Hopefully TH-cam compression doesn't affect your viewing too much! Seems to work best on 1080p screen anything above that goes a bit funny. Looks much better pre-upload but nothing I try seems to fix this issue :( I will screen record at 4K in future videos. Navigation :- Ch 1 - Intro: 00:00 Ch 2 - How to Watch this Tutorial: 01:25 Ch 3 - Modelling: 02:33 Inserting Objects: 02:58 Viewport Navigation: 04:25 Object Transform: 06:29 Subdivision Surfaces: 07:52 Duplicating Objects: 08:30 Outliner: 08:58 Edit Mode: 09:37 Transform like a Boss: 11:17 Subsurf Modifier vs Wireframe: 12:15 Loop Cut: 12:41 Alternate Selection Modes: 13:38 General Modelling: 14:10 Wireframes: 15:19 Viewport Overlays: 15:44 Ch 4: Lights and Cameras: 17:04 Image Based Lighting: 17:10 Cycles vs Eevee: 17:32 Hiding the IBL: 18:41 Adding an Area Light that Follows a Path: 19:31 The 3D Cursor: 20:42 Parenting an Area Light to a Path: 21:54 Adding a Camera: 22:35 Customising your Workspace: 23:04 Ch 5: Shading: 24:00 Basic Pupil Material: 24:46 Basic Iris Material: 25:13 Shading the Cornea: 25:50 Node Wrangler: 27:41 Shading the Sclera: 28:56 Framing Nodes: 29:15 Blending the Sclera and Cornea: 30:05 Applying Transforms: 32:42 Shading the Iris: 33:12 Basic UV Unwrap: 33:31 Shading the Iris: 33:54
Alright For Anyone Seeing this In the Future! If you want to Rig these Eyes(Because the transparent part of the eye will not rotate with the Rig.) All you need to do is Click on the Eye. SHIFT+S ( Cursor to selected) Will put the cursor on the center of the Eye. Then SHIFT+A create an Empty, select the Empty hold SHIFT+S and select Selection to Cursor. This will put the Empty on the Center of the Eye where you have the Cursor. Then you need to go to the Material Node of the Eyeball. Go to the Texture Coordinate Node, and inside of it go to that Object section at the bottom and link it to the Empty you Just Made. You can use the eye dropper and click on the empty or type in the empty's name. You will have to adjust the Color ramp to fix the shading on the eye because pupil will shrink. (Has to do with the location of the empty, but adjusting the color scale to the size you want will fix it.) Then Last but not least. All yu have to do. Is Parent the Empty to the Rig. So Click the empty, CTRL+P it to the Rig and select Bone. There you go. Your eye will now rotate. The Iris you can just parent to the bone and it will follow along. Extra Stuff: If you want both of the eyes to move independently from one another. You will just need to make a copy of the material you made for one eye, and assign each eye to their own material. Make an empty for both eyes. Set each eye material to their own empty. And parent both empty's to the Rig. There ya go! Hoped this helped!
This was really helpful thank you - I managed to make some lovely eyes and then ran into issues afterwards! Thanks very much Danny for your incredible tute - I learned a lot and managed to follow as a beginner - becoming an intermediate. Many of the tricky bits are in this next step and much harder to find in tutorials.
This comment was so incredibly helpful. I have been looking around (for what feels like forever) for solutions to these very things and your comment made it possible to use this eyeball after I made it. Thank you. I'll give your channel a like and follow as a thank you for your help!
Thank you so much for taking the time to make this video. I was FINALLY able to make a proper eye using all those nodes, which I find really difficult to understand. After checking so many tutorials that just got me stuck at some point or another, finally found the one!
This is a great video. Theres so much that can be done with Disney/Pixar eyes! I remember walking through Disney world and seeing the hand drawn sketches and being so inspired by the eyes.
This was a perfectly paced, wonderfully explained tutorial. Your attention to detail and edits to further explain were well considered and very appreciated. Hope you get all the kudos you deserve from new Blender users like myself (trying to migrate)
34:37: Gradient node! Finally! This is the answer I was looking for on how people create those radial eye textures... I kept searching for tutorials but all of them just imported images instead of creating them. Still really want to know how to create them more realistic, but finally I have a better idea of how they can be created less realistically.
coming right from that outdated tutorial, not knowing it was for an old version and switching to this one... damn, night and day. you have severely improved!
