7 Minute Procedural Eyes in BLENDER

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all right it's time today you're going to learn how to make some damn eyeballs eyeballs are so important without them your characters go from this to this o no thanks the thing is I've watched a ton of eyeball tutorials on YouTube and most of them were super confusing and hard so with that in mind I'll keep this one short and concise the first thing we're going to do is get our render engine set up the way we want it to be hop over into the render properties tab make sure you have Eevee selected and check the box for ambient occlusion and then screen space for Reflections open up the screen space Reflections flag and check the refraction box Hawaii's philosopher once theorized that eyeballs are actually made of nothing more than balls that philosopher was me I said that to create the basic shape of our eyes hit shift plus a then go to mesh and select a UV sphere now we want to rotate this on the Y AIS by 90° to do this type R to rotate and then y to rotate along the Y AIS then 90 for 90° you can absolutely use the rotate tool here in the tool menu but hot keys will be a bit quicker now we want to go into edit mode and grab these faces switch to your move tool and push the faces back a bit this will be the lens in the pupil area of the eye I like to add a bevel here to soften up this hard Edge you can select an edge Loop like this by holding the ALT key and then clicking next grab your bevel tool and break the edge Loop into two segments in the lower left hand menu we can now add as many segments as we want there hello looks better I use something like 20 segments here now go back into object mode and right click then select shade Auto smooth to get rid of that geometric surface now we're going to make the outer glassy part of the eyeball or as you science-minded people prefer the cornea add another sphere and rotate it on the Y AIS by 90° pop on x-ray mode and scale it up a bit now just like before go into edit mode and grab the same set of faces only this time we're going to slide them outward and instead I'm going to toggle on proportional editing with this icon up here proportional editing lets us affect the surrounding geometry that's linked to our selection As you move your faces you can scroll on the middle Mouse button to change how much geometry is affected once you got a shape you like shade it smooth just like before there that's it for the modeling now we need to build out our materials this is all procedural so we won't need any photos to help us click and do your render view so it's easier for you to see what you are doing I like the third option for these early stages because it's Prett lit with an hdri now select your outer sphere and add a new material turn the transmission up to 100% then scroll down a bit and turn on screen space refraction nice now the outside of our eye is done okay time for the good stuff hide your outer sphere select the inner sphere and add a new material after this head to the shading tab there are four main types of nodes we're going to use repeatedly to design all the good bits of the eye they are the texture cord coordinate mapping gradient texture veroo texture color ramp and mix node the way that we add new nodes is by typing shift a in the workspace or by clicking add in the workspace menu quick side note I recorded this tutorial in an earlier version of blunder it's still pretty much the same in blunder 4.0 the only difference is the principal bsdf is now folded up in the menus so don't panic don't don't panic moving on first we're going to add a texture coordinate node then a mapping node then a gradient texture node and finally a color ramp node say node one more time I dare you connect object into the vector input then go from the vector output into the vector input of the gradient texture change the gradient texture to spherical and connect the color output into the factor slot of the color ramp then finally grab the color output of the color ramp and put that into the base color of the principal bsdf this whole node setup will help us separate the white of our eye from the pupil and the iris now we have a black eyeball with a white center to fix this we need to reverse the color flags on the color ramp in the color ramp we also want to change linear to Beast bline this will make the transition from each color a bit softer and more natural right now it's a little too soft to fix this go back to your mapping node and adjust the Z location I made mine .6 now we can start adding colors to our Iris hit the plus icon on our color amp it'll give us another color flag select the flag flag and click the color swatch below it will then open up a color wheel and you can choose the color of your iris as you can see order matters here so make sure on the left most side of your color ramp you have white then the iris color then black for the pupil if you want you can make the borders of the colors really sharp you can do this by adding another color flag and pin it right next to the adjacent color another thing to keep in mind is that eyeballs generally have a slimy wet kind of texture to them to achieve this just turn your roughness all the way down you also definitely wanted to do the same for the material on your outer sphere just select it in the outliner go to the material Tab and bring the roughness all the way down all right now we're halfway done all we got to do now is add all the cool striations you typically see in the iris add another set of texture coordinate and mapping nodes then add a vorono texture and a color ramp node just like before connect your object node to your vector node then change the type on the mapping node from point to normal then go Vector to vector and then go from the color output to the factor input on the color ramp now let's add a mix node in between our color ramp from the first node and the principal bsdf putting it in the middle will complete the connection for us then drag the color slot on your second row to the B slot on the mix node and look um somehow it's worse stay with me here change the mix node to color reconnect the slots and change mix to Overlay okay it's getting better now go to this mapping node and change the Y scale to zero now adjust the scale on your voro texture I went with 35 hey we're getting even closer here's the last set of notes I promise add a noise texture Noe then connect that to a color ramp Noe then add a mix note connect your second node group into the a slot and your third group into the B slot then run the output of that mix node into the B input of your original mix node doesn't look like much has changed but if we change the factor slider on our second mix node we you can start to see the noise texture coming into play change the scale settings on your noise texture and your color ramp to get the result you're looking for if you've ever looked at a photo of an iris up close you'll notice it's not totally smooth to accomplish this let's add a bump node run the output of your original mix nodee into the height of the bump node then run that into the normal slot of your principled bstf there now you've made sandpaper eyes just kidding dial back the strength and distance to3 hey now we're really done the cool thing about these eyes is that they're fully procedural so you can change any part of them to fit your needs need smaller pupils drag the black flags on your first color ramp to the right want some Mystical Dragon Eyes add some orange and purple these eyes are whatever you need them to be as always if you have any questions let me know in the comments if you're looking for a video on modeling a character from scratch check this one out here
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Channel: Pixel Me That
Views: 5,497
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Length: 7min 22sec (442 seconds)
Published: Sat Feb 17 2024
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