So I'm currently attempting to create a realistic eye using a specific workflow that uses masks:
The one I chose to follow was this one by:
https://gumroad.com/tomnewbury He said that this method can be used with other renderers and for my project I'm currently using V-Ray.
So from reading the title you can see that I'm having an issue with the Blend node in Maya on this specific part where I connect the sclera and cornea shaders (VRayMtl nodes) into the BlendColors node: YouTube example:
https://youtu.be/8gwIbBqn5No?t=27m35sWhen I do this with the VRayMtl shaders, I get this 'unsupported' error:
(When I render, the eyeball is completely black)
So my question is.. how do I do this method using V-Ray? (how do I make a specific area of a shader transparent using a mask so that the iris is visible?)
Would be really grateful if someone could help!
Replies
Otherwise, you could try passing the output of the shaders through a remapColor then to the blendColors to weed out any potential shenanigans, but I don't think that's necessary.
I'm trying out the VRayBlend Material and It's seems to be somewhat working, still not sure yet though.
In this image you can see the Sclera and Cornea, with the iris area being black (as a guide which will be masked out to be transparent) which is over the iris geo.
Here is a render using the VRay Blend Material:
If you noticed (top border of iris), the mask is also masking out the reflection which is not what I want (I only want to mask out the black). Any suggestions?
Thanks