Wow! Just wow! This is the 3rd eyeball tutorial for blender I’m watching and your production and supporting documentation is beyond what I have ever seen in YT. Top notch. Thank you so much.. You’ve got my sub!
Thank you Danny Mac! I've made a few eyeballs but this one is my favorite :) I've watched this tutorial a few times since it is so packed full of information ! Thank you for taking the time to put together this teaching tool!
The most fabulous tutorial I have ever seen about blender and I'm not exaggerating. Please do more tutorial about Character-related, Rendering, Texturing in Blender, please! Thank you so much, Danny!
Everyone probably knows this, but when using the loop cut tool, instead of scrolling with your mouse wheel, you can just type in the number of cuts you want. It also seems in the current version there is no need to press B for marque/box select just click (with which ever mouse button you select with) and drag over the area. Sorry if you all ready know this, just thought I'd share
hi, i'm stuck at minute 13:08 i don't know how to make those circles around. Do you know how I can do it? I use a Mac. I tried to understand your message but I can't.
This video on producing a very nice and realistic eye is very instructional for me. I'm in the process of creating a realistic squirrel, and learning various anatomy parts seems to be a good start. Thanks for your coherent and understandable lesson. You went slow enough for me, and this makes for good teaching.
Thanks for giving us such great tutorials. I have feedback to make the channel better. I suggest explaining all the basics like how to scale and grab and change the viewports in one main video so that beginners and refer back to it whenever they need it. For intermediate people, it will be more happy to watch a shorter and more concentrated video. Thank you again for the tutorial. Great Job!
Couple of notes on things I noticed: 1. If you want to break the glass effect using transparency node that way, you should state that you're deliberately breaking it. The correct way to get a thin glass effect using transparency is to invert the IOR for the backfacing faces. Otherwise you get the snells window effect like you got here, producing a lot of black. Using fresnel directly with a transparency shader you get shadow handling for free for thin surfaces. If used on thicker shells (like a wine glass) to handle shadows only, you'll want to use some curves or something in order to control the shadow thickness - fake and can break, but it does the trick better than relying on caustics to do the job. 2. Your generator nodes don't produce a seamless result. It is possible to make it seamless using nodes, but you can only make it seamless along one axis (and a different UV layout) - which is what we typically want anyway for this sort of stuff. If you want to have a go at it, the magic formula is planecylinder mapping conversion.
When I try to rig the eye, the transparent part of the eye does not rotate with the object Edit: I figured out why the rigging was not working, I needed to change the mapping node to vector and adjust the scale to make it move with the rotation. It was set at point before and so it did not move
I've followed everything but when I get to the nodes, it doesn't work. When I plug in Object from the Texture Coordinate node to the Vector in the Mapping node, it works, but if when I flip the black and white nodes, it stops working and all just goes to one solid color :( I'm not sure what I did wrong or what happened.
Very well exposed!! You make it easy to follow and understand it, no matter the level of knowledge, and detailed! The markers and summary are super useful. Good work :D
that was impressive, smoothed and helpfull , understanding the nodes efficts is the way to go ahead blending .. thanks danny , looking forwared .. waiting for more .. peace
Watched the first 90 seconds, bought eye designer. Now watching the last 39 minutes to fully grasp the beauty of what happens when I press "Import Eye".
Danny, Thank you for this tutorial and for your previous tutorial on eyes. I've learned a lot about nodes through you, which is something that has intimidated me about Blender. I learned to model, to sculpt and basic texturing like 10 years ago. Blender intimidated and scared me for years, But coming to Blender 2.8 has been a joy. I am trying to make a really good model related to my job, and that involves glass taxidermy eyes. Thanks to your first eye tutorial, I made a rigged eyes.. but this second time around, I wanted to try and make one of our glass eyes. Things were a little different (no white of the eye to be concerned with) but I made it work! And it works beautifully. Thank you.
Yeh u can type a higher number in to the subdivision modifier, it just limits it to five as a precaution, to stop your system getting lagged or possibly crash
this tutorial is for intermediate 3d users if you are a new user u might have trouble following along.... danny: proceeds to explain basic camera rotation controls and shift a.... i do appreciate you doing this for the new people just thought it was funny you said you weren't going to and did anyway
Hey, dude. Thanks so much for this easy to follow and cohesive tutorial. I've been fiddling with Blender for a while now when creating eyes and until now I've been stuck.
