Eyeball: Difference between revisions
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Tip:An iris material can cover the entire surface of the eye if need be.
Tip:The
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;<code><bone_name></code> | ;<code><bone_name></code> | ||
: The bone which the eye is parented to, typically the head. | : The bone which the eye is parented to, typically the head. | ||
;<code><X> <Y> <Z></code> | ;<code><[[X]]> <[[Y]]> <[[Z]]></code> | ||
: World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball. | : World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball. | ||
;<code><material_name></code> | ;<code><material_name></code> | ||
: Material above which the iris material will be drawn. Make sure every eye has a unique one! You can either use a material with the <code> | : Material above which the iris material will be drawn. Make sure every eye has a unique one! You can either use a material with the <code>Eyes</code> shader, or the <code>[[EyeRefract]]</code> shader, but the latter is pretty much always recommended due to its more accurate rendering methods and more parameters to mess with. | ||
;<code><diameter></code> | ;<code><diameter></code> | ||
: Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head. {{note|The iris will travel in a circle even if the eyeball is oval. Your model's [[flex]] should accommodate for this. {{todo|How?}} }} | : Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head. {{note|The iris will travel in a circle even if the eyeball is oval. Your model's [[flex]] should accommodate for this. {{todo|How?}} }} | ||
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: Material used as the iris texture. (This property is deprecated) | : Material used as the iris texture. (This property is deprecated) | ||
;<code><iris_scale></code> | ;<code><iris_scale></code> | ||
: Scale of the iris texture. The model's UV map does not influence the eye material in any way. {{todo|While this is true for <code>[[EyeRefract]]</code>, is this also true for the <code> | : Scale of the iris texture. The model's UV map does not influence the eye material in any way. {{todo|While this is true for <code>[[EyeRefract]]</code>, is this also true for the <code>Eyes</code> shader?}} | ||
=== Example === | === Example === | ||
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Hover your mouse over each value for its description. | Hover your mouse over each value for its description. | ||
[[$model (QC)|$model]] "female_01" "female_01_reference_RE.smd" { | [[$model (QC)|$model]] "female_01" "female_01_reference_RE.smd" | ||
{ | |||
'''eyeball''' <span title="Eye name" style="background:#DFDFDF;">righteye</span> <span title="Parent bone" style="background:#DFDFDF;">ValveBiped.Bip01_Head1</span> <span title="Center co-ords" style="background:#DFDFDF;">-1.261 -3.702 64.974</span> <span title="Eye white material" style="background:#DFDFDF;">eyeball_r</span> <span title="Diameter" style="background:#DFDFDF;">1</span> <span title="Angle" style="background:#DFDFDF;">4</span> <span title="Iris material" style="background:#DFDFDF;">pupil_r</span> <span title="Iris scale" style="background:#DFDFDF;">0.66</span> | |||
} | } | ||
== See also == | == See also == | ||
* The <code>[[EyeRefract]]</code> | * The <code>[[EyeRefract]]</code> shader | ||
* [[Eye Position Setup]], for a guide to calculating the various numbers required | * [[Eye Position Setup]], for a guide to calculating the various numbers required | ||
* <code>[[qc_eyes]]</code>, a tool to aid your calculations | * <code>[[qc_eyes]]</code>, a tool to aid your calculations | ||
[[Category:Modeling]] | [[Category:Modeling]] |
Revision as of 00:37, 31 July 2019

The Demoman's eyeball, using the EyeRefract shader.
Eyeball
is a property of $model. It consists of two components:
- An 'eye white' surface on the model, with a unique material.
- A dynamic iris decal that travels over the eye white material to simulate the eye looking in different directions.

Parameters

qc_eyes
tool can help you manage the potentially confusing string of numbers needed for this command.<name>
- Name of eyeball, used to match eyelid rules. For humans, use
righteye
andlefteye
. <bone_name>
- The bone which the eye is parented to, typically the head.
<X> <Y> <Z>
- World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball.
<material_name>
- Material above which the iris material will be drawn. Make sure every eye has a unique one! You can either use a material with the
Eyes
shader, or theEyeRefract
shader, but the latter is pretty much always recommended due to its more accurate rendering methods and more parameters to mess with. <diameter>
- Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head.
Note:The iris will travel in a circle even if the eyeball is oval. Your model's flex should accommodate for this.
Todo: How? <angle>
- Default yaw offset (from directly forward) for iris. Humans are typically 2-4 degrees wall-eyed. Not setting this correctly will result in either your characters appearing cross-eyed, or if you've compensated by misplacing the ball of the eye, them not tracking side to side. Should be a negative value for the left eye, and a positive value for the right eye.
<iris_material>
- Material used as the iris texture. (This property is deprecated)
<iris_scale>
- Scale of the iris texture. The model's UV map does not influence the eye material in any way. Todo: While this is true for
EyeRefract
, is this also true for theEyes
shader?
Example
Hover your mouse over each value for its description.
$model "female_01" "female_01_reference_RE.smd" { eyeball righteye ValveBiped.Bip01_Head1 -1.261 -3.702 64.974 eyeball_r 1 4 pupil_r 0.66 }
See also
- The
EyeRefract
shader - Eye Position Setup, for a guide to calculating the various numbers required
qc_eyes
, a tool to aid your calculations