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Geometry Nodes based eye correction. Calculates & normalizes the surface distance from the iris to the vertex and passes to the shader as an attribute to sample. [See replies for the node setup].

34,967 Aufrufe • vor 5 Monaten •via X (Twitter)

7 Kommentare

Profilbild von snek3d
snek3dvor 5 Monaten

Works with the hypno too. Depending on the look you're going for it might be worth lerping this effect on and off.

Profilbild von snek3d
snek3dvor 5 Monaten

In case you can't see the difference too well. Here is the before and after. It just counters the stretching from the eye.

Profilbild von snek3d
snek3dvor 5 Monaten

The vertex as the center of the iris belongs to a vertex group. For each vertex we calculate the "shorest edge path" with the edge distance as the value. Meaning we can get true surface distance across the eye.

Profilbild von LompicH
LompicHvor 5 Monaten

Not sure I understand what the difference is here? I don't speak the language of wizards but visually the pupil seem unchanged??

Profilbild von snek3d
snek3dvor 5 Monaten

With the eye correction off the pupil is stretching with the eye. With eye correction on it's staying circular.

Profilbild von The Noble Daemon ဗ
The Noble Daemon ဗvor 5 Monaten

You animate Kaa so beautifully. I love snakes. 🐍

Profilbild von LightRoastYoteArt
LightRoastYoteArtvor 5 Monaten

Very adorable cutie

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