odf opened this issue on Oct 27, 2008 · 13933 posts
bagginsbill posted Tue, 03 November 2009 at 9:33 PM
Having a sclera that overlaps the iris and has transparency near the joint is way too complicated and will slow down rendering with ray-tracing, especially with IDL. And it really isn't going to produce any more flexibility than simply blending two image maps in one shader. You don't even have to make a mask. I calculate the radius using nodes. In fact, the image I'm using (think I said this before) has junk in the pupil and I masked it out with nodes.
Here are some comparisons in a much different lighting setup. The differences are not entirely due to shaders. Look at the edge of the iris. This is what I complained about many months ago - the hard edge. This edge was due to geometry, not to the texture. The new eye uses the same texture, but has a soft edge to the iris. And the iris-pupil transition is much more realistic.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)