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.
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
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.
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 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.
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.
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
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.
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 🌻
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 😊
@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
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
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.
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!
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!
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.
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 :-)
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.
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.
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 :)
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.
Hi MaxEdge. I really enjoy your tutorials. It seems like they involve a lot of mathematical concepts and I am pretty bad at it. But I want to get better. So my question for you is that, what mathematical concepts should I study to get good at these things? Thanks.
I was going to comment this exactly. This tutorial was incredible !!! Any advice on where to start improving our understanding of the underlying mathematical principles? Thanks again for this
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.
This may be a stupid question, but... At 14:46-ish, why do we only need to add the mesh island blocking to the first set position selection, and not the second one? It seems like we *ought* to be doing both, because we don't want either of the set positions to affect the cornea. I ended up adding it to both, because that felt more correct, but I'm not understanding why the second one doesn't seem to be needed (nor does it appear to change anything).
How do I manage the edge neighbour node if I am using blender 3.0? I saw the blender 3,0,1 on the website. Can I do this with that version? Is the blender 3,1 under the experimental builds?
Hi there! Amazing video, was following along perfectly, until I turned on Screen space reflections and refractions in the Eevee settings.. and now I don't see the Red of the Iris material? Everything else looks the same, but the red iris is not showing up.. it's not set to be transparent or anyting; any tips? 19:20 What I have right now is a white eye with a hole in it, and the transparent cornea around the eye. I'm getting the feeling I only need to select the 'outside' faces when creating the white Sclera material, but how do I do that?
Had the same issue. When in the settings for the cornea material scroll down to settings tab and check the box for Raytrace refraction and Subsurface Translucency. This should fix your issue
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
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! =)
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
Are left handed or right handed ? Also can you set limits for slider of the group input ? And how would you separate two curves in a bezier draw mode ? Tx 🤘
whenever i copy/paste this or append the eyeball model to a seperate file, the eyeball comes up as just a glass ball. no materials attached to the actual object. whats weird is i can load other files with their materials into the eye ball blender file.. i dont understand why its not working. any advice?
Wish I could follow this tut but the first set of nodes by the 7min mark doesnt have the same effect when adjusting multiple or angle values. Either does nothing or goes crazy.
One more stupid question... I'm trying to bevel the edge of the iris, but if I have my cornea turned on, when I go into edit mode, the iris shrinks down to a size of 0 (in essence, it doesn't follow the geometry nodes). If I show the cornea, the iris stays open, but I can't select any individual vertices/edges/faces -- any attempt to select individual parts of the model just selects the entire thing. (This is with the ""on cage" option set on the geometry nodes modifier).
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
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.
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
By far one of the best Tutorials I have watched with great results and proper explanation for decision making. Thanks! keep them coming
Incredible tutorial. I really appreciate that you share the thinking and reasoning behind why you are using the various nodes. Thank you!
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
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.
I'm in awe cause you always have absolute control of everything and know exactly what you are doing.
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 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.
You're somethin' else man. Another great video. Thank you for all your efforts. Cheers Max.
Another awesome in-depth tutorial, thank you, I've learned a lot from your effort tutorials.
The whole tutorial is concise and awesome!! And 21:08 is gold 😄 Great job!!! Learned a lot!
lol 😄
This is truly amazing work. I'm new to geometry nodes and this is a work of art. Thanks so much 👌👌
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 love this. I have no idea what the heck is happening but I just can watch it all day.
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
Really enjoyed this! Thanks for making it!!
Wonderful tutorial and excellent use of geonodes. Thanks a lot!
Hey @MaxEdge, man your work is truly inspiring...! Keep it up
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 :)
This is powerful. Thank you so much
So great. Thanks a lot for this great tutorial, you rocks !!!
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.
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 👌
Absolutely fantastic. Thanks a lot for sharing 👍
This is so cool, thank you so much it really helped me
This is awesome, thank you so much for this tutorial :)
I love it, thank you so much for this tutorial.
Thanks you, really ! You saved me. Your tutorial is perfect and very clear for beginner.
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 🌻
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!
You are really pumping out content lately huh. I hope the algorithm picks this channel up.
Amazing, thank you! :-)
fiddeling around with eyes for years...
You're fantastic. I'm a very happy new subscriber.
This is insane,thank you
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 😊
But you just release a tutorial man! un-stopable !! great work :)
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
you are a god of math
Amazing!
