Maya Tutorial - How to create a realistic Eyeball with Arnold

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hi everyone and welcome back to hcgi my name is Jin shov and in this tutorial we're going to take a look at how to use Arnold renderer in Maya uh and we'll be building a human eye uh we'll be creating the geometry we'll be UV the guy and then we'll be building our shading Network now um Arnold renderer is pretty powerful and yet easy to use rendering engine that has been gaining a lot lot of popularity so I encourage you if you have access to it to try it I'll kind of try and give you a brief introduction to it okay so before we start let's take a look at uh at the anatomy of the eye based on this picture I got from Wikipedia as you can see the eye is basically bold shaped with a little bit of Bulge here and Iris inside now for uh obvious reasons we're not going to be modeling all the insides inside parts of the eye uh because we're not going to be able to see them now Clara is this um sort of white part of the eye where the cornea this bulge is a um transparent refractive sort of land like thing and then we have the iris which is um shaped like a dish um with a little bit of hole in the center but we're not going to be modeling that hole we're going to cheat a bit because if we had a hole here um since we're going to be using subsurface gaing material here on this Clara um will'll be able to in that case we'll be able to see through this uh all the red scatter light and you know the uh pupil will appear red we don't need that we need it to be black so we we're going to fill this hole and apply a black material on top of it all right so now with this sorted out let's start modeling our eye okay here we are in my interface uh let's start with the creating a polygon sphere I'm here in the polygon's um shelf just click this sphere button here and you can see the sphere appears on the screen right away now I'm not going to worry about the scale for now but um what I want to do is change subdivisions now we have 20 and that's a bit too much so let's change it to 16 that'll be just easier to work with less polygons for modeling and UV so I'm going to press e uh on my keyboard to enable rotate tool and then while pressing down J I'm going to uh drag along these axes uh and J enables a discrete rotate which basically angularly snaps and this enables me to get perfect 90° as you can see here or you can just type 90 Dees here if you prefer it that way so let's define how big our iris is going to be I'm going into front view here and uh from reference pictures I've seen online the RS size is approximately it's sort of like this big uh so I'm going into Edge mode here and um I'm going to press down shift then rightclick and select insert Edge Loop tool here so I'm just going to click and insert our Edge Loop here approximately it doesn't have to be perfect just about here now let's go into Right View and start creating the Bulge uh let's go into vertex mode and translate these vertices uh forward translate these vertices here and then select these guys some get this verx here all right so let let's take a look at it perspective view now um we're going to be sub providing this um object um right now it's a bit too blocky in low poly so we're going to be doing is pressing three on our keyboard and as you can see turns all soft and smooth now this is Maya subdivision system um and this is uh how we're going to render it eventually but um a couple of things I want to can do here first um we um let's get get rid of the grid here to kind of see it better as you can see we have this sort of like pinching pole uh that we cannot get rid of uh completely but we can tongue down the pinching effect a little bit because um this flat sort of pole is okay I mean we're going to be applying a refractive material anyway but these um I'm not sure if you can see them but they're here like these Rays here uh this is what we need to get get rid of now um this happens because all the edge Loops um kind of converge in this pole of the sphere so uh the way to get rid of them is we can turn these triangles into quads so um but this will disrupt Edge flow a little bit but it it's not such big of a deal so let's select every other Edge Loop here um excuse me every other Edge and then uh don't press delete in your keyboard but instead go to edit mesh delete Edge verx okay so now we have it um sort of like this and you can see the um effect got toned down with still are still getting some of those um barely noticeable but we still get those Rays so um I'm going to just move this oops move this um vertex a little bit out here and now the effect is a bit ton down we're still getting this um flat sort of pole but it's not as noticeable we will be able to cover um cover it up okay um so since we have this well basically um let's see well it's a bit more uh it's a bit too much uh kind of pointy so let maybe back in here oh okay well looks all right looks all right to me uh so now since we have this basically have this um kind of dealt with it's not you know it's just not such a complex of a shape let's create an iris I'm going to if you're in Windows uh press control D or if you're in Mac press command D um to duplicate the model uh and we we now have two exactly the same models sitting on top of another and and to um navigate through them I'm going to enable outliner here so you can see we have P spere one and P sphere 2 let's hide one of them by selecting it and then pressing controll h on your keyboard and