Hi everyone, recently I have being testing a way to simplify the eye mesh and be modular to use on realtime and high render you can see it here (
https://polycount.com/discussion/206915/eye-setup-for-realtime-and-high-render#latest) I was quite sure Unreal could do this as well as marmoset but it does not. I noticed the effect of the iris does not happen on the side view.
My question here is, is it possible to recreate the same setup as on marmoset and what could I try to achieve this.
For now all I have tried is to control the IOR with the camera distance, but is only works from the front view and even in closeup is not perfect.
Any help, suggestion on what to try is welcome. The only Idea I come up with and not sure what to do is to raise the strength of the distortion effect from the side view with a camera node or maybe fresnel?
Replies
pth
I know about the digital human and paragon shader and setup, but I still wanted to see if its possible. It's not about if is a good or bad practice. I know the way they do it would be the best use for games. But thanks
Assuming I'm not wrong that means if you can't see it on screen it can't be taken into account by the refraction.
I'd be very surprised if marmoset behaves significantly differently to ue4
But yes this in marmoset works since they used refraction on the opacity channel which for me is better that going with the parallax effect, but of course it costs more on the render