- Sun Aug 15, 2010 7:16 pm
#328877
Ok, I've created pretty realistic Eyes before, but then it wasn't exactly correct in size and dimensions.
And since that is pretty important in Maxwell I decided to redo it.
Spent a lot of time at different wiki's and google searching to get it as correct as possible.
Used trueSpace7.61beta8 for the eye design. Tricky since tS isn't the optimal tool for small objects.
Constantly had to scale it up to be able to actually work. ( The orthogonal views in tS can't zoom in close enough)
( And FINALLY Flickr has a solution for BBcode to make it easier to post in forums! )

Eye Render Test by LarsMagnusson, on Flickr
Slightly underexposed, but that doesn't matter for the test purpose.
This is a test to decide what approach I should choose for Eye design.
(Overlaid the model mesh in photoshop to make shapes easier to understand)
Left side:
Traditional Render trick. Modelling the Iris as a bowl to catch light. Basically simulating Caustic effects.
Then in Maxwell turning off "Global Illumination" for the transparant/refractive exterior volume.
As you can see in the top left, it disables shadow casting and caustic effects. Renders very fast!
Right Side:
More realistic approach. Human Iris is rather flat, and it's the caustic effect that lights the right side of the iris.
This method of course takes longer because of the caustics.
( the right "eye" is still noisy because I only had let it render for 5-10 minutes)
So I think I'll stick to the old cheat on the left side...
Now I have to UV map it and create textures/bumps etc.
( my previous eye design only used planar front mapping...did look weird in renders like this since the back of the eye had an iris too
)
And since that is pretty important in Maxwell I decided to redo it.
Spent a lot of time at different wiki's and google searching to get it as correct as possible.
Used trueSpace7.61beta8 for the eye design. Tricky since tS isn't the optimal tool for small objects.
Constantly had to scale it up to be able to actually work. ( The orthogonal views in tS can't zoom in close enough)
( And FINALLY Flickr has a solution for BBcode to make it easier to post in forums! )

Eye Render Test by LarsMagnusson, on Flickr
Slightly underexposed, but that doesn't matter for the test purpose.
This is a test to decide what approach I should choose for Eye design.
(Overlaid the model mesh in photoshop to make shapes easier to understand)
Left side:
Traditional Render trick. Modelling the Iris as a bowl to catch light. Basically simulating Caustic effects.
Then in Maxwell turning off "Global Illumination" for the transparant/refractive exterior volume.
As you can see in the top left, it disables shadow casting and caustic effects. Renders very fast!
Right Side:
More realistic approach. Human Iris is rather flat, and it's the caustic effect that lights the right side of the iris.
This method of course takes longer because of the caustics.
( the right "eye" is still noisy because I only had let it render for 5-10 minutes)
So I think I'll stick to the old cheat on the left side...
Now I have to UV map it and create textures/bumps etc.
( my previous eye design only used planar front mapping...did look weird in renders like this since the back of the eye had an iris too
My Photos and CGI work: http://www.flickr.com/photos/larsmagnusson/
Software: ZBrush4, MaxwellRender2.5 64bit, trueSpace7.61, PhotoshopCS4ext 64bit
Hardware: Core i7 980X, AsusP6T Deluxe V2, GeForce GTX 480, 24Gb DDR3 1600MHz
OS: Win7 Ultimate 64bit
Software: ZBrush4, MaxwellRender2.5 64bit, trueSpace7.61, PhotoshopCS4ext 64bit
Hardware: Core i7 980X, AsusP6T Deluxe V2, GeForce GTX 480, 24Gb DDR3 1600MHz
OS: Win7 Ultimate 64bit





