Cornea
material
A transparent material with speculars for the cornea and the sclera.
See also: Specular , Materials , Texture
This is a specular only material with displacement for the corneal bump. This material is intended for use with the eyeball material on a sphere surrounding the eyeball. There is no opacity. However there is an Alpha for compositing.
Parameters
Surface
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Iris Specular Intensity |
A multiplier for the iris specular. |
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Iris Roughness |
This value controls the size or spread of the specular highlight for the iris. |
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Iris Sharpness |
This value controls the sharpness of the edge of the specular highlight. Generally the specular over the iris is tight. |
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Sclera Specular Intensity |
A multiplier for the scleral specular. |
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Iris Roughness |
This value controls the size or spread of the specular highlight for the iris. |
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Specular Color |
The color for the specular highlight. |
Displacement
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Corneal Scale |
Controls the height of the cornea over the iris. |
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Iris Size |
This is the radius of the iris and should be linked to the Iris Size in the Displacement section of the EyeBall material. Default is 0.1, however this iris and pupil size should be linked to channels for animation. |
Properties
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Displacement Bounds |
Usually tying this value to the displacement Overall Scale should work well. However making the displacement bounds as small as possible, without causing "rips" in the render, can lower render times. See render properties for more information. |
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Displacement Space |
The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.
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True Displacements |
When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed. |