Great tut! Do you have an image anywhere of your whole iris node setup? For the life of me, I can not get the Voronoi texture to skew toward the pupil, even doing *seemingly* exactly what you did. Thanks!
I got stuck there too, my problem was the iris rotation had to be set to zero, - select the iris in collection top right, put cursor in the viewport and press CTRL A and select rotation. now the Z value on the last mapping node should work.
Im stuck at 37:13 step! Im guessing Blender was different during this part. Voronoi Texture has more drop down options and for the life of me, I cant get the mapping to look right.
Thank you very much for this tutorial! In some cases i can't repeat what you did (you have 2.80.60 but i have 2.80.75 or i just noob that can't even repeat after you) but i got really nice eye even it's not similiar to yours one.
Hello! Thank you for this perfect tutorial that didn't involve any texture use and therefor UV mapping (which I avoid in the way I want to do things!) As a beginner in 3D modelling (about week ago started it all), it was easy to follow. However, I got some issues which I think you actually mentioned in particular related to trying to rotate the eye. Maybe fixing it would have been easy in your method, but I'd like to introduce an alternative way of doing the transparency. Instead of defining the location through a gradient defined by the object coordinate data, you could also just use vertex color for the mesh and define the point that way. There's couple ways to do it beyond the obvious of painting black and white. Here's my recommendation: Use weight painting to define the area that is transparent (you can set it up at 100% weight or 0% weight, it doesn't matter). Unfortunately, weight painting data cannot be directly brought up in shader, but there is an addon called Weight2VertexColor or something (google it up!) which is 100% free. You can use it to modify the data into greyscale into a vertex color group and the rest works just like it does in your tutorial, except you just bring attribute (and define the color group) in your shader before the B&W color ramp. Even though you might be inclined to directly paint it and in this case it's very feasible to do so, I still recommend this method because it'll be useful for a LOT of other purposes too when you want to define an area in your mesh and vertex weight handles it far better because you can use color burn (or linear burn, doesn't matter) to average towards the weight region rather than that add/subtract mess. The next point is pretty obvious: but what if your defined circle is too small / too big; you'd have to go through the weight / vertex paint again, right? Technically true, but remember, you're using color ramp here as well. While 100% might be transparent and 0% might have no transparency, you can adjust that easily with the color ramp. just set up a nice falloff between, say, 2 or 4 edge loops and you can essentially control the circle directly through the color ramp just like in your example! It's a bit more work overall, but I don't know the solution to the rotating problem myself either. The rotation of the eye does not matter and no adjustments have to be made after the fact. And you'll learn a skill that I believe is far more expandable than setting up the current gradient, because you can use this method in other ways too if you're clever, such as defining coloring regions for your mesh and then you can use the color ramp, assign whatever colors you want and their transitions (thus, no need to actually use vertex paint!). In this case, you really need to use vertex weight paint because it's going to be a pain if you're thinking of something like "let 0.5 be orange", because you you'd have to constantly add or subtract in vertex color whereas in vertex weight you can use color burn and it'll always go towards the weight that you specified!
If youre doing in non procedurally there's no need to use vertex colours at all. Just plug the map in instead of a ramp. But then you have a non procedural setup, which isnt necessarily bad, but in these circumstances, isn't as good
@@DannyMac3d In this case, for whatever reason, I got an issue with the map setup where rotating the eye (including the cornea) would essentially lose the transparency as the transparency didn't rotate alongside properly (and I was rotating the object itself!) I'm not sure why this happened, but the weight painting method I used did the trick anyway and it's fairly simple as well. If you're generating procedural textures, you'd probably still want to highlight regions (such as nose) in an easier manner, so weight painted regions (which are transformed into they greyscale with that addon I mentioned) seems like a better approach. This is what I mean: i.gyazo.com/11d6202a643b98b5a2fd1686522400bd.png I define the colors with the color ramp, but use greyscale to define regions. Directly vertex painting is a pain though, so you want to use weight paint to make the regions. I guess you could also use UV unwrap & map to a similar effect, but this honestly works too. I just don't like working with UV maps
Yes I vaguely recall realising I'd miss quoted a hotkey shortly after I uploaded (I'm assuming it's this one). Somehow nobody has commented about it until now!
