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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 görüntüleme • 5 ay önce •via X (Twitter)

7 Yorum

snek3d profil fotoğrafı
snek3d5 ay önce

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

snek3d profil fotoğrafı
snek3d5 ay önce

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 profil fotoğrafı
snek3d5 ay önce

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 profil fotoğrafı
LompicH5 ay önce

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

snek3d profil fotoğrafı
snek3d5 ay önce

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

The Noble Daemon ဗ profil fotoğrafı
The Noble Daemon ဗ5 ay önce

You animate Kaa so beautifully. I love snakes. 🐍

LightRoastYoteArt profil fotoğrafı
LightRoastYoteArt5 ay önce

Very adorable cutie

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