Around 15:30 when you set the min/max values for group input - that can replace the Maximum nodes entirely, right? Since the value will be clamped at the input? 😅 Great work, BTW! This is some top-tier content, deserves way more views. IMHO procedural projected textures are the definitive non-spherical eye - the kind of control and flexibility you get from this method is the closest thing I've seen to imitating the absolute freedom of 2D. I'm planning to try and adapt this method to the Godot engine for use in games, I'll let you know if it works out. The main drawback will be lack of procedural mesh deformation, but a procedural normal map might work? I think any slight inferiorities in the result would be virtually undetectable in a gaming context. EDIT: also, I dealt with line offset by using one input for feathering both the mask and the line, then using the same input as the second value for the subtraction node. Slight loss of control, but it didn't matter for what I wanted and I'm pretty sure you could improve it with a math node or two - I just don't like having too many inputs to wrangle.
The input min/max control what you can manually enter into the node's input field. They do not affect values plugged in from other nodes. A lot of what's done here can now be done in a mesh level with Geonodes, btw. That will greatly reduce compile times an the amount of geo needed for the displace. I need to make an update.
When using the absolute node (about 16:33) I don't get a line, the texture doesn't visibly change at all. I double checked the nodes farther back in the tree and as far as I can tell everything is right. Is there a box or something I've maybe accidentally toggled?
Check if you have Clamp checked anywhere in the group. That could do it. If that's not it, feel free to send me your file and I'll figure out what the issue is (email in my About section.)
Around 15:30 when you set the min/max values for group input - that can replace the Maximum nodes entirely, right? Since the value will be clamped at the input? 😅
Great work, BTW! This is some top-tier content, deserves way more views. IMHO procedural projected textures are the definitive non-spherical eye - the kind of control and flexibility you get from this method is the closest thing I've seen to imitating the absolute freedom of 2D. I'm planning to try and adapt this method to the Godot engine for use in games, I'll let you know if it works out. The main drawback will be lack of procedural mesh deformation, but a procedural normal map might work? I think any slight inferiorities in the result would be virtually undetectable in a gaming context.
EDIT: also, I dealt with line offset by using one input for feathering both the mask and the line, then using the same input as the second value for the subtraction node. Slight loss of control, but it didn't matter for what I wanted and I'm pretty sure you could improve it with a math node or two - I just don't like having too many inputs to wrangle.
The input min/max control what you can manually enter into the node's input field. They do not affect values plugged in from other nodes.
A lot of what's done here can now be done in a mesh level with Geonodes, btw. That will greatly reduce compile times an the amount of geo needed for the displace. I need to make an update.
When using the absolute node (about 16:33) I don't get a line, the texture doesn't visibly change at all. I double checked the nodes farther back in the tree and as far as I can tell everything is right. Is there a box or something I've maybe accidentally toggled?
Check if you have Clamp checked anywhere in the group. That could do it. If that's not it, feel free to send me your file and I'll figure out what the issue is (email in my About section.)
@@aVersionOfReality Yup, had the clamp on in a map range node. Thank you so much for the speedy response!
@@rachelshelby2814 Any time!
@@aVersionOfReality just ran into the same issue, thanks a lot!
Lol just paint a texture...
Works great until you want to rig separate parts of it :)
@@aVersionOfReality Then just make a rig to move those seperate parts...