**Anyone wondering why their outer layer isnt't see through go into your render settings in evee and click screen space reflections, then turn on refractions also by clicking the small pull down menu arrow to the left. *** Thank you so much! There were a couple of parts where you said you changed the scale of Y on the second set of mapping nodes (you actually 0'd out the Z.) when I did those things that you did like that it messed things up... I tried moving all of those around because I wasn't getting the lines you were and also when you moved the z on the first mapping node set doing that messed up the gradient effect. I dont understand why that was necessary or what it actually did can you explain further? thank you again for this awesome tutorial it took me like 3 hours but that''s the learning curve when using newer versions I suppose.
my screen space refraction is not refracting been stuck for two hours on this smh is anyone having the same problem my outter sphere is not see through looks like I mirror ball lost in Central Park
hi there if ur render settings is selected to eevee u should go to the render settings and enable screen space reflections and under it (use the little arrow) enable refractions. i personally prefer using cycles, but this might solve ur problem!
Hi, blender beginner here. I followed your tutorial and got some nice looking eyeballs. But I have a problem when I move the eyeball and apply location to it, the colored part of the eyeball disappears. I think it's because the location of the eyeball changed but the location in the first mapping node stayed the same but I'm not sure. Do you have any fix for this or am I doing something wrong? How can I move/scale/rotate the eyeballs, apply all transforms and still have the colors?
@3:49 I don't know why, I've followed the instructions up to this point, but for me, the gradient doesn't even start to show up unless I put the black all the way up to _at least_ .9, and even then it's not so much a gradient as all gray/black except for the one white patch
is there a way to transfer/append the project successfully to another one? every time i do it is missing the eye textures and the outer eye is completely solid like a metal ball
This is a really well put together tutorial, thanks! Only issue I seem to be having at the moment is adding the color ramp doesn't have the effect of creating the dark pupil when I switch the sliders. The effect is more uniform across the whole eye, but hopefully I can figure that part out!
I had a similar issue. If you're using blender 4.x, what I did was change the interpolation from b-spline to ease. that seemed to give me much more control over it
If you are using Blender 4.2, the ambient occlusion option is no longer available. I would suggest turning on Raytracing instead. It can be found in the EEVEE rendering tab. Hope that helps!
The option is hidden now but it exist. Check "Raytracing > Fast GI Approximation > Method" You can Chose between Global Illumination or Ambient Occlusion. Don't know if they are the same. And Refraction can be cound in Material > Surface > Refraction BSDF
Such a good tutorial to make such lovely eyeballs... but needs correction!! When mapping the iris striations (at 5:58 mins in) you said to "change 'Y' scale to zero" which caused my blue patterning to layer horizontally instead of radially (like many learners, I rely on verbal instruction more than visual when detail is too fast or small or near edge of screen)... After much frustrated fault finding I discovered it was the 'z' axis you zeroed, not the 'Y'! Love the rest though Quick question - when I try to (Ctrl+A) apply the 'locrotscale' of my inner coloured eyeball, it zeros the location and scale but the rotation snaps back to facing upward on a global Z axis (inside of the outer clear cornea - no mater what I do... Any ideas why, or how to fix? This makes the eyeball appear rotated 90degrees inside the head socket once I import it as an asset to another model/mesh!!! Then the same thing happens to all LOCROTSCALE properties inside the newer model if I try to apply the eyeballs new locrotscale properties - it won't let me apply ANY of the transforms, but instead just bumps all three properties back to zero which causes the eyeballs to become massive, lower down and rotated wrong!!
Thank you for the awesome feedback! Sorry to hear about the confusion with regards to changing the y scale. I'm glad you were able to figure it out! As far as your issue with applying all of your properties, it's hard to know for sure without seeing the file. However, you might want to try just applying scale and rotation but not location. If you have moved your model away from the 0,0,0, origin point when modeling and then apply the location, it will snap back to 0,0,0.
We have to use Raytracing now, how do we do the outer sphere effect at 2:42 in Blender 4.2 ?