For some reason even though I followed all your instructions for making it work in eevee, the cornea is merely reflecting the background image. I checked Screen Space Reflections, the Refraction option within, and the Screen Space Refraction in the material, can anyone help?
I'm on Mac 2.93.5 and my spheres never look like they have an eye center. No matter what I change, they always have the exact same surface appears when rotated. When I add materials and circle select my eyes and draw, they have grainy edges and I believe that is the reason why... any idea what I might have set incorrectly?
Im trying to follow the tutorial as in theorical way, have 1 little doubt, when you create the voronoi texture for the eye, you used that as a mask to achive the result? or what did you use it for, didnt quite understand what does it do to create the new pattern
Naturally, the Alt-Right clicking to automatically add the Mix Shader trick doesn't work anymore just as I learn about it. haha And the transparent and glossy shaders mixed together give me nothing but a mirror surface. I've got SSR turned on and enabled refraction both under SSR and under the material properties Settings tab.
You might have the last viewport shading selected but still need to set it to cycles go to (properties tab)Render Properties > Render engine > Select cycles
Hopefully TH-cam compression doesn't affect your viewing too much! Seems to work best on 1080p screen anything above that goes a bit funny. Looks much better pre-upload but nothing I try seems to fix this issue :( I will screen record at 4K in future videos.
Navigation :-
Ch 1 - Intro: 00:00
Ch 2 - How to Watch this Tutorial: 01:25
Ch 3 - Modelling: 02:33
Inserting Objects: 02:58
Viewport Navigation: 04:25
Object Transform: 06:29
Subdivision Surfaces: 07:52
Duplicating Objects: 08:30
Outliner: 08:58
Edit Mode: 09:37
Transform like a Boss: 11:17
Subsurf Modifier vs Wireframe: 12:15
Loop Cut: 12:41
Alternate Selection Modes: 13:38
General Modelling: 14:10
Wireframes: 15:19
Viewport Overlays: 15:44
Ch 4: Lights and Cameras: 17:04
Image Based Lighting: 17:10
Cycles vs Eevee: 17:32
Hiding the IBL: 18:41
Adding an Area Light that Follows a Path: 19:31
The 3D Cursor: 20:42
Parenting an Area Light to a Path: 21:54
Adding a Camera: 22:35
Customising your Workspace: 23:04
Ch 5: Shading: 24:00
Basic Pupil Material: 24:46
Basic Iris Material: 25:13
Shading the Cornea: 25:50
Node Wrangler: 27:41
Shading the Sclera: 28:56
Framing Nodes: 29:15
Blending the Sclera and Cornea: 30:05
Applying Transforms: 32:42
Shading the Iris: 33:12
Basic UV Unwrap: 33:31
Shading the Iris: 33:54
encode and upload in theese formats / settings. support.google.com/youtube/answer/1722171?hl=en - goes faster aswell.
youre amazing! Thank you so much!
你其他视频怎么好多没有完整版的
How many of your other videos don't have full versions
Hi Danny, you're amazing! Thank you so much, Now can you explain to us how to Export it.
this was my first ever blender tutorial 5 months ago and boy have I improved. I just came back to say thank you
Alright For Anyone Seeing this In the Future!
If you want to Rig these Eyes(Because the transparent part of the eye will not rotate with the Rig.) All you need to do is Click on the Eye. SHIFT+S ( Cursor to selected) Will put the cursor on the center of the Eye. Then SHIFT+A create an Empty, select the Empty hold SHIFT+S and select Selection to Cursor. This will put the Empty on the Center of the Eye where you have the Cursor.
Then you need to go to the Material Node of the Eyeball. Go to the Texture Coordinate Node, and inside of it go to that Object section at the bottom and link it to the Empty you Just Made. You can use the eye dropper and click on the empty or type in the empty's name. You will have to adjust the Color ramp to fix the shading on the eye because pupil will shrink. (Has to do with the location of the empty, but adjusting the color scale to the size you want will fix it.)
Then Last but not least. All yu have to do. Is Parent the Empty to the Rig. So Click the empty, CTRL+P it to the Rig and select Bone. There you go. Your eye will now rotate. The Iris you can just parent to the bone and it will follow along.
Extra Stuff: If you want both of the eyes to move independently from one another. You will just need to make a copy of the material you made for one eye, and assign each eye to their own material. Make an empty for both eyes. Set each eye material to their own empty. And parent both empty's to the Rig.
