AMAZING!! would love a step by step tutorial of this even if it’s 2 hours long haha I always look at eyes in animated movies every minute of it trying to figure out the formula you just went through 😅
@michelrigaud955212 күн бұрын
Good tutorial ! Clear and easy to follow
@michelrigaud955212 күн бұрын
Waow ! Amazing ! Bravo
@EvartrF25 күн бұрын
BRO JUST SHOW THE NODES
@EvartrF25 күн бұрын
SHOW HOE IT CONECTED
@shivangipriya4153Ай бұрын
Thank you but I need to make the skin of character like this: : kzbin.info/www/bejne/b5LGqaFtpqaGipY in this how can we do it?? Please
@AlexandruDarie-y8cАй бұрын
it's an amazing and indepth tutorial, and thank you for this, I was wondering what is the "objectToUV" node group? does it actually convert object space to UVs? Would you be able to explain a bit? Thank you
@arseniysemin1361Ай бұрын
Hey Paul, normally for eye specs you don't want to use the approach you showed due to some headaches it introduces (difficulty to art direct in comp being the main one). You have 2 ways to do that: first is to create a gizmo in comp that'll use UV map to project the spec onto eyes, second create aov where one channel going to be spec on left side of the eye and another channel on right side of the eye, then in comp you can use erode to control the size and position left or right. I prefer first method because that it gives way more control, and you can reposition the spec if it gets covered by eyelid, but it's important to have eye uvs sharing the same space and one side to be mirrored.
@halafradrimxАй бұрын
Thank you for showing us this. In other Render Engines (I've used a bunch besides Cycles and EEVEE) we have Indirect Lighting sliders but Blender has none of that by default. So this helps everyone out a lot!
@johnylitalo41632 ай бұрын
How do you make a 3D model of the character with skin cards, hair cards and cloth cards?
@uriahgabrielvenida2 ай бұрын
are you gonna make a tutorial for this? coz this is crazy!
@homspau2 ай бұрын
I'm looking into it! I may record something over the next couple of weeks
@TheFrozenMonkeyKing2 ай бұрын
This looks awesome! Great work
@AdamWParkerDotCom2 ай бұрын
Great job, what an exciting time
@homspau2 ай бұрын
Lighting and compositing at the same time. In the viewport. This + Eevee next just changed my workflow forever. Normal based lines, position based noise driving the "painterly" bilateral, depth based atmo and cryptomatte masks driving color corrections. Less than a second per frame. It had been a long time since I had that much fun in front of a computer! #b3d The scene is the demo of the "Rain" rig for Blender, all made by the @BlenderStudio_ :)
@McCoyD62 ай бұрын
good job!!
@Basil-sy6cm2 ай бұрын
I used the light falloff node on Constant on a light that only affects a certain object-- It helped get a much cartoonier, flatter look only on that specific object, as I was going for.
@homspau2 ай бұрын
That's so awesome to hear! I'm glad it helped!
@xdanic33 ай бұрын
Vale, pero por qué tienes un dibujo de Mariano Rajoy detrás de ti
@homspau3 ай бұрын
Hahahaha grande! Que quieres decir? Que tu no tienes un dibujo de Mariano Rajoy por ahí? ;)
@davidgeuens52363 ай бұрын
I never realized so much work went into eye shading, until now I just assumed they where just lit by the same lights as the rest of the character, thanks for making this video !
@karibaevulan3 ай бұрын
❤❤❤
@Anooppie3 ай бұрын
Um what rig is that? Where can i find it
@andallicansayis3 ай бұрын
i would like to watch about god rays lights
@StarrBek3 ай бұрын
learned a lot from your progress! Thanks for sharing!
@homspau3 ай бұрын
I'm so glad! Happy lighting!
@ZaneOlson4 ай бұрын
This video is like having my eyes opened for the first time, incredible
@homspau3 ай бұрын
Nice to hear! Thanks for the comment!
@sanghwalee4024 ай бұрын
I've been using Maya and I'm also studying the blender. The lighting setting of the blender was too simplified compared to Maya, so I had a lot of thoughts about how to light up the indirect light. I think this video should become more and more famous. You're a genius!
@homspau3 ай бұрын
Thanks for the comment! I'm glad it helped!
@tushardodke4984 ай бұрын
Can you provide the blend file please ❤
@fadepanther62244 ай бұрын
A year late to this but it is still a great tutorial... guide... thing? Firstly, using the UVs to make one texture instead of the three that others like to use allows you to save a lot of space digitally. This is an awesome way to build an eye for a human character. Non humans, however, will have a harder time with things as their pupils are not always round. While that node trick with the area light is useful, you can also go into the data info part of the light, (Where you adjust the size and power of the light) and change the shape from a square to a disk. You have a different type of control at this point so, it might not work for what you'll end up going for, but having another option can't really hurt. Gobos. What you built is called a Gobo. Not a correction, just cluing you into something that has been in the filming industry for YEARS. They are not only used in eye tricks but also casting shadows of things that aren't actually there.
