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"It's all in the Eyes" - creating realistic eyes
Added on: Mon Sep 17 2001
Page: 1 2 3 5 

The Shaders

Shaders and lighting go hand in hand, so in order for the eye to light properly we need to have proper shaders.

Each part of the eye contains a separate shader. There are 4 shaders in all.

The Eye White shader
The eye white shader simulates a fresnel like reflection where the reflection is more visible around the sides of the object and is less visible head on (although it doesn't look like it, there's is). It has a very high specularity value in order to create a sharp specular reflection.








Pupil shader
The pupil shader is very simple. It's a flat black color. There is no specularity or shininess settings. It doesn't have an ambient value either. This way it will be black when responding to light.









Iris shader
The iris shader has a texture map for color. The specular color is a map as well so it lights in a realistic manner. The specular settings are set in a way that you get a wide highlight but not a sharp one.








Cornea shader
The cornea shader is almost completely transparent. It has the same specular and shininess settings that the eye white shader has. It also has the same frensel reflection of the eye white shader. This is because they should appear to be all one structure and the highlights and reflections need to behave the same on both surfaces.




 
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