This was actually amazing, well explained and thought out tutorial. keep it up!
Thank you so much - truly, it’s comments like these that help me keep going. Made by day! 🖤
@@pixelmethathey uh, when I try to rig the eye the textures are like, locked in 1 position and won’t move with the eye
I've been struggling to make one for over a year, your tutorial did the whole job, thank you so muchhh
**Anyone wondering why their outer layer isnt't see through go into your render settings in evee and click screen space reflections, then turn on refractions also by clicking the small pull down menu arrow to the left. ***
Thank you so much! There were a couple of parts where you said you changed the scale of Y on the second set of mapping nodes (you actually 0'd out the Z.) when I did those things that you did like that it messed things up... I tried moving all of those around because I wasn't getting the lines you were and also when you moved the z on the first mapping node set doing that messed up the gradient effect.
I dont understand why that was necessary or what it actually did can you explain further? thank you again for this awesome tutorial it took me like 3 hours but that''s the learning curve when using newer versions I suppose.
is it an addon or something i have blender 4.2 and its not there so i got stuck in this step
@@THEDEVBOIS Same
@@xwkya figured it out fam its in the shading tab shift+A and search up ambient occlusion
Blender tricks 6453 idk why it won't let me share my channel.. i made a tutorial a few weeks ago
yes finally simple tutorial to make an awesome eyes. Thank U💙
Are all the nodes still the same for version 4.1? I’m getting stuck on the second materiel (the iris), and all my nodes are the same.
screen space refraction doesn't work for me, and I turned it on in the rendering options...
my screen space refraction is not refracting been stuck for two hours on this smh is anyone having the same problem my outter sphere is not see through looks like I mirror ball lost in Central Park
I have the same problem? Did you find a fix?
hi there if ur render settings is selected to eevee u should go to the render settings and enable screen space reflections and under it (use the little arrow) enable refractions. i personally prefer using cycles, but this might solve ur problem!
Make sure your inner mesh isn't the same material. Assign it to a new blank material first, otherwise theres nothing inside to show.
@@twistedmaidn Thank you so much! I feel dumb for not thinking about it xD...
thanks
Wow, super duper helpful!
thank you so much for so awesome and clearly tutorial! ❤🙏
Glad it was helpful! 🖤
I love it! it's so easy and pretty, but help! how do you apply the voronoi/ noise ONLY to the Iris? mine's on the whole eyeball :(
After finishing it, I wanted to rotate the eyes, but then the effect broke. Why is that and how to prevent this from happening? Also amazing video.
Tried it, but the outer eye layer isn't invisible when i lowered the roughness. :(
Hi, blender beginner here. I followed your tutorial and got some nice looking eyeballs. But I have a problem when I move the eyeball and apply location to it, the colored part of the eyeball disappears. I think it's because the location of the eyeball changed but the location in the first mapping node stayed the same but I'm not sure. Do you have any fix for this or am I doing something wrong? How can I move/scale/rotate the eyeballs, apply all transforms and still have the colors?
Have you find the problem? I have the problem too
How to make it as one (single) object?
Look up CG Cookie’s Procedural Eye Tutorial. They have a great video on this! 💪🏼
and I got it! lol I guess I skipped a step in the beginning you are the best!
how to export the resulted eye
=o
THIS IS THE BEST EYE TUTORIAL IN THE UNIVERSE !
Haha thank you!
Btw if ur striations aren't in a circular pattern it's because he accidentally said y instead z when he was saying to set the scale value to 0
Thank you!! :)
The problem is that the "Object/Apply/ Scala" command is not applied after rotating the sphere in object mode.
@@hopal6612 nope
bro needs to learn to retake
@3:49 I don't know why, I've followed the instructions up to this point, but for me, the gradient doesn't even start to show up unless I put the black all the way up to _at least_ .9, and even then it's not so much a gradient as all gray/black except for the one white patch
I enjoyed your explanations during this tutorial. You were very helpful. Thanks for sharing.
Fuck UV spheres. I'm doing what I can to achieve the same with geodesic spheres.