we have this PIR to that will turn into IRS now so this is the satus fire Iris as we've defined earlier I've selected this faces and now I'm going to invert the selection and delete the faces here so this is a our Iris and what I want to do now is I want to select um so uh it's this shaped right and it has to kind of go in so I'm selecting this edges here and I'm just moving them in here let's drop out of this smoke mode just select these guys create this dish shape now this verx and kind of move it inside okay so um we need a another Edge Loop here because I want this hole to be a little bit more flat and in we uh um we could try and insert Edge Loop here but as you can see since we have our Edge flow disrupted this is what's going to happen um it's it's not doing it as we want because it kind of sees uh this Edge ring is is highlighted it for us kind of sees it going like this vshape so we want to what we want to do instead so let's get rid of the selection here real quick now what we want to do instead we want to select these edges in the center and then shift right click and select connect components instead now these edges got connected with this new Edge Loop now what I want to do is I want to double click this Edge Loop to select it through and then just scale it up a bit let's go into subdivision mode and see all right so I want this um um hole a little bit more defined so what I'm going to do is I'm going to select select all these edges here and connect them again and now with this new supporting Edge Loop uh let's see now we have the iris a little bit more Define and I can just move these faces a little bit more in there all right so basically that's all to the iris modeling um now as you can see um since we had originally made this out of the sphere we have our pivot offset so um in order to get it back to the center of object we're going into modify menu Center pivot and it's just going to snap it to the center of the bounding box all right now let's see in our outliner we have the sphere uh P sphere 2 which we'll rename into Iris now and the hidden one that is grayed out Call Ita let's unhide it by selecting it in out out liner and then pressing shift h on your keyboard and then if we go into wireframe mode by pressing for on a keyboard we can see that our Iris kind of sits nicely um where the Bulge starts all right so now that we have our modeling part done with we can start UV now we have two objects here uh we'll be using two distinct different methods of UV and I want to start with Scara with this one so I'm hiding the iris and let's drop out of the X-ray here so um for those of you unfamiliar here's a quick intro to Iving so uing is basically a unwrapping of a 3D object onto a 2d plane in order to position and map our textures to um specific parts of our model so say we had a um a alpha mask here we need to UV accordingly now this guy I want to UV um I want to sort of like have two UV Islands here with the seam here now seams are important because you cannot U V without a seam uh in some place think about it as sort of like skinning or ping that animal uh you have to cut um through the fu through the skin in order to pull sides apart right so um usually um these seams are placed along the surface of an object but we'll be doing it across here because I want to have uh these two parts as separate separate um you know a separate UV island with a spherical object like this it makes sense so uh um oops um excuse me here for a sec something's going on uh so we're going to start with going here up here into UV menu and here's the planer uh projection we're going to be using now we need not uh we shouldn't click this planer but instead click this box here I want to be projecting from this axis this is z-axis so I need to make sure that I have ZX is enabled here so if I click apply you can see that um we have our projection plane appearing here uh and now if we go into our UV editor here it's found in Windows UV editor with the Maya you can see that everything from here to here get squashed sort of like into um a single plane now we have some of overlapping and um we we'll deal with it so first let's put a seam here so let's double click the sge to select the edge Loop all the way across now as you can see it is selected both in viewport and in UV editor which is convenient um and now here in UV editor with this selected I'm going to shift right click cut UVS all right but we we we are unable to see our cut so before we do that we need to press this button to Tuggle the visualization of the cuts and the other thing is we need to press um shaded UV display this will allow us to see all the overlaps if we encounter some so let's move these guys apart now let's see this is blue and this is red basically this means that this is inverted so before we proceed let's flip it go into polygon's menu flip and everything is nice and blue now uh it's actually for this is not important but it's in this case but it's a good habit to sort of like have everything appear blue because it's you know it indicates that it's not flipped anyway so uh we need we have like a little bit of pinching here uh and like squashed polygons squashed UVS so we need to deal with it so I'm um going to select all these UVS and then I'm going into polygon menu um unfold and I'm going to click this box once more not the unfold itself now let's check check our settings now uh for this kind of unwrapping settings do not matter as much but um I'll set it to 0.2 zero here now the spinning part is more important