Creating a Procedural Eyeball with Blender 2.8
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- Опубліковано 10 бер 2020
- Learn to model and texture a fully-procedural human eye with Blender 2.8.it's easier than you might think. Only simple modeling and a few nodal building blocks for the material are required.
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Blender has the most amazing community on Earth. Seriously. It seems no matter what I want to do with it, somebody has taken the time to put together a high-quality tutorial on that exact subject. I had absolutely no idea how to shade a freaking eyeball realistically. My specialty is hard surface modeling and in my 6th year of doing that very heavily, I still feel like a novice. A few short seconds of searching on UA-cam and voila, here I am - an entire tutorial on how to do an eyeball. The most obscure subjects are covered in detail. By people who know what they're doing. I hope people appreciate this video and the countless others like it. They can be life-altering if a life-altering project is in the works.
At 15:28 he changed the roughness of the sclera texture to 0.05. If your pupil looks blurry/pixelated and won't change size, make sure you do this as he didn't mention it in the video. It fixed the issue for me when I did it.
Thank you i had this exact problem
you are a lifesaver! thank you.
Thank you so much!!!
oooooohhhhhhhhhhh you are god i was just about to type the same question out
THANK YOU!!! I WAS WASTING SO MUCH TIME WITH THIS
a way i used to almost get entirely rid of the shading problem was creating a sphere with half of the subdivisions, then proceed with the grid fill and snapping, then create a subd level of 1 followed by a cast modifier set to sphere with a value of 1. apply those in sequence and now you have a perfect sphere with almost zero shading problems
Thank you.
Just checked. It really works))
Or you call just use a quad or half a cube and project it onto two intersecting spheres.... Seems a bit easier, dunno...
@@arcuscerebellumus8797 yes but then you don't have the concentric circles that help you with a smooth cornea bulge
@@MondyTS With sufficient polycount, you'll never notice that. I guess if you wanna be really anal about it you can always add loops around the iris and circularize them, but that'll create try-edge verts which too are suboptimal for smoothing... But the surface of the eye is not perfect anyway, nor does it have a unimorph IOR... The lens and the cornea, for example, are too different substances. Why not go for reproducing that then, while you're at it.
u canalso use meta balls for that
It's amazing how you did all of that exclusively with procedural materials. No textures involved - impressive!
Thanks! Procedurals are so powerful. I know I've barely scraped the surface
@@khtrammell since this is exclusively procedural but also works with a nodal system, is it actually possible to bring it or at least recreate it into Unreal in a similar way ?
@@Xdarkness83x I would suspect so, assuming Unreal has similar nodes as Blender. I've not used it before so I can't say from experience.
@@khtrammell thanks for the answer, I'll try that out and tell you :)
the best thing is that you recorded messing up ... and I'm seriously meaning it ... gives beginners hope, that we are not idiots, it's just a complex software making it easy to miss something ...
I sincerely appreciate this comment. If mistakes interest you..there's a LOT more where that comes from 😅
Honestly trial and error is as fundamental to CG as vertices, edges, and faces. From the brand new beginner to the 20-year veteran, it's just part of it.
Great tutorial, I have spent another two hours refining the nodes. The eyes came out near life-like realistic, due to the tips you have given. These techniques can apply to many other projects. Now I don't have to slap the devil out of my paintbrush anymore!
The Blender community, in my experience, has been very generous with information and I honestly have learnt so much in a short period of time… I am enjoying every moment of this experience thanks to the likes of you 🧡 stay Golden
Can I just say that since making mistakes, especially in Blender, is pretty much a given for me, I find it incredibly helpful to watch you navigate your way from "unexpected result" to "expected result". I learn as much from why that didn't work to why it now does. I like the way you explain things. I have learned a lot from you.
Just dropping another comment here to say that I absolutely love your tutorials Kent, I'm getting such amazing results every time and it's such a pleasure to listen to you! 😊😊
This is a first rate tutorial, very well done! It all worked out for me and love the new eyes!
Awesome. Also, thank you for including the flubs in your video. I think many times that's more instructive than the "how-to" part of tutorials, because invariably I click on something else and spend 14 hours trying to find my way back. I think most folks would agree that when learning, breaking something and learning how to fix it is more useful than just learning how to make it. Thank you!
This was awesome! I'm making an eye for a creature and this was the coolest thing - seeing a complex shape like that come to life with these steps. The pacing was amazing as well! Thank you thank you thank you!
19:25 it works because it scales texture cordinate pattern.
On the same setup create the cube with the same orgin. Apply this material to the cube. Change shader to volume scatter and pull it to volume. Delete surface shader. Play with mapping scale and you will see.
