using epic's 4.11+ eye shader in production

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thomasp polycounter

so in UE 4.11+ we have the eye shader (as demo-ed in that paragorn vid a while back). it does offer a lot of control over the look of the eye but this is achieved by separating iris from eyeball textures.

just wondering how people work with that since for facial animation it would seem quite essential to preview the eye in the DCC pretty closely the way it appears in unreal. for now, i've resorted to creating proxies with the iris texture merged onto the eyeball but if i want to actually make use of all the parameters the shader is offering then these changes seem hard to replicate outside unreal.

is there perhaps a way to somehow 'bake' it all out?


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