than this in this case now we don't need pinv is but we need PV border what it's going to do is going to relax everything inside here and sort of make it more uniform but keep the borders intact this is exactly what we need so if we hit apply you can see everything is just more uniform and relaxed concentric going from the center out to the Border but the Border itself is intact now we want to do is we want to do the same with this side here so I'm going to go to polygons and this time I can just press and fold because all the settings that we have punched in there going to carry over press and fold now we have sort of matching UVS um nicely unfolded for us okay so now if we select everything here and go to polygons and click layout it's going to lay out for us here but what I want to do is I want to uh you can see it sort of like touches borders here I don't want to do that just in case you you know it's it's a good idea not to have them touch uh the borders so I'm just going to move them here just a bit and do the same with this one make sure they do not touch each other and they do not touch borders let's see they did not touch each other they did not touch borders so everything is just fine okay so basically that's it we've um we have our UVS for our eyeball and uh we'll be creating a texture a bit later but uh for the iris let's let's hide this Clara now and unhide the Iris by selecting it and pressing shift h on the keyboard okay so for the iris I already have the texture so what I want to do is uh I want to apply first so I'm going to hypers shap um now in case you don't have but if if you don't have this button here if you you are on um more older version of Maya you can go into Windows uh rendering editors and click hypers shade here uh so I'm going to create new Lambert material here uh just to avoid any any any inconveniences I'm going to call this one uh IRS UV and then call this one Iris UV uncore SG the shading group now I'm going to I'm going to apply it no before that let's first punch our texture in so let's go uh intellect our RSV uh material go into color attribute and click this checkerboard here and click file here uh now it's created a bit of mess but here's our file number here so if we select this file now and then click this um folder here I'm going to navigate to my texture so here's my texture that I'm going to use click open here um and now this uh texture is in the color channel of our material now let's select our Iris here and um right click and hold the material and then uh uh select assigned material to selection nothing has changed but this is because we don't have texture view enabled now if you press this you can see it has a texture but it's all messed up this is because we are we do not have it UV to to the texture properly so what we want to do is we want to go to UV uh planar um click this box again make sure it's uh zaxis here okay click apply and as you can see it now has projected uh it um from this axis and it sort of looks a lot better but we still need to tweak it a bit so let's go into UVA editor once again everything's nice and blue so we can just disable this uh what we want to do is we want to map these UVS to existing um texture now uh now I'm going into a subdivided mode for now because I want uh to kind of see where everything's going to be once subdivided so I'm just going to scale it down scale the UVS not the IRS itself just scale SC it down make sure it's where it's supposed to be now if we uh take a look at our model this edge here let me highlight it for you well this this kind of Edge Edge Loop this Edge Loop here is where the iris the Blackness of the IRS should start so basically I want to I want all these UVS here I want them mapped to where the iris the black of the iris is so basically somewhat like this and then I want to maybe just relax these UVS a bit just scale them down so they are sort of just a bit more uniform let's see well everything looks quite nice might want to relax some of these guys I'm not really sure no let's not do that and well for the most part that's all we need to do okay so now before we proceed I want to go and review some textures that I got uh now we've already seen Iris texture that I had in advance and I have also prepared this Scara texture uh based on the UVS that we've generated now I've skipped this part because we don't have much time and because strictly speaking this is not a texturing tutorial but nevertheless uh I just grabbed our claros spere I exported that with with the UVS generated put it into zebrash and just paint it on top of that and then export the texture so this is the texture that I got from zbrush uh notice that I put this um black dot here uh just in case just to make uh play it safe it might not come in handy but uh basically it might affect how um how two materials blend when we use Alpha mask here so alpam mask uh has just a black dot in the same spot there um and basically that's it we're not using any other textures okay so here we are back in Maya um let's start with enabling uh let's start with going into render settings and enabling our our old render here and then we'll go to Arnold render Tab and go down to gamma correction here and set everything to one here we want to be working in linear color space so I want to create a couple flights here um just a standard our node light want to kind of move it up here um rotate it just just to get some specular here and make sure it intensity is five and then create Skydome light and load some hdri map and there