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Who's ready for more eyeballs? I was really hoping I could get this done more quickly, but at least it's now over and done with (for the most part). The eye implementation is now fully functional, including rendering with Cycles. Additionally, I've also added:

• Pupil Dilation: 

 

• Automatic flex adjustment depending on view angle:


• Iris Jitter:


• Automatic blinking (as long as the model has a functional "blink" flex controller).

A few minor things are still missing, like the noisiness used in the Source implementation to give eyes a bit more imperfections, and eyeballs that use the old "eyes" shader still have an incorrect iris size, but I'll come back to that some other time – for now I'm done with the eyeball implementation and I can (finally) get back to working on the interface. I just need to do some finishing touches, the new update will be out on Sunday!

Some of the other changes include:

• A lot of code changes to my interface classes for the Cycles renderer, which will make it easier to add support for other renderers in the future (such as LuxCoreRender).

PVS Culling for Cycles, which should decrease render times by quite a bit for large maps. In very rare cases this may lead to slightly less accurate indirect lighting, but I don't think it's going to be a problem.

• Lots of bug fixes (Broken normal maps and broken anti-aliasing in the real-time renderer, some SFM projects not being properly importable, etc.).


That's all for now! Progress should be going a little faster the next few weeks :).

Thanks, and have a great weekend!

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Noah Bangs

The possibility of derp eyes: https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/12691b27-d634-41b2-9d8e-10646f314eeb/d6s41be-d650c6fe-56f3-405f-b62d-a21e19854044.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwic3ViIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsImF1ZCI6WyJ1cm46c2VydmljZTpmaWxlLmRvd25sb2FkIl0sIm9iaiI6W1t7InBhdGgiOiIvZi8xMjY5MWIyNy1kNjM0LTQxYjItOWQ4ZS0xMDY0NmYzMTRlZWIvZDZzNDFiZS1kNjUwYzZmZS01NmYzLTQwNWYtYjYyZC1hMjFlMTk4NTQwNDQucG5nIn1dXX0.LApzQ6_u-CI7cdcfBzEiVvHQiZQOfD-S5hKyOmzQvcE