There ya go! Hoped this helped!
This was really helpful thank you - I managed to make some lovely eyes and then ran into issues afterwards!
Thanks very much Danny for your incredible tute - I learned a lot and managed to follow as a beginner - becoming an intermediate. Many of the tricky bits are in this next step and much harder to find in tutorials.
@@deanster1980 haha no prob it was extremely difficult for my to figure out but once you get it it’s smooth sailing
@@KlassAnimated Thanks so much for sharing!!
This comment was so incredibly helpful. I have been looking around (for what feels like forever) for solutions to these very things and your comment made it possible to use this eyeball after I made it. Thank you. I'll give your channel a like and follow as a thank you for your help!
4 years later, still works perfectly in Blender 3.6. Thank you sir for yet another valuable gift to the community!
"Uh-oh, it's almost as if it was scripted" :'D Great tutorial, really helpful.
hi Danny can you make a tutorial on making a full body character
thanks
31:26
TIP:
Select Gradient Texture (or other Texture)
Ctrl + T = Mapping + Texture Coord.
(Addon Node Wrangler)
press "shift-eh"
Contrl Ahhh and it is Contrl R ahahahha Danny is the best anyways
i tried to understand what he said in 2 minutes lol. finally i found it is ctrl R :)
@@cristhianperez8215 control a is important too its just not the right hotkey for loop cut
Using this method, i applied it on C4d/octane. 90% achieved and I am pretty happy! Thanks a lot!
Damn! You've really starved us for long... I'm glad you're back. This is a massive tutorial
Thank you so much for taking the time to make this video. I was FINALLY able to make a proper eye using all those nodes, which I find really difficult to understand. After checking so many tutorials that just got me stuck at some point or another, finally found the one!
Not even 30 seconds into the video and I already appreciate the heck out of your progress bar at the top 👌
2 minutes in and you've linked every single aspect of your tutorial for quick reference, BLESS YOU
Thank you for your really professional explanation. I waited for this tutorial several years. I wish you strong health in these strange Covid-days.
This is a great video. Theres so much that can be done with Disney/Pixar eyes! I remember walking through Disney world and seeing the hand drawn sketches and being so inspired by the eyes.
This was a perfectly paced, wonderfully explained tutorial. Your attention to detail and edits to further explain were well considered and very appreciated. Hope you get all the kudos you deserve from new Blender users like myself (trying to migrate)
Wonderfully built tutorial! You get not only how to build the eye, but much more understanding how Blender operates.
Thanks so much Danny!!
34:37: Gradient node! Finally! This is the answer I was looking for on how people create those radial eye textures... I kept searching for tutorials but all of them just imported images instead of creating them.
Still really want to know how to create them more realistic, but finally I have a better idea of how they can be created less realistically.
Wow you put so much effort into this!! As a fairly new blender user I cannot thank you enough! I watch all your videos!
thanks that was the best eye tutorial I've seen around!, you explain so well
coming right from that outdated tutorial, not knowing it was for an old version and switching to this one... damn, night and day. you have severely improved!
Wow! Just wow! This is the 3rd eyeball tutorial for blender I’m watching and your production and supporting documentation is beyond what I have ever seen in YT. Top notch. Thank you so much.. You’ve got my sub!
Thank you Danny Mac! I've made a few eyeballs but this one is my favorite :) I've watched this tutorial a few times since it is so packed full of information ! Thank you for taking the time to put together this teaching tool!
The most fabulous tutorial I have ever seen about blender and I'm not exaggerating. Please do more tutorial about Character-related, Rendering, Texturing in Blender, please! Thank you so much, Danny!
Everyone probably knows this, but when using the loop cut tool, instead of scrolling with your mouse wheel, you can just type in the number of cuts you want. It also seems in the current version there is no need to press B for marque/box select just click (with which ever mouse button you select with) and drag over the area.
Sorry if you all ready know this, just thought I'd share
hi, i'm stuck at minute 13:08 i don't know how to make those circles around. Do you know how I can do it? I use a Mac.
I tried to understand your message but I can't.
The way you did the iris is quite fascinating and interesting.
This video on producing a very nice and realistic eye is very instructional for me. I'm in the process of creating a realistic squirrel, and learning various anatomy parts seems to be a good start. Thanks for your coherent and understandable lesson. You went slow enough for me, and this makes for good teaching.
