math teacher 30 years ago. Would have made math so much more fun! :)
i'm curious if it can pull off an anime effect or other weird effects. Like Heart or Star pupils. Or create strange effects on the iris. Like maybe its green but there's a spot at the bottom that is orange. This gonna be fun to play with.
Pretty sure it can be done. This tutorial, while it's about shader nodes and not geometry can give you some ideas on how to do it: ua-cam.com/video/Uvc2P911rZk/v-deo.html
I'm just learning to do these stuff, it's amazing and MaxEdge is one of the bests!
This is powerful. Thank you so much
you are a god of math
amazing tut....i need to dive more in math to understand all of this but...amazing, great, wonderfull
Amazing, thank you! :-)
fiddeling around with eyes for years...
I got your notification from google and you are on top of google discover page. Otherwise I would have never find another amazing channel from where I can learn 😊
I finished! I will reply here w/a link to my results. One thing I changed was the names "pupil size" and "iris size", since how it was done in the video, the iris size actually controls the pupil size. Oh, and I also made the bump on my iris negative. It just looked better.
Here's the result. I'm going to work on the animation and try to mimic the saccade motion of eyes. ua-cam.com/video/gxyBalU2L1o/v-deo.html
Great tutorial. One follow-up upgrade of the eyeball would be reptile type with narrow pupil. Thx!
Thank you for reminding me I'm bad at math.
A feline has made your eyes even more complicated than your initial project with material custom properties for the Iris, Iris Emmission Glow, Pupil, and I added a bloodshot veins layer and ability to tint the surface of the eye, too, as well as made the entire texture procedural with noise layering and RGB masking gradients for some very dynamic, very cool renders of the eye. Thank you for giving the base for free, its been very useful to make very customizable eyes and extend from to make it even more complex with much more configurable options. I also made NodeGraph pass through form Object properties so you can adjust them all from the object tab. If you want the improved project, contact me as it has had a few days of work pumped into it to make it even more customizable, I won't sell or distribute it public it since it started as your work.
Why not make a follow up tutorial and reference this one as the start point for everyone to follow and drive traffic to this one too :-) Plus we get to see your modifications too :-)
Love this! Thank you so much, the fact that i can control a lot of the parameters of the eye within geonodes is amazing, really helpful for me! I like making a lot of monsters or goo with eyes!
You had me at single object!
Another awesome in-depth tutorial, thank you, I've learned a lot from your effort tutorials.
Great tutorial and result! :D
I found you can use CG Cookies eyeball textuing set up in combination with this to make the veins and iris procedural too :)
thank you for this 🌻
2 tutorials in one day? Is it Christmas already?
If at 6:48 it doesn't look like that. Its because you're working in +Y not -Y. Change the Cross Product and Dot Product Y values to 1 not -1.
This is truly amazing work. I'm new to geometry nodes and this is a work of art. Thanks so much 👌👌
So great. Thanks a lot for this great tutorial, you rocks !!!
taking the default cube tutorial to the next level
This is so cool, thank you so much it really helped me
The beginning is gold. NOPE!
Really enjoyed this! Thanks for making it!!
You're fantastic. I'm a very happy new subscriber.
lmao we're going to do it..the most complicated way possible
I love it, thank you so much for this tutorial.
thank you tutorial! Have a blast!
This is so incredibly awesome. I just finished the tutorial as an intermediate Blender artist and I learned a lot of things. Thank you so much!! Also, since you didn't mention it, is it possible to set a control for the color of the iris? As to not having to go into the texture every time to alter it
Hello,
I just made my second eyeball following your tutorial here and for some reason both of them did not turn out like yours.
I followed as closely as I could and encountered different problems for both eyeballs I made.
First eyeball no longer responds to most of the Group Input controls made from the Geometry Nodes while the second eyeball is missing its Iris entirely from view and deformed?
Following your tutorial felt very good at first but then I guess something happened midway during the Geometry Node setup itself on both tries.
Would like some assistance to find out I am missing but I will still sub and give a like here anyway!
=)
Hey @MaxEdge, man your work is truly inspiring...! Keep it up
Absolutely fantastic. Thanks a lot for sharing 👍
IDK what is wrong. For the Cross and Dot Product Nodes, I can only get my mesh to follow yours by substituting -1 for +1. This works until it is time for the cornea, which juts backwards.
