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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 views • 5 months ago •via X (Twitter)

7 Comments

snek3d's profile picture
snek3d5 months ago

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

snek3d's profile picture
snek3d5 months ago

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

snek3d's profile picture
snek3d5 months ago

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.

LompicH's profile picture
LompicH5 months ago

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

snek3d's profile picture
snek3d5 months ago

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

The Noble Daemon ဗ's profile picture
The Noble Daemon ဗ5 months ago

You animate Kaa so beautifully. I love snakes. 🐍

LightRoastYoteArt's profile picture
LightRoastYoteArt5 months ago

Very adorable cutie

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