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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 просмотров • 5 месяцев назад •via X (Twitter)

Комментарии: 7

Фото профиля snek3d
snek3d5 месяцев назад

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

Фото профиля snek3d
snek3d5 месяцев назад

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

Фото профиля snek3d
snek3d5 месяцев назад

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.

Фото профиля LompicH
LompicH5 месяцев назад

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

Фото профиля snek3d
snek3d5 месяцев назад

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

Фото профиля The Noble Daemon ဗ
The Noble Daemon ဗ5 месяцев назад

You animate Kaa so beautifully. I love snakes. 🐍

Фото профиля LightRoastYoteArt
LightRoastYoteArt5 месяцев назад

Very adorable cutie

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