Eyeball
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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
righteyeandlefteye. <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
Eyesshader, or theEyeRefractshader, 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 theEyesshader?
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
EyeRefractandEyesshaders - Eye Position Setup, for a guide to calculating the various numbers required
qc_eyes, a tool to aid your calculations