Great. It is nice to see a long detailed tutorial. Going to try it out. Video compression quality looks good to me.
Thank you for sharing :)
wow man... thanks... you are the Peter Mckinonn for Blender. Thanks so mucho
Thanks so much! Still works on the newest version of Blender and looks fantastic!
Thanks for giving us such great tutorials. I have feedback to make the channel better. I suggest explaining all the basics like how to scale and grab and change the viewports in one main video so that beginners and refer back to it whenever they need it. For intermediate people, it will be more happy to watch a shorter and more concentrated video. Thank you again for the tutorial. Great Job!
your tutorials are well done, informative, and easy to watch and understand. Thank you very much
Couple of notes on things I noticed:
1. If you want to break the glass effect using transparency node that way, you should state that you're deliberately breaking it. The correct way to get a thin glass effect using transparency is to invert the IOR for the backfacing faces. Otherwise you get the snells window effect like you got here, producing a lot of black. Using fresnel directly with a transparency shader you get shadow handling for free for thin surfaces. If used on thicker shells (like a wine glass) to handle shadows only, you'll want to use some curves or something in order to control the shadow thickness - fake and can break, but it does the trick better than relying on caustics to do the job.
2. Your generator nodes don't produce a seamless result. It is possible to make it seamless using nodes, but you can only make it seamless along one axis (and a different UV layout) - which is what we typically want anyway for this sort of stuff. If you want to have a go at it, the magic formula is planecylinder mapping conversion.
Dang it danny! This is a great tutorial! Thank you man!
Hell of a good tutorial. Excellent end result
noodles with 3 mapping nodes is cool, as whole tutorial
This is exactly what I was looking for! Made my day, thank you!
Really interesting seeing the procedural texturing process for this and a fantastic end result. Great job!
your doing that professional dude.. great work
When I try to rig the eye, the transparent part of the eye does not rotate with the object
Edit: I figured out why the rigging was not working, I needed to change the mapping node to vector and adjust the scale to make it move with the rotation. It was set at point before and so it did not move
tysm!
I've followed everything but when I get to the nodes, it doesn't work. When I plug in Object from the Texture Coordinate node to the Vector in the Mapping node, it works, but if when I flip the black and white nodes, it stops working and all just goes to one solid color :( I'm not sure what I did wrong or what happened.
Blenders nodes are terrible
@@nealnelson6998 only if you don’t know how to use them correctly
This was amazin, an i learned a lot. Everything was explained in complete detail, and it was fast too. Thanks a lot! I'm motivated now
Very well exposed!! You make it easy to follow and understand it, no matter the level of knowledge, and detailed! The markers and summary are super useful. Good work :D
that was impressive, smoothed and helpfull , understanding the nodes efficts is the way to go ahead blending .. thanks danny , looking forwared .. waiting for more .. peace
Watched the first 90 seconds, bought eye designer. Now watching the last 39 minutes to fully grasp the beauty of what happens when I press "Import Eye".
Thanks for buying! The plug-in is a little more detailed than what I show here :)
Danny, Thank you for this tutorial and for your previous tutorial on eyes. I've learned a lot about nodes through you, which is something that has intimidated me about Blender. I learned to model, to sculpt and basic texturing like 10 years ago. Blender intimidated and scared me for years, But coming to Blender 2.8 has been a joy. I am trying to make a really good model related to my job, and that involves glass taxidermy eyes. Thanks to your first eye tutorial, I made a rigged eyes.. but this second time around, I wanted to try and make one of our glass eyes. Things were a little different (no white of the eye to be concerned with) but I made it work! And it works beautifully. Thank you.
Yeh u can type a higher number in to the subdivision modifier, it just limits it to five as a precaution, to stop your system getting lagged or possibly crash
this tutorial is for intermediate 3d users if you are a new user u might have trouble following along.... danny: proceeds to explain basic camera rotation controls and shift a.... i do appreciate you doing this for the new people just thought it was funny you said you weren't going to and did anyway
it's for intermediate users coming from other apps who don't know these buttons, because they've come from other apps...
@@DannyMac3d either way i got a laugh out of it. and the tutorial really helped me out. thanks again
Hey, dude. Thanks so much for this easy to follow and cohesive tutorial. I've been fiddling with Blender for a while now when creating eyes and until now I've been stuck.
