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.
>

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