PROCEDURAL EYE SHADER
Color the Iris, set its size, squeeze it if it’s a dragon eye, set depth for a fake refractive effect and amplify the translucency of the Iris.This shader is meant to fake the complex geometry of an eyeball.
- no Textures needed
- no UV-Maps needed
FEATURES
easy three color system
intuitive parameters for pattern adjustment
continous cat-eye effect
fake depth
fake caustics
iris/pupil: the radius relative to the eyeball surface in percent.
bump: bumpintensity of the iris-noisepattern.
vector: the space of the mapping. Input>TextureCoordinate>Object will direct the iris in z-direction of the object coordinates.
As the stretchvalue squeezes the eye, you can animate it to transform the pupil from round to slit, like a human transforming into a dragon.
The pupil is oriented into the Z-Axis of objectspace. So eyes will look “down” initially.
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