How to Create a Procedural Stylized Eye Shader - Blender 3.0 Tutorial

Why I wanted to create this procedural eye shader is for one simple reason.
Because I can, Nah, because I can easily shade the eyes of my stylized characters and have endless variations.
This procedural eye shader, although reasonably complex, is still a foundation we can add to. Details as colored specks in the eye or holes for example can be an extra layer if necessary.
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Пікірлер: 33

  • @AobatrozFilms
    @AobatrozFilms2 жыл бұрын

    Great! Thank you for sharing it!

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Thank you for watching! 😁

  • @gerdsfargen6687
    @gerdsfargen66872 жыл бұрын

    Far out this is genius. How did you come up with this via the Nodes? Crazy genius man. Your channel needs to blow up in subs 😀

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Appreciate that! For some reason your comments was held for review. Sorry i didn't see it sooner! As for how i came up with it, basically just toying around, stumbeling on some interessting shapes, particularly the iris swirls, and then combining with things I knew, already, to create an eye shader

  • @Brickfanatik
    @Brickfanatik2 жыл бұрын

    Great tutorial. Really appreciate the time and effort you took to share your skills. I want to add the white reflection dot because my style is more cartoon. Would you add it procedurally or perhaps as a separate object?

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    That is actually a great idea! You from the top of my head, I'd say, create a new circular mask and ofset it to the direction you wamt the highlight to be in. Use a separate mapping node for this. Mix the mask with the rest of the shader. A separate object could be an option too, both have their own advantages. Goodluck

  • @Brickfanatik

    @Brickfanatik

    2 жыл бұрын

    @@MVARTZ so I managed to create a good solution using a sunlight angled towards the eyes rather than a procedural white circle or add-on object and the result is great in my estimation. Can’t send pics here but will give you a follow on insta and share. Thanks again for a superb tutorial!

  • @ducbeg2492
    @ducbeg24922 жыл бұрын

    I really like the thumbnail of your video. how can I add very simple eyelids that blink to the eye?

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    I just made two simple half spheres, hollowed and gave them a solidify modifier. Rotate them individually, and there is your blink. Maybe add a bevel shader to hide the lines where the lids overlap. You can experiment with thay 😁

  • @icedriver2207
    @icedriver22072 жыл бұрын

    if you use a Map Range node instead of a Color Burn and color dodge you only need one node and can use the from Min and From Max to control the size and fall off

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Yea that's true! The Map Range node had a clamp option right? Color burn and dodge do that automatically. I always try emphasize that there are multiple ways to create stuff. Thank you for sharing this method as well

  • @robhuijting
    @robhuijting2 жыл бұрын

    thnx, but is there coming a higher Quality the 360p ? (and i wish all the best for 2022 ofc) Oke, i was to quick, its in 1080p now :)

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    It should be 1440. You were so fast the HD upload wasn't fully there. You probably know that KZread will automatically compress and upload a sd version to preview while the HD is doing it's thing. Thats what was going on All the best for 22 to you too!

  • @justduckyart
    @justduckyart2 жыл бұрын

    Nice rig, thanks for sharing. It's nice to have a procedural eye stylized without the cornea bump. Is there a way to easily re-orient the default to facing front (-y) without rebuilding it? When I rotate x by 90, then apply the object transform, it pops back to looking up (+z). I tried changing the values in the map nodes, but didn't have success. Many thanks!

  • @justduckyart

    @justduckyart

    2 жыл бұрын

    Update, I added a vector rotate node after the texture coordinate node that seemed to do the trick.

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Can you apply deltas maybe!? Or use the mapping node and instead of Z use the X axis

  • @justduckyart

    @justduckyart

    2 жыл бұрын

    @@MVARTZ Yes, that's a better idea. I added a mapping node then added drivers for the x and z rotation to control it with an empty. Works great!

  • @jstarghh8939
    @jstarghh8939 Жыл бұрын

    I can't seem to get a view on Blender 3.4.0 or 3.4.1 Seems to be some changes on the Mix and Viewer. Any chance for an update? Thank you for the good tutorials!

  • @MVARTZ

    @MVARTZ

    Жыл бұрын

    I'd love to update this eye shader yes. The mix node did change I noticed this too, seems like it's combined now with float and vector. I hope to get there soon, but I have some other projects that need finishing first.

  • @BabaAkar
    @BabaAkar2 жыл бұрын

    how to export ?

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Export in what way? Do you want to export the texture? You can bake the texture and save it as a png or other image file. Export the mesh, file -> export and choose your desired extension.

  • @M.I.F..
    @M.I.F..2 жыл бұрын

    Total overdrive. Man,you need some more screens...!😂

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Sorry, Idon't fully understand what you mean 😳😳😳

  • @M.I.F..

    @M.I.F..

    2 жыл бұрын

    @@MVARTZ all good! 🙂 No offend.I have absolutely NO plan with Nodes. And I'm a math-legastenic so to say 😀 I'm just new to Blender and I found it amazing how you can remember all those things and there are so much of them that they don't fit in one screen! For me it's just to much. But really amazing what you can do with Nodes. RESPECT! For me, I would just use Photoshop and a glass-material.😉

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    @@M.I.F.. Haha! I see now! Very kind form u to clear that up And you're right it is a lot to remember. I can't remember half the things I've used in previous project. But these are nice to push yourself out of the routine, thats what I like about it. I try to preach on this channel as much as I can that, there is no one absolute way to do anything in art. Using what tools make you faster/better/unique is all just up to the artist right!? 😁 Some projects ask for different approaches, with there own trade offs. That's why I think it's good to broaden your horizon, if only so we k ow what else could be possible.

  • @M.I.F..

    @M.I.F..

    2 жыл бұрын

    @@MVARTZ yeah I wish I would have knowledge about it. The possibilities are very strong. I should take a look at it in the future. Geometry Nodes look very interesting too. Maybe I'll get the knowledge to do basic things with that at least. 😉

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    @@M.I.F.. I'm sure you will! Just take it step by step and at you're own pace

  • @rw5736
    @rw57362 жыл бұрын

    great video but it feels like you went 98% of the way then decided to skip the final group input rigging..

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Really? Ooh shoot that was not my intention!? What part wod you specifically say you miss. 🤔 I didn't want to be too long, cause everyones time is so valuable.. Since the exposing of nodes is felt so repetitive, I made an editorial call. Let me know what you missed and i'll might be able to help out. Your feedback is much appreciated tho🤩

  • @rw5736

    @rw5736

    2 жыл бұрын

    @@MVARTZ you got to the pupil fallout I believe and then skipped past the rest of the outputs, ie eyewhite controls ect. It’s all good though I used it as a learning experience and rigged up the rest by myself. Again it was a great video!! Thanks!!!

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Good to hear😁

  • @rw5736

    @rw5736

    2 жыл бұрын

    @@MVARTZ actually, how did you expose the normal output?

  • @MVARTZ

    @MVARTZ

    2 жыл бұрын

    Yea, so ... Inside the group node, I have a bump node. The height input of the bump node must be the 'mask' your want to bumpt. so the veins and maybe some other masks combined, completely up to you. The distance node is expose in the group input node. The normal output is expose through the group output. The same as you would do it on the input node, only now for the group output node. On the outside, you now should have a input control, to set the distance and an normal output to connect to any shader.