Procedural Eye Shader

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Description

Procedural Eye Shader Node Groups for Eevee and Cycles

There are currently three eye types in the collection. These were made for different scenarios:

  • zamoth's Anime Eyes a set of hard graphical eyes on an emission shader. Will work well with cel-shading and animeish characters. They also have and art-directable specular.

  • crute's non-spherical eyes made for use on cartoonish eyes that do not retain a spherical shape. Can also be used on flat planes, like skuddbutt's models use.

  • noodlebox's procedural eyes a very light shader setup that gives you parametrical eye balls. The most "realistic" one in the set. Simulates depth with a two-part geometry, so make sure to get both of them.

This file contains a set of procedural anime eyes. They were originally made for the Blender Internal engine and subsequently ported for use in Cycles and Eevee by me, crute.

zamoth's Procedural Anime Eyeball

V [1.0.0]

Published under License: CC BY-SA 4.0
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Features:
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How to use:
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Simply Link or Append the Eyeball Collection into your scene. It will bring the controls for the pupil along.
To modify the eye properties, dial in the values on the AnimeEyeShader Node, to define the Iris Color, enter the AnimeEyeShader NodeGroup and edit the gradient's color stops.

How to Append a Model
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Basically, Appending is just glorified Copy'n Paste. Just like with Linking, go to File > Append. From the Browser select the same Data Blocks, the Collection named after the model you want to append. As before, keep the "Instance Collections" Checkbox unchecked. And that is it.     TL/DR: File > Append, Find source file, append Rig-Collection from it

Tutorial for Linking and Appending
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https://smutba.se/tutorials/view/79/


Changelog:
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V [1.0.0] 2021/04/15  Initial Release


Considered Future Features:
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Credits:
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zamoth: model, shaders, controls and armature; Original version: https://www.blendswap.com/blend/17349
crute: shader port from 2.7x, nodegrouping and file cleanup

crute's non-spherical Procedural Eyeball

V [1.0.0]

Published under License: CC BY-SA 4.0
______________________________________________
Features:
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    Pupil Dilation: Controls size of the pupil
Iris X/Y: Positions the Iris
Size Iris: Scales the Iris
Reflex X/Y: Positions the eye's specular reflection


How to use:
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Simply Link or Append the Eyeball Collection into your scene. Alternatively, append the EyeShaderNonSpherical Nodegroup to your file and apply it on a material. To define the Iris Color, enter the EyeShaderNonSpherical NodeGroup and edit the gradient's color stops.

How to Append a Model
__________________________

Basically, Appending is just glorified Copy'n Paste. Just like with Linking, go to File > Append. From the Browser select the same Data Blocks, the Collection named after the model you want to append. As before, keep the "Instance Collections" Checkbox unchecked. And that is it.     TL/DR: File > Append, Find source file, append Rig-Collection from it

Tutorial for Linking and Appending
__________________________

https://smutba.se/tutorials/view/79/


Changelog:
______________________________________________

V [1.0.0] 2021/04/15  Initial Release


Considered Future Features:
______________________________________________


Credits:
______________________________________________
crute: shader, nodegrouping and file cleanup

noodlebox' Procedural Eyeball

V [1.1.0]

Published under License: CC BY-SA 4.0
______________________________________________
Features:
______________________________________________
Pupil Dilation: Scale the Circular Empty to dilate the pupil
______________________________________________
How to use:
______________________________________________

Simply Link or Append the Eyeball Collection into your scene. It will bring the controls for the pupil along.
To modify the sclera properties, dial in the values on the ScleraShader Node, to define the Iris Color, enter the IrisShader Node and edit the gradient's color stops.

How to Append a Model
__________________________

Basically, Appending is just glorified Copy'n Paste. Just like with Linking, go to File > Append. From the Browser select the same Data Blocks, the Collection named after the model you want to append. As before, keep the "Instance Collections" Checkbox unchecked. And that is it.     TL/DR: File > Append, Find source file, append Rig-Collection from it

Tutorial for Linking and Appending
__________________________

https://smutba.se/tutorials/view/79/


Changelog:
______________________________________________
V [1.1.0] 2021/04/17 
NodeGrouped, Additional Parameters exposed

V [1.0.0] 2021/04/15 
Initial Release


Considered Future Features:
______________________________________________


Credits:
______________________________________________
noodlebox: model, shaders, controls and drivers

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Filename Downloads Created Filesize
Files
  EyeRiggedNoodlebox1_1_0.blend   1314 2021-04-17 19:18:30 252.19 KB
  EyeRiggedNoodlebox1_0_0.blend   684 2021-04-15 21:15:59 235.9 KB
  EyeAnimeZamoth_1_0_0.blend   898 2021-04-15 21:15:59 2.07 MB
  EyeFlatNonSphericalCrute_1_0_0.blend   869 2021-04-15 21:39:31 1.7 MB
Thumbnail image for Procedural Eye Shader

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