Excellent tutorial
Great tut! Do you have an image anywhere of your whole iris node setup? For the life of me, I can not get the Voronoi texture to skew toward the pupil, even doing *seemingly* exactly what you did. Thanks!
I got stuck there too, my problem was the iris rotation had to be set to zero, - select the iris in collection top right, put cursor in the viewport and press CTRL A and select rotation. now the Z value on the last mapping node should work.
24:55 actually it's made up of different veins inside and the pupil itself needs to be extruded in for more realistic looking textures
Hi Danny,
you're amazing! Thank you so much
Now can you explain to us how to Export it
The best tutorial i ever seen!
Thanks for the tuto! Didnt had a good way for making the iris this really helped me
Awesome Tutorial
Your videos are great! I don't have blender or a pc, Watching your videos is interesting anyway!
😂
always staying supportive! :D
Hey, please can you do a simple tutorial of how you paint stylized skin in blender. 🙏🙏pleeaaaasee. It would be much appreciate.
This guy know what he is talking about!
Im stuck at 37:13 step! Im guessing Blender was different during this part. Voronoi Texture has more drop down options and for the life of me, I cant get the mapping to look right.
did you finish it? would you send a blender file of your eye?
@@Aviatato i finish it. but in eevee this method not working.
For whomever is still wondering about the Voronoi Texture, the closest result I can get is 4D - Smooth F1 - Euclidean in the drop down menu
Thank you very much for this tutorial! In some cases i can't repeat what you did (you have 2.80.60 but i have 2.80.75 or i just noob that can't even repeat after you) but i got really nice eye even it's not similiar to yours one.
You are an absolute master. Thank you so much for this!
37:20 woahhhh that part was neat. Love your tuts :)
Hello! Thank you for this perfect tutorial that didn't involve any texture use and therefor UV mapping (which I avoid in the way I want to do things!)
As a beginner in 3D modelling (about week ago started it all), it was easy to follow. However, I got some issues which I think you actually mentioned in particular related to trying to rotate the eye. Maybe fixing it would have been easy in your method, but I'd like to introduce an alternative way of doing the transparency. Instead of defining the location through a gradient defined by the object coordinate data, you could also just use vertex color for the mesh and define the point that way. There's couple ways to do it beyond the obvious of painting black and white. Here's my recommendation:
Use weight painting to define the area that is transparent (you can set it up at 100% weight or 0% weight, it doesn't matter). Unfortunately, weight painting data cannot be directly brought up in shader, but there is an addon called Weight2VertexColor or something (google it up!) which is 100% free. You can use it to modify the data into greyscale into a vertex color group and the rest works just like it does in your tutorial, except you just bring attribute (and define the color group) in your shader before the B&W color ramp. Even though you might be inclined to directly paint it and in this case it's very feasible to do so, I still recommend this method because it'll be useful for a LOT of other purposes too when you want to define an area in your mesh and vertex weight handles it far better because you can use color burn (or linear burn, doesn't matter) to average towards the weight region rather than that add/subtract mess.
The next point is pretty obvious: but what if your defined circle is too small / too big; you'd have to go through the weight / vertex paint again, right? Technically true, but remember, you're using color ramp here as well. While 100% might be transparent and 0% might have no transparency, you can adjust that easily with the color ramp. just set up a nice falloff between, say, 2 or 4 edge loops and you can essentially control the circle directly through the color ramp just like in your example! It's a bit more work overall, but I don't know the solution to the rotating problem myself either.
The rotation of the eye does not matter and no adjustments have to be made after the fact. And you'll learn a skill that I believe is far more expandable than setting up the current gradient, because you can use this method in other ways too if you're clever, such as defining coloring regions for your mesh and then you can use the color ramp, assign whatever colors you want and their transitions (thus, no need to actually use vertex paint!). In this case, you really need to use vertex weight paint because it's going to be a pain if you're thinking of something like "let 0.5 be orange", because you you'd have to constantly add or subtract in vertex color whereas in vertex weight you can use color burn and it'll always go towards the weight that you specified!
If youre doing in non procedurally there's no need to use vertex colours at all. Just plug the map in instead of a ramp. But then you have a non procedural setup, which isnt necessarily bad, but in these circumstances, isn't as good
@@DannyMac3d In this case, for whatever reason, I got an issue with the map setup where rotating the eye (including the cornea) would essentially lose the transparency as the transparency didn't rotate alongside properly (and I was rotating the object itself!)
