Eye Shaders - Advanced Materials - Episode 12

  Рет қаралды 23,966

Ben Cloward

Ben Cloward

Күн бұрын

Пікірлер: 35
@pingupongu843
@pingupongu843 Жыл бұрын
Wow! Your content is an absolute goldmine, and the fact that it's free is absolutely incredible. I just wanted to let you know how grateful I am for your content. Thank you so much!
@binyaminbass
@binyaminbass Жыл бұрын
yeah, Ben's the Boss.
@HiThereImSwe
@HiThereImSwe Жыл бұрын
Thanks Ben for all your work in these series, really appreciate it!
@Kyrandis
@Kyrandis Жыл бұрын
0:00 good information to keep in mind 3:08 Unity eye start 14:05 unreal eye start
@bluereva5828
@bluereva5828 Жыл бұрын
i'm very happy that you are back ... thanks for tut ...
@khanlakhno2757
@khanlakhno2757 Жыл бұрын
Omg, this is something I've been wanting to see for a long time, thank you for your hard work!
@miyanonero3402
@miyanonero3402 Жыл бұрын
Thursday has become my favorite of the week, just like sitting in front of the TV for the cartoons as a kid. 🤣
@alexeidmitriev6235
@alexeidmitriev6235 Жыл бұрын
One thing I noticed is that the pupil scale is just one scalar that controls the radius, yielding only round pupils. I would love to see your take on how to make different pupil shapes like cat/goat eyes. The custom node can be tinkered with and I managed to isolate x and y directions independently, but it produces 8 shaped pupils instead of an oval or a sharper almond shape you would need for a contracted cat's eye.
@stinaandthewolf
@stinaandthewolf Жыл бұрын
Would love to know this also! Need to work out how to transform the iris from human to goat for our creature.
@shadow_xts
@shadow_xts Жыл бұрын
I am actually working on something like this right now. I am going to try to apply a set of textures made in Substance Designer to the metahuman eye’s geometry and see how that looks. I don’t think it’s possible to rely on the way this shader works to really control the iris contracting and relaxing, but it might work out well enough as is with a different texture set, provided that it just stays in its neutral state. However in order to make fully contracting eyes for the 3 different types of pupils (or more if you look at animals like squids or crabs), I think that fully custom shaders designed to work with the geometry of each case might be more adequate and precise. There is only so much you can do if your geometry is off.
@tunerhun
@tunerhun Жыл бұрын
Thank you!
@BenCloward
@BenCloward Жыл бұрын
Wow, really appreciate the support!
@PiterTraceurFA
@PiterTraceurFA 4 ай бұрын
why is it so hard to find any information on making the eye lens shader itself?
@AlexanderP0494
@AlexanderP0494 Жыл бұрын
Finaly, Thanks Ben, thanks for your hard work !!
@gorantrpkov446
@gorantrpkov446 Жыл бұрын
Beautiful content Ben, much appreciated! Clear and palpable explanations. Just one question, I'm trying to femiliarize myself with Unity and my work revolves around realistic character look dev for digital human. Wondering if the same you've shown here with the HDRP pipeline can be done with the URP? This is how we have everything set up for now in Unity and wondering if we're hitting a brick wall here while trying to push realism using only URP? I just realized that the list of SSS diffusion profiles available in the HDRP global settings from the project settings are nowhere to be found if your project is set up with URP instead. I do have this MG_SSS_profile available in the shader graph, just not sure how well it fares compared to what I would get with HDRP SSS shaders? Your input on this would be very much appreciated, thanks! Love your videos, they are great!
@BenCloward
@BenCloward Жыл бұрын
The goals of HDRP and URP are different. HDRP attempts to render graphics that are as realistic as possible - so it has a lot of high-end features that can also end up being quite expensive for performance. (taking longer to render on the GPU, using more texture memory, etc) For that reason, HDRP is only recommended for use on high-end PCs and the newest generation of consoles. (HDRP should not be used on mobile, older PCs, etc.) URP, on the other hand, has the goal to be as broadly compatible as possible. This means that is intended to be used on everything from a low-end Android phone all the way up to a high-end PC. Because broad platform support is the goal, URP doesn't support some features that are high-end only. Diffusion profiles and eye-specific lighting models are examples of this. Sometimes, you can imitate the look of the missing higher-end features by building more complex graphs in Shader Graph. If you're required to use URP for compatibility reasons, that's what I would do. Identify the features of the eye you want to achieve and then figure out how to do it using nodes in the graph. On the other hand - if your goal is to create the most realistic-looking characters possible, and you know that your project will not need to run on lower-end devices, you might consider switching to HDRP instead. The route you take depends on the goals of your end product.
@gorantrpkov446
@gorantrpkov446 Жыл бұрын
@@BenCloward wow, thanks Ben! That was very useful. I'll see what happens. I really want to make the case for us to use HDRP in the pipeline because it seems you can get such nice result in regards to realism and I'm just generally excited about realistic skin shaders and proper refraction shaders etc. I see that on the roadmaps they do have these scene converters planned for the future, so I'm thinking why not have both and then based on the devices used, a URP od HDRP can be chosen or loaded. Again, thanks for the advice, I'll have this in mind!
@behrampatel4872
@behrampatel4872 Жыл бұрын
finally ! one day santa's gonna make ben show us the math behind this too . And that will be a12 part tutorial in itself ;D . Cheers b
@MustafaBerkeGureltol
@MustafaBerkeGureltol Жыл бұрын
I like the video. I wish you also went more in depth when it comes to parallax occlusion mapping and the subsurface scattering around the iris.
@vitaliizubarev165
@vitaliizubarev165 Жыл бұрын
Can I apply this shaders (if I create my own sclera and iris texture) to my eye model and sell it with character as an asset on 3d stocks like cgtrader and unreal marketplace? What about copyrights if I use their eye base mesh and shader?
@BenCloward
@BenCloward Жыл бұрын
These are free samples that ship with Unity and Unreal. I don't think people are going to want to buy something from you that they can download for free from the game engine companies. Since I don't own them, I can't give permission for you to use them that way. You'd need to contact an official rep from Unity and/or Epic.
@nicholass3430
@nicholass3430 Жыл бұрын
Hello, does anyone know how to insert a custom iris texture? Or has a copy of the old eye shader (which has an iris col texture slot in the MI) Help appreciated!
@latsyrctam_4649
@latsyrctam_4649 6 ай бұрын
14:00 Unreal eye shader
@JackMartison
@JackMartison Жыл бұрын
This is not popular, but I wonder how can you make eye shine effect (so called cats eyes) so it shines when light is facing eyes in Unity?
@BenCloward
@BenCloward Жыл бұрын
Ah, you’re talking about the light reflecting off of the retina in the back of the eye, right? That would be a cool effect to add. It could probably be done with a method similar to what I did with the reflective road sign tutorial. The problem with it, though is that you’d need to have the light lined up just right to see it, so it wouldn’t be seen very often. Not sure if it would be worth the extra cost to compute.
@SafeZ0nee_
@SafeZ0nee_ Жыл бұрын
Can you make the project available for me to use the shader in my game?
@BenCloward
@BenCloward Жыл бұрын
The projects I'm showing here are already available for download from Epic (the MetaHuman project) and from Unity (the HDRP Material Samples). Let me know if you need help finding them.
@MichaelColinVoigt100
@MichaelColinVoigt100 Жыл бұрын
I was surprised the example Unity project had a complete sphere. Can you delete the back of the eye for optimization? And the shader network seems really complex, could you use it as is?
@BenCloward
@BenCloward Жыл бұрын
Nice to hear from you, Michael! Yes, and yes. As I mentioned in the video, since eyes are usually pretty small on the screen, it's ok to use a more expensive shader on them, since the shader isn't being used on very many pixels overall. And if you find that the shader has features you're not using, you can duplicate it and then remove them in your version.
@Rourker
@Rourker Жыл бұрын
Good look at the eye shaders! Thanks. Though shouldn't the highlight on the iris should be on the opposite side of the cornea specular in the Unity shader? I know you didn't make these, but I feel like that would be a relatively easy fix that would bring a big improvement to the look and feel of the eye.
@Ebani
@Ebani Жыл бұрын
Thanks! 👌🏽
@DLVRYDRYVR
@DLVRYDRYVR Жыл бұрын
Eye, Eye Captain!
@LouiseChib
@LouiseChib Жыл бұрын
I need a proper tutorial for this!
@MRRadioactivNEx
@MRRadioactivNEx Жыл бұрын
yeah…
@kiryushagamer6082
@kiryushagamer6082 Ай бұрын
is there a tutorial how to do this? Or its a useless video?
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