THIS IS AWESOME THANK YOU
only thing....
is there a node to change the shape of the pupil?
So much easier than many of the videos I watched... this is great!
"Ambiant Occlusions" and "Screen Space Reflections" no longer exists in Blender 4.2, Please make an Updated tutorial!
Yup! Now you got to turn on Raytracing I believe. But still an updated tutorial might be in the works!
Great tutorial! Thank you!
However, it's good for resting pose but not to pose when rigged model, any idea on how to fix that?
When I move the pupil, the eye does not maintain its appearance
How can i move pupil with the ouside of the eye ????
I hope you understand my question
Anyone else having trouble finding the mix node? I only have mix RGB and mix shader
theres no ambience thing in my blender
With the latest version of Blender, they removed those options. For the best look turn on Raytracing instead. Hope that helps!
@@pixelmethat if its possible, can you make an updated version of it?
4:08 i did that but the eyeballs turn either fully black or fully white
Now THATS how you give direction. Good Gorb!
how do you bake this textuyre with the transmission
is there a way to transfer/append the project successfully to another one? every time i do it is missing the eye textures and the outer eye is completely solid like a metal ball
if you click append in a new blender file then navigate to the object (or collection) then you can bring it in to a new project
Why screen space refraction options that does't work with Blender 4.0.2?
plz help
Thank you Thank you Thank you 💙
The best eye tutorial, indeed. Thank you, man! 👍
So happy it was useful to you!
This was awesome! Thank you so much for making this.
So glad to hear that!
This is a really well put together tutorial, thanks!
Only issue I seem to be having at the moment is adding the color ramp doesn't have the effect of creating the dark pupil when I switch the sliders. The effect is more uniform across the whole eye, but hopefully I can figure that part out!
I had a similar issue. If you're using blender 4.x, what I did was change the interpolation from b-spline to ease. that seemed to give me much more control over it
sorry. specifically, the interpolation on the color ramp node leading from your gradient texture node. Just realized I was super vague there
@@goopuman Thanks, that solved it! 😁👍
@@JoshuaM8 awesome! You're welcome!
I don't have an option for ambient occlusion or screen space refraction. Please help
If you are using Blender 4.2, the ambient occlusion option is no longer available. I would suggest turning on Raytracing instead. It can be found in the EEVEE rendering tab. Hope that helps!
@@pixelmethat thx
The option is hidden now but it exist. Check "Raytracing > Fast GI Approximation > Method" You can Chose between Global Illumination or Ambient Occlusion. Don't know if they are the same. And Refraction can be cound in Material > Surface > Refraction BSDF
Such a good tutorial to make such lovely eyeballs... but needs correction!! When mapping the iris striations (at 5:58 mins in) you said to "change 'Y' scale to zero" which caused my blue patterning to layer horizontally instead of radially (like many learners, I rely on verbal instruction more than visual when detail is too fast or small or near edge of screen)... After much frustrated fault finding I discovered it was the 'z' axis you zeroed, not the 'Y'! Love the rest though Quick question - when I try to (Ctrl+A) apply the 'locrotscale' of my inner coloured eyeball, it zeros the location and scale but the rotation snaps back to facing upward on a global Z axis (inside of the outer clear cornea - no mater what I do... Any ideas why, or how to fix? This makes the eyeball appear rotated 90degrees inside the head socket once I import it as an asset to another model/mesh!!! Then the same thing happens to all LOCROTSCALE properties inside the newer model if I try to apply the eyeballs new locrotscale properties - it won't let me apply ANY of the transforms, but instead just bumps all three properties back to zero which causes the eyeballs to become massive, lower down and rotated wrong!!
Thank you for the awesome feedback! Sorry to hear about the confusion with regards to changing the y scale. I'm glad you were able to figure it out!
As far as your issue with applying all of your properties, it's hard to know for sure without seeing the file. However, you might want to try just applying scale and rotation but not location. If you have moved your model away from the 0,0,0, origin point when modeling and then apply the location, it will snap back to 0,0,0.