Thank you very much for this tutorial, special thanks to the CG author, for the realistic model. Excellent explanation and knowledge of the blender program. An excellent specialist. I wish you development and success!
Wow this is true blender magic
I had a blast following this tutorial. Thank you!!
Amazing tutorial! Thank you very much for sharing this information.
this is really awesome. need to give it a go
Great tutorial. I had a lot of lag when I connected the bump node. I recommend to anyone experiencing the same thing to reduce the detail level in the noise texture connected through the bump node.
Thank you for great tutorial. Amazing result!
Excited to watch this!
Edit: amazing work.. loved it
Great practice of the shader editor. Had a few issues but managed to solve them fairly well. awesome video! ^^
Thank you so much, I've done mine and it's looking amazing
What an amazing tutorial and you are such a great tutor... thank you!
I love you. I've been looking all over for a tutorial like this. Very direct and concise even with that little mishap. ;)
This is awesome! Thanks for this tutorial!
👏amazing video. your shader was super simple and effective, much better than others i've watched.
This was immensely helpful. Thank you.
@CG Cookie. I'd like to see a video of this re-done in the latest version, 3.1.2. Because I am having a hell of a time trying it.
I've followed Your tutorial and slightly modified it by adding second layer of fibers on iris. It looks awesome :) Thanx for this video :) it is very helpfull :)
👍👍👍 - have watched several amazing videos today, but this one definitely tops the list.
That was a very great tutorial. It works in Eevee and with little amendment also in Cycles.
Unbelievably Awesome eye and work 🤍🔥. Thankyou very much...
Absolutely useful. This is great. Thanks
What a great tutorial, thanks a bunch
Now add an input value node to control the pupil diameter.
Perhaps even tie that to the light level of your scene. Oh, and add saccadic movement :)
I want to do this, but alas i do not know where to begin.
I've done that before with shape keys.
Will this work for achieving a cat-like pupil too?
Great explained 💗💗
Ah! Thank you so much for this upload. I was waiting for this.
Kent, as usual, AMAZING!
Thank you so much for your tutorial - I have learnt so much :)
This is a great tutorial.
Thank you so much for sharing this
This is magic! Thank you!
Dude, whats there to say? You guys in the Blender community are extremely lucky. Top notch tutorial, man.
A Legendary tut
Dude you're awesome. Your tutorials are such fun to watch😄😄
I really appreciate the kind remark :)
Thank you. I am a beginner and learned a lot.!
Sick! Cant wiat on weekend
Most complicated tutorial I have ever watched 11 times. Results are unrivalled. Thanks. (My render came out without pupil though, even though its seen in viewport)
Mine too, in Eevee.
Great, learned more than i intended to.
Thats sooooooo GOOOOD
Niceee
the normal map trick saved me a lot thanks you.
This tutorial is really good, best eye I have made so far, need to learn how to do it now without a tutorial handy. I do have a question for anyone really how would I get this into a game engine?
Great tutorial, I learned a lot, thanks :)
Wow, great, thanks!!!!
Love ur work 💞💖
u are really good master!
very good but u should mention that u cant actually use that eye with vertex groups and armature in usual way bcs of object texcord node.
so to pose this eye u need a dumped track constrain thing and type your armature and eye bone in it.
AMAZING!
Lol.. I like that you put your mistakes in the tutorial.. I have spent hours trying to figure out what I did wrong when it was something as simple as forgetting to click assign.. (14:24).. Lucky for me, I Made that mistake a few days ago and didn't forget.. This helped me make a really great looking eye.. Thank you!!! Way easier then having to take out my Childs eye and photogrammy the whole thing..
very nice, thank you
Hover over a colour input field in blender and press E to go straight to the eyedropper. And select two nodes and Ctrl+NumPad 0 to join with a mixRGB.
Graet video. Nice haircut brother - lookin sharp.
thank you for the video!
this guy and his nodes he could over complicate a wet dream!!
Really nice ! will try theese eyes on my new character.. ive noticed tho that I cant put on a mirror modifier, since when i apply the location it gets messed up.
Duplicate and just negate the value along the axis you want it to mirror across.
I seem to be getting too much refraction from the cornea. I noticed my IOR is the same as in this tutorial and my dimensions were very similar. I tried reducing the depth of the iris, but it didn't seem to help. Any ideas?
my brain melted at the exact 20:00 minute mark when you mixed a texture with a coordinate and used it as a mapping coordinate
Thanks!! it worked more or less on Blender 4.1 I had to change a couple things, thank You!
