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

Iris Specular Intensity

A multiplier for the iris specular.

Iris Roughness

This value controls the size or spread of the specular highlight for the iris.

Iris Sharpness

This value controls the sharpness of the edge of the specular highlight.

Generally the specular over the iris is tight.

Sclera Specular Intensity

A multiplier for the scleral specular.

Iris Roughness

This value controls the size or spread of the specular highlight for the iris.

Specular Color

The color for the specular highlight.

Displacement

Corneal Scale

Controls the height of the cornea over the iris.

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

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.

Displacement Space

The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.

  • object Displacements occur in object space.

  • camera Displacements occur in camera space.

  • world Displacements currently an alias for camera.

True Displacements

When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed.