Tuesday, November 3, 2009

Eyeball test

The eyeball is made of four separated parts:

iris, cornea, sclera and a little black square behind the pupil.

There are three materials: iris has an UV mapped photo texture, cornea has a marble texture to simulate the veins, sclera has the same texture of cornea, applied to the normals only (to give a bit of bumps on the transparent sphere).

Every effect is made tweaking the simplest blender settings, and to be honest most of the realism comes straight from the iris photo (it has most of the reflections). This may be a limit, but it permits to give away a good compromise between quality and rendering times.

When in MH, the iris photo may be easily replaced to allow further customisation (the one I used is from my left eye, black spot included).

In this render only one light is used (of type lamp, almost default settings).

Any critic is welcome, and any hint on how to get transparencies and reflections without raytracing would be fantastic.

2 comments:

  1. Great work Roberto!
    This is the prototype in Blender, right? Have you used raytracing or not?

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  2. You're right: raytracing in blender. I had to, because of my little experience with rib files and renderman standards. I'm sure you will make it look good in Aqsis as well ;)

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