I got from SI archive it's a great resource I'll put the link into the description it's um it has a bunch of uh free uh hdri maps for you to use so here I've loaded that uh let's tone the intensity down a bit 0.5 will work well okay so now let's start creating our shaders um and I want to uh go into hypers shade here if you don't have this button go into window Windows rendering editors hyper shade uh and I want to create our old Shader here um AI standard there it is so if you if it not if it doesn't appear here it probably appeared somewhere here so you can just um grab it and TR graph Network there's a bit of BG here so we'll need to assign it and as soon as we do it will appear here so let's select assign material to blort there it is I'll call this one Clara Shader and we'll need a couple of more we also be needing Cora Shader cor Shader and Iris Shader here C IR Shader now um I've tried several different things to kind of figure out how to mix between a subsurface catering uh whitish vein kind of part of the eye and the almost entirely transparent cornea within one um um single object um and um I've tried several different things and I found out that the one that works the best is through color blend so if we go to click Maya here and then just start uh type in color there's color uh there's blend colors not so I'm going to middle Mouse drag it here and what it does just kind of mixes two two output colors of our shaders and um based on this sort of like slider here but this slider can be a texture texture driven as well so this is exactly what we need but now this will need to Output it somewhere so I'll just use surface Shader for that what it does is just like it takes the input color and applies it to a material as is so let me just assign this one where is this there it is assign it to selection and this output I'm just going to put it here so let's see now we have this Blended color from these two colors here all right so um what we want to be doing is we want uh to make sure that color one is everything here and color two is is just cornea so in order to do that we need something to drive this blender value here I'm going to load file known here and put our Alpha mask in this file now and then um click this white circle here and out color R connect it to blender now let's see well in viewport already we can see that it sort of works now color two is blue color one is red so all that is red is going so everything that we punch in into this color one all the outputs of these shaders will be uh here and all the outputs of uh the Shader that will put here will be here pretty convenient so let's see we have scera here right um so scarum we'll uh first start with loading couple of files here uh where is it where's our file no there it is it's kind of doz it sometimes I don't know why and we need to gamma correct this one so let's type in gamma middle Mouse drag it here connect out color here and then middle Mouse drag it here so uh now this gamma correct node is here to compensate for the nonlinear gamma of the this file so I'm going to put 0.454 on all three channels um and this is is a an inverse gamma related to 2.2 just number just number you memorize so 0.4.4 is inverse gamma relative to 2.2 so it compensates for that and linearizes it now let's put our texture here and it should be applied to the um to where the red is oh no it's not it's not going to be applied here's why because we don't have it connected to color one so out color we connect to color one give it a test render there we go great now uh cornea okay so with cornea we'll be uh tinkering with these uh material sliders right away so and then we go back to Scara and and Tinker with some of those so cornea will have no diffuse will have specular cre pretty big specular some roughness here we use for now and um in refraction tab it will be fully refractive it will have I of 1.37 I found that someone online somewhere online this is prettyy specific every material has its own I which stands for index of refraction and I'm going to click this for now use I here so now I'm going to put out color to color two and before we give it a test render I'm going to select the Clara uh in attribute editor in shape node I'm going to find Arnold Tab and uncheck opaque so let's give it a quick test rendering there we go so we have it mixed up pretty nicely now uh let's zoom in a bit and see what we need to tweak now the cool thing that is available in um our node renderer is IPR which is really fast and we can enable this and start tweaking the materials and we'll see the changes right away so I want to tweak this cor Shader here and I think specular roughness is a bit too high so put it to 0 0.124 seems nice so after that I'm going to replicate some of these in ours clar Shader okay so now it's clar Shader um we've already have the diffuse and I'm going to move it all uh the weight slider all the way to the right then specular um I want a bit more specular to this kind of want to kind of match it with the with what we have in corate here it seems pretty nice but I also need Fel here so I might want to have more weight here and more roughness uh and I'll set it 0.1 it's not necessary to connect this to I because we're not using any refraction here but roughness might be a bit too big okay now let's see um couple of other things that we need to take care of is the eye is a tissue that trans transmits light so there's got to be some sort of translucency to it right so what we're going to do is we're going to go in subsurface