@homspau4 ай бұрын
Thanks for the comment! Agree on everything! Appreciate it!
@noahsabadish38124 ай бұрын
…is there any chance you take commissions?
@homspau4 ай бұрын
I'm afraid not at the moment, but thanks for asking!
@jaym22675 ай бұрын
Brilliant content, been binging it and its been very insightful. Wonder how you've been enjoying Light Linking in Blender since you haven't posted in a while! I feel like its a huge game changer for stylized rendering in Blender and has helped a lot of setups that before required crazy node setups and compositing hacks.
@hameddesign705 ай бұрын
i did use nodes for couple of years because i needed it for ies
@aimyc5 ай бұрын
How does something like this work in a game engine? Im working in ue5 atm
@Alvaroken6 ай бұрын
My biggest doubt is how to applicate the eyes in the head
@UOAPlays6 ай бұрын
Why does every blender tutorial start with "what if i told you" lol
@nandi11106 ай бұрын
Sorry, I was wondering what the labeling software was in the video, thank you so much for your response~
@homspau6 ай бұрын
It's Blender's VSE!
@sajans39986 ай бұрын
how did you animate the camera? using key frames?
@THERANKERS577 ай бұрын
Uhh I am not flash to see 50 frames per second
@romulocastilho65067 ай бұрын
eu queria aprender como fazer animações de voos de super herói nao acho um tutorial sobre no youtube
@romulocastilho65067 ай бұрын
porque na hora de controlar os personagem fica tao lento o blender baixei um personagem ele e mega pesado nao consigo usar
@bintangspratama7 ай бұрын
Hey Pau Thanks for the video, by the way do you know how to control shadow opacity directly from the light in Cycles ?
@homspau7 ай бұрын
Good question! I'm not sure to be honest! I know you can do it on a per material base with the light path node. But from the light? I don't know! If I would need to do a 50% opacity on the shadow of a light and had no time to fiddle with the light settings, I would do the following: Reduce the light's power by half, then duplicate it. In the duplicated light, disable shadows. You get the idea? That being said I can't imagine of a situation where I would need this. Usually I'd go on a per object basis
@bintangspratama7 ай бұрын
@@homspau thanks for the input Pau, nice idea, will try to do it, I was in the project where the art director is asking to reduce the shadow opacity on the sun light by half and tint it towards purple a bit because he can do it in maya redshift 😃
@brandserie98247 ай бұрын
in some cases when i make only one opening (window) in interior design lighting only with hdri is not enough even though i dont want to add more lighting. Does using light ray can fill the scene with light nodes
@merineitor7 ай бұрын
Te amo, gracias
@danield138 ай бұрын
Wow just found this and it amazing idea 💡 thanks. Just wanted to know is do you have a hack like this to change material specular color to something of choice
@homspau8 ай бұрын
Sure! Not sure why you would need that but Chech out the node: there's a mask for which rays are specular, you could use that mask to drive a mix color node. It shouldn't be super hard to reverse engineer, let me know if you need anything tho
@danield138 ай бұрын
@@homspau 1st off thank for quick reply , and will surely chk this out
@Anon-O-Enigma8 ай бұрын
0:01
@harrisonlane96648 ай бұрын
So I'm on the Math node portion and I'm not seeing subsurface color on my BSDF, do you use some add-on or do you have a specific setup? and if so, how would I go about setting it up like yours?
@shnayil8 ай бұрын
how would you go about oval shaped eyes?
@Acalanari8 ай бұрын
I'm trying really really hard to follow this tutorial- I've got a question, and I've tried looking this up. How did you get the pupil from a cone to a flat surface? I have no idea what tool, control or command would even get me close to that. Thank you, I'm really looking forward to finishing my model with this style of eye <3
@clementleroy53937 ай бұрын
you need to scroll down to reduce to only one face or, in the Bevel menu on the left bottom slect Affect= Vertices and Segments= 1. Change the width if needed
@Stefanzoka8 ай бұрын
It was my an first attempt in shaders and it's impossible to do it for me. 51sec of tuto and i wasted 2h for trying to do it
@Termoiadernii_Ananas9 ай бұрын
why don't I have such a sclera shader?
@westwoodmarchingband45019 ай бұрын
Dude you’re going way too quick
@AgeOfGarSkew9 ай бұрын
Awesome. Not too complicated and looks awesome for animation.