All the map range values need to be on the negative axis. At 16:14 time stamp it should be -0.730, -1.000, -0.140
Did you apply transforms? The sphere needs to have exactly 1 meter in all dimensions. When he types -1 in y axis it means that it is the coordinate the Cross Product will use to create the X axis.
I found one problem with the eyeball, unfortunately. When using AutoRigPro, when the eyeball is scaled down and the scale location and rotation is reset, applying the bind modifier causes the eyball to explode, separating the parts, and using the controls causes weird effects. I will probably have to go to a more traditionally constructed eyeball for the current project. Otherwise it's a great eyeball, for certain projects.
thanks brother
If anyone is having a problem where the image texture is not getting well scaled or just not right I've solved this by putting a mapping node to the left of the image texture node --> connect the mapping vector output to the image texture vector input --> Put a texture coordinate node to the left of the mapping node and connecting the generated texture coordinate to the vector in mapping.
Wow. Wonderful tutorial
this was really intense
This is awesome, thank you so much for this tutorial :)
Pretty sure there are at least 700 patreons of another channel that are feeling just a wee bit under represented.. LOL.. Love it.. "But you can do what you want. Whatever, I don't care."
Right now, you might be thinking, that everybody's grasp of applying vector mathematics is not the same. And you would be correct!
i think i love you...
that's like a year's info hauling to me🙃
This is insane,thank you
you are insane
Hey thanks for the great video,
I was wondering where did you get the eye textures from?
I was thinking of maybe building a model on top of this one for generation of data for medical applications.
Cheers to you and your great work with this one :)
This is brilliant!
Amazing!
THANK YOU!
Lol, this video came out like one day after the CGMatter tutorial. I still like both though, as yours is harder, but more controlled, and doesn't cheat with texturing tactics!
Nah CG matter one sucked actually, he didn't care to make it look good enough.
@@unicornhuntercg Yeah, but it was not meant to look the most professional. It was just meant to look cool, and for that purpose, it totally did! I can see myself using both of these in the future, one for more casual project, and this one for more professional scenes.
Here from twitter!
I wonder if googly eyes with fake physics would be possible with geonodes.
Nice Tutorials thanks 👌
HELP! my cornea is bulging on the opposite side!
OMG! You are insanely super.
wow! this is awesome
Was following the tutorial without realising I needed the beta version of blender until i got to 7:35. so was like "wheres the edge neighbours node?!" My bad - didn't notice it was a 3.1 not 3.0 tutorial, although if you have advice for how to go on without the 3.1 specific nodes it'd be welcome. If not, no worries i'lll just have to remember to come back to it in march
An amazing lesson! It seems to me alone that the voice is similar to that of Bobo who created Krakatoa?
REMEMBER TO APPLY TRANSFORMS!! Ctrl + A in object mode!
Damn how r u so good
[SOLVED] Doesn't work right anymore in Blender 4.1. I can open the original file just fine, but importing as an asset result in a glass sphere. I tried to assign materials by hand, but The iris can't be seen through the glass material somehow.
Men thanks for all
This is brilliant. Will the download in your store work for v4? Also, do you have one for an oval eye?
Lol did you get inspired by default cube?
are these eyes and rig transferable to a game engine? such as unreal engine?
still confuse for newbie (me) . shading and geometry work the same or what? what is difference
Yer a wizard!
New subscriber. From what I have seen in the first few seconds of your tutorial it will be quite difficult to create realistic Final Fantasy 10 - Albhed eyes. Which the iris is a spiral but I will watch your tutorial all the way through so perhaps I can figure something out to be successful.
Verry nice also the download avcailable works perfectly fin. I have just one issues rendering the eye useless to add to projects. it brakes on resicing. Well i guess i could crowl through the geometry jungle and change any vector some how but i may hope you have a smart solution somewhere? I tried to apply the Geometrie node and evben then the eye Brakes apart up on resizing. special after load it in as asset libery content. Blender version 3.6 LTE
😢 can’t get passed the first step to expand the eye.. it’s somehow rotating while scaling
Thank you...!
I’m literally fail because my sphere don’t have that tiny circle rims things at the beginning. Any help 🥲🥲
Hey Max, when will you do the 3rd part of the lightning tutorial?
Great Tutorial but starting sphere using vertex group not understand that why GN getting wierd result.
i have a problem, when I put the eye texture it does not apply to only the pupil but to all fo the eye making me ntot able to do the whole ramp thing, basically the white part of the eye does not appear it just repeats the eye texture