Hi
I've been following Petter Zoppi's real-time eye course for games, which can be found on Gumroad. I think the tutorial is a bit old now, and I believe he was using Marmoset 2 or 3. When adding Transparency, he did it by selecting 'Add', which is no longer an option in 4. I followed another tutorial on how to get glass/transparency to work, but unfortunately, I'm unable to achieve the same results as in Peter's video. For instance, when he adds his WIP texture, it looks as though the iris/pupil actually fills and pushes outwards, filling in the cornea like so:
Sadly, I don't get the same effect, so you just see the area for the iris, which is indented:
Also, he adds a simple gradient/height map for the Parallax effect, which pushes the pupil further outwards, like so:
Unsurprisingly, I can't get this to work correctly. I've also tried inverting the map. But instead of it pushing it further outwards, it just pushes it inwards. 😖
Any help would be greatly appreciated. Thanks.
Replies
For the outer shell, use Refraction. This will automatically distort. You can adjust the Distortion Limit slider if it doesn't seem to distort enough in raster mode (ray tracing off).
For parallax, what you've shown in the last gif here is the expected result. Your height map is white except for where the cornea is, and there it gets darker. So this area will be pushed in when you adjust the depth value.
Totally forgot about this thread... >_<
In the end, it turned out I hadn't baked the right meshes. This tutorial covered the same workflow and from that I realised what I should've done: :)