cattering and then just drag it oops wrong drag it to the gamma correct note to color here so we'll assign the same color that we have around here to the subsurface scattering parameter of it uh make it just a bit more radiant okay anyways most of the work is done I mean the hardest part is done but but um I've kind of noticed that this pupil is just a bit too big so I'm going to hide Coria now and then I'm going to select these vertices and scale them down so now let's work on Iris this one was going to be a lot more straightforward than the previous one so what I'm going to do is I'm going to just grab this Iris Shader right click hold and and we can do it okay right click hold here assign material to selection No renderable Object oh okay I forgot to select it first so okay so now we can assign material to selection now it turns white that's okay now with Iris Shader I can start bringing in some file nodes here so I gamma correct node and I'll need file node okay so just as before I connect these I put gamma correct uh oops I put gamma correct onto diffuse color and I type in 0.4 454 all three channels and select our Iris texture here there we go okay so um now might update IPR here there we go now um couple of other things that we might want to tweak so we have diffuse we can uh make it darker or lighter here I'm going to make it lighter here a bit now we need a bit of specularity in this um maybe like 0 29 something like that more roughness a lot more roughness 0.43 is okay and some for now 0.1 might actually work um so we don't we are not using any refraction but we'll be using some subsurface scattering just right as just as before drag gamma correct color increase weight let's refer back to our Clare by the way and see the weight okay so maybe something like this upd IPR here so now it kind of transmits some of that and I'll be using the same this is a bit of a hack but I'll be using the same um texture for BMP mapping here um so I'm going to find our bump 2D node here and I want my output Color Oops output red to bump value any uh on the other hand we can probably no so we'll just select one channel here and it uh import it into um bump 2D just uh we'll be getting information from only one channel but most probably it's the red one the red one is going to be okay 90% of the time you can just grab something from the red channel so now I'm just dragging this in here update and you can see we have some bump here um this is a bit too much so how about we do it at 0.5 did it change much not sure no 0.25 must work best yeah okay so if something's off will change it anyway here okay so now we're like 99% there one last thing shift h on clarum update our IPR everything seems fine except for the fact that it doesn't have any bump mapping here so uh I want to create some procedural bump map I want to try to create some procedural bump map just okay just some habit that I I I got from sea 4D but okay so my is laggy here um let's create noise here let see noise so we have this noise node and I'm going to place it down here and I want to play with this noise a bit uh let's start with this one so what I'm going to do is I'm going to just give this um Clara a bit of bump so just um let's see we'll get bump 2D node here middle Mouse drag it out oops out color R to this one and place this bump Tod into bump leing all right let's see if it did something to us okay this is too much bump so first I want to change there we go so this might work um yeah this might work but before we actually do that let put 0.01 okay so uh it sort of looks nice let's try 0.0 0.005 here just a hint of bump basically we're there now that we have established all our shaders um we can go out and render so since we're using arold let's just take a look at these samples here now the way it works um oh yeah and before before we do that let's increase intensity of this to 10 and an intensity of this to one just to make everything a lot more bright so if you go into render settings here you can um these are uh like our no renderer doesn't have too much to tweak so basically you just tweak this um sampling here so you know if you want less noise in SSS you tweak this up um in refraction some noise and say uh diffuse you just you know crank it up here and then there's this camera that is kind of increases everything at the same time all together so now let's just increase some of our samples here just make make everything three and make camera four for example and set this to jpeg output gamma 2.2 and um increase resolution to save 2K Square n it's not going to work let's go with HD 180 1080 okay so uh we're ready to render so after you do that just click render and wait for the results all all right so this is what we have in the end um the first task kind of turned out to be a little bit too noisy so I went back and rendered it with a little bit of a higher sample rate uh so if you found this tutorial um introduction to Arnold render informative don't forget to share like And subscribe and I hope to see you soon [Music] bye
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Channel: Edge-CGI 3D Tutorials and more!
Views: 115,806
Rating: undefined out of 5
Keywords: maya, tutorial, how to, howto, create, realistic, eye, eyeball, arnold, rendering, shading, modelling, modelling tutorial, lighting, iris, projection, texturing, linear workflow, gamma, gamma correction
Id: 8gwIbBqn5No
Channel Id: undefined
Length: 40min 55sec (2455 seconds)
Published: Wed May 25 2016
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