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Old 05-01-2013, 03:41 AM   #101
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Lukas thanks a lot again for sharing your knowledge. Impressive work, the 2nd light setup looks absolutely real. Best CG eyes I've seen atm.Just one question, are you using only a Displacement and a Normal map, or you have also a grayscale bump map for High Frecuency details?
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Old 05-01-2013, 03:46 AM   #102
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displace + normal map. (one NM for the SSS, one for the reflections, and one for the most upper thin rough fresnely layer of the skin.) for eyes im just using a simple greyscale bump.

the thing i dont like about normal maps and vray though is that there is no intensity slider (cryengine can do this for example) so i had to jump between photoshop and maya like a billion times.
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Old 05-01-2013, 06:12 AM   #103
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Thanks again for the Info. And are you using the same Normal Map in the SSS and the reflect material? Your skin material must be crazy, you are using like a hundred maps!
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Old 05-01-2013, 06:20 AM   #104
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nope. sss mat has a much stronger and sharper normal map cause the sss model is softening it quite some bit. the reflection normal is sort of its softer blurry version

naah just thirteen
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Old 05-01-2013, 08:15 AM   #105
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Great news then, can't wait to see those teeths
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Old 06-01-2013, 04:16 AM   #106
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bored + photoshop

Last edited by {bukkit}; 06-01-2013 at 04:18 AM.
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Old 06-01-2013, 10:30 AM   #107
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I might have something that is useful for you when you go to do the eye wetness following the eye lid during animation.

It is a script that I have hacked together over the years. (Tony Reynolds came up with the idea originally for something we were working on at the time.) it is basically a rivet system that uses Maya built in particle emitter from object node. These follow the verts that you select and gives you an attachment point.

If you select your verts and run the script it will build markers and joints (in a joint hierarchy) that you can use to attach things to, or in your case you would want to bind your wetness shape to these joints that go around the eye lid.

Now when ever the source mesh (your face) animates and moves the verts that you selected, these markers and joints will follow along for the ride for free.

There are other things you can do with this as well, like have Maya ncloth shapes drive bones that you can bind to simple geometry (this way you can do something complex in maya and bake that down to something that will run in realtime in a game engine.



I'm no scripter, so if that is your thing, feel free to take the script and make it into something super clean and nice!

Take this script, copy it into the script editor in a mel tab. Then select all the verts that you want to run the script on, select all the text in the script window and hit ctrl +enter. This will run the script and set everything up.

--------------------------------------------------------------------
// This script will select a vert on a model and add an emitter and a marker to the object.
// This will take a selection of verts and make and turn it into a string/list. -fl flag is added to deal with the verts, this way it will seperate everything out so we can do an operation on each vert.

string $sel[] = `ls -fl -sl`;
string $obj;

// This will set up a loop for us to use.

for ($obj in $sel)

{
select $obj;

// Rename strings

string $emitterRename = ($obj +"emitter");
string $normalConstraintRename = ($obj +"normConstraint");

print $emitterRename;
print $normalConstraintRename;

// Make the emitter

emitter -type omni -r 100 -sro 0 -nuv 0 -cye none -cyi 1 -spd 1 -srn 0 -nsp 1 -tsp 0 -mxd 0 -mnd 0 -dx 1 -dy 0 -dz 0 -sp 0 -n emitter;
HideSelectedObjects;

// Make the nurbs spheres
// If you want to change the size of the spheres, change the number after -r

sphere -p 0 0 0 -ax 0 1 0 -ssw 0 -esw 360 -r .1 -d 3 -ut 0 -tol 0.01 -s 2 -nsp 2 -ch 1 -n marker_CTRL;objectMoveCommand;
setDisplaySmoothness 3;
DeleteHistory;

// Create a joint for each marker. These Joints will follow the markers due to the parent constraint we are about to make.
// If you want to change the joint radius, change the number after "joint.radius"

joint -p 0 0 0 -n joint_ -rad .05;

select -cl ;

// objExists will return true or false (1 or 0), so you can use it multiple ways.

int $objTest = `objExists rootJointWorld` ;

// If that object exists, it will return 1 (true), so then you could say something like:

if($objTest == 1) {
print "It Exists!" ;
}
else {
// This will create a joint at the world orient, all other joints will be parented to this joint.
// -n will allow us to name the joint, and -rad will let us set the radius for the joint.
joint -p 0 0 0 -n rootJointWorld -rad .2;
}

select -r joint_ rootJointWorld;
parent;

select -r marker_CTRL joint_;
parentConstraint -weight 1;

select -cl ;

select -r joint_;

rename "joint_" "joint_000";

// Create marker group

select -r marker_CTRL;
group -em -n marker_CTRL_Group; xform -os -piv 0 0 0 ;

// Parent the marker to the group

select -r marker_CTRL marker_CTRL_Group;
parent;

// Point constrain the marker group to the emitter

select -r "emitter" marker_CTRL_Group;
pointConstraint -weight 1;

// Normal constrain the marker group to the object

select -r $obj marker_CTRL_Group;
normalConstraint -weight 1 -aimVector 0 1 0 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0 -n $normalConstraintRename;

// Rename the parts

rename "marker_CTRL" "marker_CTRL_";
rename "emitter" $emitterRename;
rename "marker_CTRL_Group" "marker_CTRL_Group_";

//end of the loop

}

// Group the markers

select -r "marker_CTRL_Group_*";
group -n marker_CTRL_GROUPS; xform -os -piv 0 0 0;

// Groups all the emitters into a set.

select -r -ne "emitterSet*";
$createSetResult = `sets -name emitterSets_ALL`;
select -cl ;
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Old 06-01-2013, 10:37 AM   #108
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WOW! now thats brilliant!
thanks so much for this.
im sure i will find a good use for it
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Old 06-01-2013, 11:58 AM   #109
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"Alone in the Dark Light" Rulez!!!
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Old 07-01-2013, 07:21 PM   #110
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Interesting thread. Thanks a lot for sharing !
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