thanks everyone, these are all really useful ideas. i will try them out and see which one i go with
chris, i remember your eye rig from animal :) i was considering going a similar route as well! On Tue, Nov 19, 2013 at 9:49 AM, Raffaele Fragapane < [email protected]> wrote: > If you have no textural detail in the eye and therefore can afford some > discontinuity in the tension it's easy enough to achieve. > Use one mesh for the deforming eye, a second one that's a proper sphere > with the iris centered around the iris, bind it to the stretchy mesh from > the iris out so the iris receives minimal distortion (that can then be > trivially made perfectly circular if you want absolutely zero distortion > with an ICE op), then project the rest on the deformed sphere. > > It takes some monstrous extreme before you get collisions (area around the > Iris crashing into the iris), but if that happens you can still run several > iterations of smooth and reproject as a final pass. > > Alternatively yes, you can do it with a shader and have a representation > of that on a mesh with an equivalent OGL shader or with a simple > approximation on a mesh for just the iris for animators and render it > flawlessly as displacement and geo culling at rendertime (something we also > have a shader to do here), but it's not really necessary unless you have > some stringent requirement for surface tension being extremely uniform. >