THANK YOU!
This is brilliant!
Wow. Wonderful tutorial
thank you tutorial! Have a blast!
Blender community gold.
Cheers mate.
amazing tut....i need to dive more in math to understand all of this but...amazing, great, wonderfull
Nice Tutorials thanks 👌
Great tutorial. One follow-up upgrade of the eyeball would be reptile type with narrow pupil. Thx!
wow! this is awesome
I wished you were my math teacher 30 years ago. Would have made math so much more fun! :)
Today I learned more useful math from a fox than I did in my last few years of school.
You had me at single object!
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
OMG! You are insanely super.
thanks brother
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
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!
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.
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!
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.
you are insane
taking the default cube tutorial to the next level
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 :-)
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.
Thank you...!
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.
Here from twitter!
Damn how r u so good
lmao we're going to do it..the most complicated way possible
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 :)
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.
this was really intense
2 tutorials in one day? Is it Christmas already?
Hi MaxEdge. I really enjoy your tutorials. It seems like they involve a lot of mathematical concepts and I am pretty bad at it. But I want to get better. So my question for you is that, what mathematical concepts should I study to get good at these things? Thanks.
I was going to comment this exactly. This tutorial was incredible !!! Any advice on where to start improving our understanding of the underlying mathematical principles? Thanks again for this
Yer a wizard!
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
Thank you for reminding me I'm bad at math.
An amazing lesson! It seems to me alone that the voice is similar to that of Bobo who created Krakatoa?
This may be a stupid question, but... At 14:46-ish, why do we only need to add the mesh island blocking to the first set position selection, and not the second one? It seems like we *ought* to be doing both, because we don't want either of the set positions to affect the cornea. I ended up adding it to both, because that felt more correct, but I'm not understanding why the second one doesn't seem to be needed (nor does it appear to change anything).
i think i love you...
Would this method work if you were to make a more cartoony eye, like one where the height of the iris is greater than the width?
好棒!学到了,不好意思请问下瞳孔素材这个能商用吗?谢谢
How do I manage the edge neighbour node if I am using blender 3.0? I saw the blender 3,0,1 on the website. Can I do this with that version? Is the blender 3,1 under the experimental builds?
Hi there! Amazing video, was following along perfectly, until I turned on Screen space reflections and refractions in the Eevee settings.. and now I don't see the Red of the Iris material? Everything else looks the same, but the red iris is not showing up.. it's not set to be transparent or anyting; any tips? 19:20 What I have right now is a white eye with a hole in it, and the transparent cornea around the eye. I'm getting the feeling I only need to select the 'outside' faces when creating the white Sclera material, but how do I do that?
Had the same issue. When in the settings for the cornea material scroll down to settings tab and check the box for Raytrace refraction and Subsurface Translucency. This should fix your issue
Hey Max, when will you do the 3rd part of the lightning tutorial?
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
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?
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!
=)
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
Are left handed or right handed ?
Also can you set limits for slider of the group input ?
And how would you separate two curves in a bezier draw mode ?
Tx 🤘
still confuse for newbie (me) . shading and geometry work the same or what? what is difference
whenever i copy/paste this or append the eyeball model to a seperate file, the eyeball comes up as just a glass ball. no materials attached to the actual object. whats weird is i can load other files with their materials into the eye ball blender file.. i dont understand why its not working. any advice?
Wish I could follow this tut but the first set of nodes by the 7min mark doesnt have the same effect when adjusting multiple or angle values. Either does nothing or goes crazy.
I wonder if this is possible to do in maya, or if I'll need any other program to do that
One more stupid question... I'm trying to bevel the edge of the iris, but if I have my cornea turned on, when I go into edit mode, the iris shrinks down to a size of 0 (in essence, it doesn't follow the geometry nodes). If I show the cornea, the iris stays open, but I can't select any individual vertices/edges/faces -- any attempt to select individual parts of the model just selects the entire thing. (This is with the ""on cage" option set on the geometry nodes modifier).
Never mind... I realized that you used the bevel modifier instead of bevelling the specific edges. :)
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
What is OUTSIDE suddenly spoken when material attached?
Great Tutorial but starting sphere using vertex group not understand that why GN getting wierd result.
that's like a year's info hauling to me🙃
The tutorial is great, just one question, did you use an addon because some geometry nodes do not come out?
same problem?