I am not really understand the node part but it looks amazing how the result turn out to be
Any chance you could post the .blend file? I’ve walked through this a few times, but I’m continually have issues with the iris and pupil materials, specifically with the gradient map and the size as it relates to the pins on the node. I either seem to get too large of a pupil or WAY too large of a pupil. Even no pupil at all.
I’d like to compare meshes to see if that’s where I went wrong or if it’s something else.
Thanks!
i had the same problem, try adjusting the mapping locations
Loved this tutorial, thank you ! Keen to know if you have a tutorial on Skin shader similar to the character in this vid, paid or otherwise ? Cheers
If anyone wants to perfect the sphere after grid fill select the outer edge of the selected grid fill, and push back ever so slightly the round edge and you should see those corners disappear.
on the refraction mess up u just had to give the screen space refraction some value like 0.01 or something small. but unchecking the refraction just takes away the refraction. I think. u helped me a lot btw.
19:20 I believe that it works like that because 1# it's a sphere, 2# the y-axis goes through the two tips of the sphere, 3# Increasing the size in the y-axis moves the voronoi cells towards the tip of the sphere where the texture will be less affected by the y-scaling since more surface area is located at a smaller interval on the y-axis over there (of course the scaling in the y-axis at the very tip will be 0 due to its tangent)
This means that the texture towards the tip needs to get more condensed to keep up with the y-axis scaling in the middle of the sphere where you see the most warping. I believe this is the case.
I figured this out when I tried to replicate it on a flat surface, I really badly need that effect right now, so that sucks...
Thanks for the great video - I learned a lot. Could you possibly post a screenshot of your nodes so we can see all the final values?
I guess they do that for their paying members on CG Cookie.
thanks ❤️
First I'd like to say that this tutorial is phenomenal. It is definitely one of the best that I have seen through all of my rabbit holes regarding Blender. How would I go about baking these textures for use in a game engine? I am having trouble with the transmission just baking black and none of the "veins" through the voronoi texture baking. Any help is appreciated!
Hey man, just got into this tutorial I made a really good eye, did you manage to get it into a game engine?
The Veins.. Mind Blown! " What a goober
I'll continue using texture for eye :)
What will be the process if you need to bake all the textures for both geometries? Thanks for sharing this amazing knowledge.
very cool
Hey CG cookie, Curious. Do you have a tutorial for doing the other body parts? Like maybe the skin? Great video BTW. I learned alot ^_^
Lol, that troubleshooting part is just so damn real. And we have the same faces when it doesn't work out 14:14
Really great tutorial! My only question is how to mirror the eye on the characters face so its accurate!
Mirror modifier
thx this is one video that is not making me stressed lol and easy to understand
Wow!
When I see something so procedural (and animatable), related to characters... it's hard for me to not file it under "rigging". Thanks!
Really cool tutorial! I have a strange issue though, at the end, my iris is so dark when behind the sclera, even tho I have transmission set to 1. hmmm!
Yes
Even if I watched it 1000 times, I wouldn't remember it all, but I made eyes for my model, thank you)
Thank you. Really, thank you! The ''floating, glowy' eyes was bugging me so much and was ruining my models.
7:04 circle option of Loop tool provides some better result. after all these snapping.
It did help, thnx.
on my iris texture nodes, the color ramp that decides the base color (the one with the 4 color flags on it). My black flag is on the left and blue is on the right, and even if i keep adding more flags it doesnt change the look of it.
Great material lesson!
How avoid to break the mapping after scaling down the eye and apply the scale?
I found out that Ctrl+A and Scale to Deltas worked, everything other not %)
Seeman Z thanks! I had the same scale problem!
@@Seetelman jesus christ, the amoung of headache you just saved me from.
i came up with a solution by dividing mapping nodes' scale values by my eye's scale value (21.9 / 0.018 for example), and it seemed to work relatively fine, but then voronoi distortions by noise texture became off-centered and i couldnt fix it.
i'm so glad i took a peek in the comments for a solution
How do you fix that iris reflection issue, I assigned enabled, re-abled the reflection/refraction tabs both on the material and Evee options and now I’m banging my head against the keyboards, in short; how?
Thank you for the tutorial. Can i ask you ? Why the rig deformed a procedural texture eye? How fix it?
Awesome work! The only bad part was fake manual AO at the end. I'd love to understand how to fix it for real.
thank u :))
This tutorial was great and so easy! Thank you very much! I am just trying to figure out why I can't see the iris in the rendered image, someone can help?
Omg I feel so stupid, but if there is someone that has the same problem=delete the sphere you don't need anymore 😭😂
@@aleevadh I did the same thing lol, thanks for sharing