I'm not sure why this happened, but the weight painting method I used did the trick anyway and it's fairly simple as well. If you're generating procedural textures, you'd probably still want to highlight regions (such as nose) in an easier manner, so weight painted regions (which are transformed into they greyscale with that addon I mentioned) seems like a better approach.
This is what I mean: i.gyazo.com/11d6202a643b98b5a2fd1686522400bd.png
I define the colors with the color ramp, but use greyscale to define regions. Directly vertex painting is a pain though, so you want to use weight paint to make the regions.
I guess you could also use UV unwrap & map to a similar effect, but this honestly works too. I just don't like working with UV maps
That is a pretty cool realistic looking eye. thanks
Appreciate it! Very informative and well structured lesson:)
Fantastic work here! Thank you very much for your work!
"Shift Eh" love it! ;)
Thanks for tutorial, but in Eevee render Iris turning to black, so this metod only for Cycles.
Excellent tutorial
At 34:45 you set the location of the mapping node to 0.5,
it works but where does this value come from ?
Another amazing video :D Great work!
Great tutorial 👍 You explain everything quite well, Thanks!
wooo......hooooooooooo.............danny on blender...hooray
Amazing tutorial, it was totally useful!!
very nice tutorial i learned a lot about blender !
hey batman here i did it yall created the thaaaang
The alt-right click to merge two nodes wasn't working for me. Shift-control-right click worked instead.
Yes I vaguely recall realising I'd miss quoted a hotkey shortly after I uploaded (I'm assuming it's this one). Somehow nobody has commented about it until now!
Thank you friend
@@DannyMac3d wow Danny Mac himself replied.... what an honor 🤩
You are the best bro
Excellent video. Well worth it. Thanks!
Hi I'm completely new with blender and I followed every step but my cornea isn't transparent it's shiny like silver, idk what to do pls help.
him: now use the key to grab the next section
me: screaming
For some reason even though I followed all your instructions for making it work in eevee, the cornea is merely reflecting the background image. I checked Screen Space Reflections, the Refraction option within, and the Screen Space Refraction in the material, can anyone help?
Same here. Latest version of Blender. Did you ever solve this?
Great tutorial thanks alot brother!
Booyah
I'm on Mac 2.93.5 and my spheres never look like they have an eye center. No matter what I change, they always have the exact same surface appears when rotated. When I add materials and circle select my eyes and draw, they have grainy edges and I believe that is the reason why... any idea what I might have set incorrectly?
Nice Tut! Thanks!
good video! but can you make the node editor bigger? it feels like everything in the node editor is so small.
hahahaha I love british humor! Thanks for sharing!
Love it. Thank you so much!
If you get stuck at the Voronoi Texture, try using the Distance instead of Color.
It seems they changed the Voronoi node since this was made. I can't get it to look a thing like what it does in the tutorial. I'm on 2.81a.
Im trying to follow the tutorial as in theorical way, have 1 little doubt, when you create the voronoi texture for the eye, you used that as a mask to achive the result? or what did you use it for, didnt quite understand what does it do to create the new pattern
So clear and useful...
Naturally, the Alt-Right clicking to automatically add the Mix Shader trick doesn't work anymore just as I learn about it. haha And the transparent and glossy shaders mixed together give me nothing but a mirror surface. I've got SSR turned on and enabled refraction both under SSR and under the material properties Settings tab.
Thank you for the amazing video. I hope you make one on doing a full human body
Dude youre the man! Any idea when Eye Designer will be ready for 2.8? Thanks so much!!!!!! Keep up the awesome work.
It's been available for 2.8 for a while :)
@@DannyMac3d Thx!
28:00 I’m stuck at this step. The cornea is not transparent enough to see the iris. What did I do wrong? I followed every step :(
You might have the last viewport shading selected but still need to set it to cycles go to (properties tab)Render Properties > Render engine > Select cycles
Make sure you have the correct viewport shading selected (the little globe button furthest to the right)
Thank you! Based Danny Mac, *BASED* ! YEEESSSSS!
I’ve never clicked on a video so fast before
You got a sub.
Your content is nice 👍🏻
Wow - this is awesome, but im a n00b (use blender for 4 Days xD ) THX for this Demonstration!
Just fantastic hope you make Amsterdam very accessible and very useful Deep thanks and a pint if I see you. :)